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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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Did something break the no internal model fix because I've got the latest CLS and SM but can't transfer crew into the mobile processing lab, getting this error

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

Transferring between other parts seem fine, it just seems to be the mobile lab.

Nope... you are just a bit confused.

I indicated that this is in the Pending section, so that means it is not yet in a release. I have solved the problem and implemented a fix, but it is not yet released.

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I have a feeling that this may have been requested already, but just in case:

I'd like to see the ability to add / remove individual Kerbals from specified compartments at launch, as the current version of SM either fills the crew to max capacity, or completely empties it.

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I have a feeling that this may have been requested already, but just in case:

I'd like to see the ability to add / remove individual Kerbals from specified compartments at launch, as the current version of SM either fills the crew to max capacity, or completely empties it.

Actually, that has never been requested here. I did notice it on the Crew manifest thread recently tho.

I will add that to the list.

Edit: I just did a little testing. and you can add an individual Kerbal now.

1. In preflight, open the transfer witndow and the roster window.

2. Go to the Transfer window and select the desired part you want the kerbal to go into as the Source (red)

3. In the Roster window, find an available Kerbal. You will notice an EDIT and an ADD button.

4. Now in the Roster Window, Click Add.

Done.

Now I'll work on a remove for ya. I'm thinking in the Roster window, if the kerbal is part of the active vessel, I can change the "---" to "Remove".

Edited by Papa_Joe
Correct order of operation.
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Update:

I have solved the Inflatable parts issue. It will be in the next release.

Edit: I have added Crew member Add / Remove to the Roster Window.

Release imminent...

Edited by Papa_Joe
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New Version out.

Version 0.23.5.3.2.3 - 11 May, 2014 - Settings, Roster & Bug Fix Edition.

- New: Roster Window now allows adding and removing individual Kerbals during pre-flight in Realism Mode, and also In-Flight in Standard mode.

- New: Additional changes to Settings.

- Now sepearate sections make finding things easier.

- Changed LockRealismMode to LockSettings, as Realism Mode is not a parent setting.

- Added Locksettings to the Settings Window. Once set, must be turned off in config file.

- Made Enable CLS a child of Enable Crew

- Bug: SM not detecting Changes in CrewCapacity with Inflatable Parts...

- http://forum.kerbalspaceprogram.com/threads/62270-0-23-5-Ship-Manifest-%28Crew-Science-Resources%29-v0-23-5-3-2-1-22-Apr-14?p=1118517&viewfull=1#post1118517

- Bug: SM Errors when attempting to transfer to a part with no internal model

- http://forum.kerbalspaceprogram.com/threads/62270-0-23-5-Ship-Manifest-%28Crew-Science-Resources%29-v0-23-5-3-2-2-2-May-14?p=1140559&viewfull=1#post1140559

- Bug: SM still allowing negative numbers in resource transfers.

- http://forum.kerbalspaceprogram.com/threads/62270-0-23-5-Ship-Manifest-%28Crew-Science-Resources%29-v0-23-5-3-2-2-2-May-14?p=1136419&viewfull=1#post1136419

I'm hoping with a change I made to fix Inflatable Habs, I also fixed the LS resource doubling. if someone would be so kind as to test that, I cannot.

I think we are getting pretty stable, and a bit more user friendly now. Add soft dependencies and we are looking pretty good. Let me know what you all think!

Enjoy!

Edited by Papa_Joe
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Nope... you are just a bit confused.

I indicated that this is in the Pending section, so that means it is not yet in a release. I have solved the problem and implemented a fix, but it is not yet released.

Whoops, didn't see that it was pending, sorry about the confusion. Anyway I see you've released the new version with the fix in, so thanks!

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Hrm. When I EVA'd a kerbal, the debug window opens with this:

Error:  in drawGui.  Error:  Operation is not valid due to the current state of the object 

at System.Linq.Enumerable.Single[KeyValuePair`2] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) [0x00000] in <filename unknown>:0
at System.Linq.Enumerable.Single[KeyValuePair`2] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0
at ShipManifest.ManifestController.get_Vessel () [0x00000] in <filename unknown>:0
at ShipManifest.ManifestController.drawGui () [0x00000] in <filename unknown>:0

Unfortunately I'm having a lot of trouble reproducing it. It happened a couple times and then stopped.

Edited by phoenix_ca
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Hrm. When I EVA a kerbal, the debug window opens with this:

Error:  in drawGui.  Error:  Operation is not valid due to the current state of the object 

at System.Linq.Enumerable.Single[KeyValuePair`2] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) [0x00000] in <filename unknown>:0
at System.Linq.Enumerable.Single[KeyValuePair`2] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0
at ShipManifest.ManifestController.get_Vessel () [0x00000] in <filename unknown>:0
at ShipManifest.ManifestController.drawGui () [0x00000] in <filename unknown>:0

thanks. I'll take a look.

If you can tell me the conditions of SM at that time. what windows open and what options selected, along with whether or not crew was selected, and if any source or destination parts were selected. Also, if the above is true, was the kerbal that went eva in one of the selected parts?

Thanks1

Edited by Papa_Joe
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No windows open at all.

