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[1.12.x] Ship Manifest (Crew, Science, & Resources) - v 6.0.8.0 - 28 Apr 23


Papa_Joe

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Will this release fix the non-updating inflatable habs problem?

Unfortunately not yet. After the last test we performed together, I've been wrapped up with RL work. I will be attacking that and the Science issue next. At least I can get a public release with the TACLS fix and get the CLS switch on the settings menu. that should help a lot of folks quickly and give me some time to think the inflatable hab issue thru. I'm thinking that I may have to refresh the values every frame. At least I will not have to destroy them repeatedly... :) I will try that before I release

Edit: just talked with sumghai and was informed that SM works fine with SDHI parts, as well as FUSTEK. I will focus on fixing the inflatable now.

Edited by Papa_Joe
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New version out. Someone let me know if Texture Replacer works with the EnableTextureReplacer Setting "off". Thanks!

Version 0.23.5.3.2.2 - 2 May, 2014 - Realism Settings Love Edition..

- New: Changes to Settings Window to add previously hidden settings and tie them to the realism mode setting.

- New: Crew Transfers should allow swapping Kerbals between parts. Swaps are possible within a part, but not between parts.

- www.youtube.com/watch?v=I_TNxjnW234

- New: Added config file switch for Enable/Disable TextureReplacer eva event triggers. testing shows it conflicts with TACLS.

- Bug: Highlighting behaves abnormally on resource changes from crew to another resource. Residual selected part highlighting...

- Internally found, Post release of 0.23.5.3.2.1

- Bug: Highlighting behaves abnormally on part changes when moving away from source and target part being the same...

- Internally found, Post release of 0.23.5.3.2.1a

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Can I de-install CLS if I deactivate it in the Ship Manifest config?

Not yet. Coming in another release. codepoet is writing the soft dependency code.

What I plan to do when it is available, is detect for it's presence, and if it is not there, then it will automatically work in cls=off mode. You will not be able to turn on CLS.

If cls is detected, then it will be enabled by default, and can be turned off in the settings.

Edited by Papa_Joe
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Why does SM fire EVA events for TextureReplacer? TR events only need to be fired when a new Kerbal (portrait) is added. EVA event isn't event listened to:

https://github.com/ducakar/TextureReplacer/blob/master/TextureReplacer/Personaliser.cs#L650

Could you try onVesselWasModified event? It's probably better suitable than onVesselChange I suggested (I mixed up).

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Why does SM fire EVA events for TextureReplacer? TR events only need to be fired when a new Kerbal (portrait) is added. EVA event isn't event listened to:

https://github.com/ducakar/TextureReplacer/blob/master/TextureReplacer/Personaliser.cs#L650

Could you try onVesselWasModified event? It's probably better suitable than onVesselChange I suggested (I mixed up).

Thanks for that update.

My understanding came from some PMs. I've not used texture replacer. Now, in the release,I have the Eva code off by default.

On vessel change was requested by the authors of CLS and Extraplanetary launchpads and texture replacer

I'll take a look the TR code so I better understand what is going on.

Edited by Papa_Joe
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There is a problem with the latest version (CLS disabled).

I can't transfer crew to the vanilla science lab from a docked vessel, but all other (tested) crew captiable parts worked fine.

Debug drops a Error. I'll upload the log if I'm back on my gaming computer.

Edit:

- http://pastebin.com/Qt7evkDV

- http://pastebin.com/219FPeXW

Edited by acc
add log
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I noticed you can have less than 0 too :(

Yep, positive and negative amounts and magicaly the amounts doubled (?).

I did'nt know they do that sort of mystical experiments on my space station :D

Edited by acc
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Yep, positive and negative amounts and magicaly the amounts doubled (?).

I did'nt know they do that sort of mystical experiments on my space station :D

thanks for the feedback. The pictures help loads as well.

I'll take a look. Weird. Question. can you post your config settings as well?

Thanks!

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thanks for the feedback. The pictures help loads as well.

I'll take a look. Weird. Question. can you post your config settings as well?

Thanks!

Thank you too for the work. I'm glad if I can help to fix the issues :)

And sure...

<?xml version="1.0" encoding="utf-8"?>
<config>
<rect name="ManifestPosition">
<xmin>57</xmin>
<xmax>380</xmax>
<ymin>87</ymin>
<ymax>375</ymax>
</rect>
<rect name="TransferPosition">
<xmin>384</xmin>
<xmax>1006</xmax>
<ymin>86</ymin>
<ymax>360</ymax>
</rect>
<rect name="RosterPosition">
<xmin>488</xmin>
<xmax>879</xmax>
<ymin>128</ymin>
<ymax>478</ymax>
</rect>
<rect name="SettingsPosition">
<xmin>488</xmin>
<xmax>879</xmax>
<ymin>128</ymin>
<ymax>478</ymax>
</rect>
<rect name="DebuggerPosition">
<xmin>144</xmin>
<xmax>660</xmax>
<ymin>398</ymin>
<ymax>758</ymax>
</rect>
<bool name="ShowDebugger">0</bool>
<bool name="RealismMode">1</bool>
<bool name="LockRealismMode">0</bool>
<bool name="VerboseLogging">0</bool>
<bool name="AutoSave">0</bool>
<double name="SaveIntervalSec">180</double>
<double name="FlowRate">100</double>
<double name="MinFlowRate">0</double>
<double name="MaxFlowRate">100</double>
<string name="PumpSoundStart">ShipManifest/Sounds/59328-1</string>
<string name="PumpSoundRun">ShipManifest/Sounds/59328-2</string>
<string name="PumpSoundStop">ShipManifest/Sounds/59328-3</string>
<double name="PumpSoundVol">3</double>
<string name="CrewSoundStart">ShipManifest/Sounds/14214-1</string>
<string name="CrewSoundRun">ShipManifest/Sounds/14214-2</string>
<string name="CrewSoundStop">ShipManifest/Sounds/14214-3</string>
<double name="CrewSoundVol">3</double>
<string name="SourcePartColor">red</string>
<string name="TargetPartColor">green</string>
<string name="TargetPartCrewColor">blue</string>
<bool name="EnableScience">1</bool>
<bool name="EnableCrew">1</bool>
<bool name="EnablePFResources">1</bool>
<bool name="EnableCLS">0</bool>
<string name="DebugLogPath">Plugins\PluginData\</string>
<double name="IVATimeDelaySec">5</double>
<bool name="ShowIVAUpdateBtn">0</bool>
<bool name="AutoDebug">1</bool>
<bool name="EnableTextureReplacer">0</bool>
</config>

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Btw since crew transfer is a child setting of realism mode you can't activate it without using realism mode.

It actually is independent, but I wanted it to be linked to the realism switch so you couldn't change it once set if you lock realism mode.

To change, turn on realism mode, set the crew transfer switch and turn off Realism mode. sorry for the confusion, but I did say I needed to work on realism options more.

Is there a version of this that is not CLS dependant?

Version 0.23.3.1.5, which can be found on my github source control link and here: https://github.com/PapaJoesSoup/ShipManifest/releases, is not CLS dependent. That version was released on February 27th 2014.

Edited by Papa_Joe
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Thank you too for the work. I'm glad if I can help to fix the issues :)

And sure...

<?xml version="1.0" encoding="utf-8"?>
<config>
<rect name="ManifestPosition">
<xmin>57</xmin>
<xmax>380</xmax>
<ymin>87</ymin>
<ymax>375</ymax>
</rect>
<rect name="TransferPosition">
<xmin>384</xmin>
<xmax>1006</xmax>
<ymin>86</ymin>
<ymax>360</ymax>
</rect>
<rect name="RosterPosition">
<xmin>488</xmin>
<xmax>879</xmax>
<ymin>128</ymin>
<ymax>478</ymax>
</rect>
<rect name="SettingsPosition">
<xmin>488</xmin>
<xmax>879</xmax>
<ymin>128</ymin>
<ymax>478</ymax>
</rect>
<rect name="DebuggerPosition">
<xmin>144</xmin>
<xmax>660</xmax>
<ymin>398</ymin>
<ymax>758</ymax>
</rect>
<bool name="ShowDebugger">0</bool>
<bool name="RealismMode">1</bool>
<bool name="LockRealismMode">0</bool>
<bool name="VerboseLogging">0</bool>
<bool name="AutoSave">0</bool>
<double name="SaveIntervalSec">180</double>
<double name="FlowRate">100</double>
<double name="MinFlowRate">0</double>
<double name="MaxFlowRate">100</double>
<string name="PumpSoundStart">ShipManifest/Sounds/59328-1</string>
<string name="PumpSoundRun">ShipManifest/Sounds/59328-2</string>
<string name="PumpSoundStop">ShipManifest/Sounds/59328-3</string>
<double name="PumpSoundVol">3</double>
<string name="CrewSoundStart">ShipManifest/Sounds/14214-1</string>
<string name="CrewSoundRun">ShipManifest/Sounds/14214-2</string>
<string name="CrewSoundStop">ShipManifest/Sounds/14214-3</string>
<double name="CrewSoundVol">3</double>
<string name="SourcePartColor">red</string>
<string name="TargetPartColor">green</string>
<string name="TargetPartCrewColor">blue</string>
<bool name="EnableScience">1</bool>
<bool name="EnableCrew">1</bool>
<bool name="EnablePFResources">1</bool>
<bool name="EnableCLS">0</bool>
<string name="DebugLogPath">Plugins\PluginData\</string>
<double name="IVATimeDelaySec">5</double>
<bool name="ShowIVAUpdateBtn">0</bool>
<bool name="AutoDebug">1</bool>
<bool name="EnableTextureReplacer">0</bool>
</config>

Thanks to both of you! I'll get back on it...

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It actually is independent, but I wanted it to be linked to the realism switch so you couldn't change it once set if you lock realism mode.

To change, turn on realism mode, set the crew transfer switch and turn off Realism mode. sorry for the confusion, but I did say I needed to work on realism options more.

To further clarify this, there is a display bug in the verbose logging results of the Debug Window, so it appears that EnableCrew is turned off when you turn off Realism Mode. However, you can tell this is not true by the fact you will have a crew resource button and parts in the transfer window.

Also, EnableScience and EnablePFResources are independent as well, and also can be changed when Realism Mode is turned on. They will also retain their settings after you turn off Realism mode.

I'm thinking it makes sense to move them out from under Realism Mode, and still have them disable changing when realism Lock is set. maybe change the name of the lock to Settings Lock. I think I will also give you the ability to Lock the settings "in-game". Once locked, it can only be unlocked from the config file.

That way you can tweak the SM settings, test and then and then lock it, without having to go out of the game.

Edited by Papa_Joe
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I get a error whenever i try and transfer crew to the stock mobile processing lab its the only thing ive found to cause it.

Error: Error moving crewmember.  Error:  Object reference not set to an instance of an object 


at ShipManifest.ManifestController.TransferCrewMember (.ProtoCrewMember sourceMember, .Part sourcePart, .Part targetPart) [0x00000] in <filename unknown>:0


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Sometimes I do accidentaly double clicks. Guess the UI is not fast-double-click safe. Maybe that could be the source of the amount bug.

Thanks for thinking of that, however, the issue was not double clicking, it was a lack of boundary checking on the min and max amounts of the source and target parts. I have since added boundary checking. That will come as part of the next release.

Also, I'm cleaning up the Settings Menu some more to make it more intuitive, and easier to use. I've also added a settings lock (replacing LockRealismMode) in the window, that locks the settings. If you set it and save it will lock out any changes to realism mode, Enable Crew, Enable CLS, Enable Science, and Enable PFResources. To clear the lock you must go into the config file.

I will explain the logic of the Settings when I get close to release.

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Hi,

I have some trouble with docking ports and crew transfer.

Squad Docking Ports are all working ok.

Mods with working docking ports:

KWRocketry (uploads_2013_12_KW-Release-Package-v2.5.6B)

FusTek Station Parts Expansion (ksp_fustek_station_parts_expansion_x0_04-3_dev)

HabitatPack (Habitat Pack)

Mods with docking ports that don't allow crew transfer:

Goodspeed (uploads_2014_04_GoodspeedAerospaceParts-2014.4.1B)

LLL (LLL-12-1)

KingEng Universal Docking Ports (uploads_2014_04_UnivDockingPorts4)

LazTek (uploads_2014_04_LazTekSpaceXLaunchPack_2.3.51)

NovaPunch2 (NovaPunch2_03_5)

I have installed "TweakableEverything" (uploads_2014_04_TweakableEverything-0-6-6)

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