Here's a copy of the settings (raw XML, eek!):

<?xml version="1.0" encoding="utf-8"?>
<config>
<rect name="ManifestPosition">
<xmin>0</xmin>
<xmax>323</xmax>
<ymin>0</ymin>
<ymax>288</ymax>
</rect>
<rect name="TransferPosition">
<xmin>0</xmin>
<xmax>0</xmax>
<ymin>0</ymin>
<ymax>0</ymax>
</rect>
<rect name="RosterPosition">
<xmin>0</xmin>
<xmax>391</xmax>
<ymin>0</ymin>
<ymax>350</ymax>
</rect>
<rect name="SettingsPosition">
<xmin>0</xmin>
<xmax>391</xmax>
<ymin>0</ymin>
<ymax>350</ymax>
</rect>
<rect name="DebuggerPosition">
<xmin>465</xmin>
<xmax>981</xmax>
<ymin>431</ymin>
<ymax>791</ymax>
</rect>
<bool name="ShowDebugger">0</bool>
<bool name="RealismMode">1</bool>
<bool name="LockSettings">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">0</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">1</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>

CLS 1.0.4.1 installed too.

It's possibly related somehow to a TAC LS bug I'm experiencing at the same time. When any Kerbal goes EVA, they take the expected resources with them but those are immediately lost.

Edited by phoenix_ca
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No windows open at all.

Here's a copy of the settings (raw XML, eek!):

<?xml version="1.0" encoding="utf-8"?>
<config>
<rect name="ManifestPosition">
<xmin>0</xmin>
<xmax>323</xmax>
<ymin>0</ymin>
<ymax>288</ymax>
</rect>
<rect name="TransferPosition">
<xmin>0</xmin>
<xmax>0</xmax>
<ymin>0</ymin>
<ymax>0</ymax>
</rect>
<rect name="RosterPosition">
<xmin>0</xmin>
<xmax>391</xmax>
<ymin>0</ymin>
<ymax>350</ymax>
</rect>
<rect name="SettingsPosition">
<xmin>0</xmin>
<xmax>391</xmax>
<ymin>0</ymin>
<ymax>350</ymax>
</rect>
<rect name="DebuggerPosition">
<xmin>465</xmin>
<xmax>981</xmax>
<ymin>431</ymin>
<ymax>791</ymax>
</rect>
<bool name="ShowDebugger">0</bool>
<bool name="RealismMode">1</bool>
<bool name="LockSettings">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">0</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">1</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>

CLS 1.0.4.1 installed too.

It's possibly related somehow to a TAC LS bug I'm experiencing at the same time. When any Kerbal goes EVA, they take the expected resources with them but those are immediately lost.

Yes it can be related to TAC LS. I'm at a bit of a disadvantage as I'm not running it. I will reexamine the code to see where I may be causing heartburn. Also, was the kerbal going EVA in one of the selected parts? Source or Target?

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Well all I did was select a Mk1 pod and launch it from the VAB.

Give me a sec though. I might've jumped the gun. I think the source of the problem may actually be with DevHelper.

Edit: Yes, on further inspection I think that's it. Using DevHelper to load straight to the VAB causes the issue. I'll go bother sirkut about this. But if you want to repeat the error you can probably do it just by installing DevHelper and setting it to load a save, load the VAB scene, and then just build a Mk1 pod and launch.

Edit again: Or not. Seems it's still happening, in a situation where the TACLS bug isn't. Doubtful they're related, just happened to be correlated. I should kick myself for conflating correlation as causation. (Also, this is why I despise debugging software.)

Edited by phoenix_ca
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So... how do i close that debug window ?

It's under settings. You can also suppress it from opening on errors. (I had to do this. It's effectively burying the problem so I can pretend it isn't there. Bad practice, usually, but I can't fix it so...yeah.)

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I will address the issue. so the test was, create a MkIII and put it on the pad.

Then EVA. the error pops up then?

Do you have the Transfer window open? If so, do you have the part selected?

Edited by Papa_Joe
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I will address the issue. so the test was, create a MkIII and put it on the pad.

Then EVA. the error pops up then?

Do you have the Transfer window open? If so, do you have the part selected?

That's pretty much it, though it happens with the Mk1 pod, and it does seem to happen usually when EVA'ing, but rarely, it doesn't. O.o

But no, no windows open.

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When I disable CLS under settings shouldnt I be able to transfer my crew freely or am I missing something else?

With CLS disabled, you should be able to transfer freely. Are you experiencing an issue?

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With CLS disabled, you should be able to transfer freely. Are you experiencing an issue?

Do the parts need to be modified in some way?

I am using http://forum.kerbalspaceprogram.com/threads/34664-Large-Structural-Station-Components-20-Compatible-Release-Thread

and even edited them to be CLS friendly - but finally it was to much hassle to click every docking port of my assembled station and open the hatches and I wanted to deactivate the option.

A few days ago I could move some Kerbals into the Taurus, but only four although it holds seven, Ship Manifest only swapped two Kerbals after that.

Yesterday I open the window via Toolbar, select crew, select transfer, select two crew modules and click xfer and nothing happens.

Can ShipManifest be influenced by the undockable bug?

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That's pretty much it, though it happens with the Mk1 pod, and it does seem to happen usually when EVA'ing, but rarely, it doesn't. O.o

But no, no windows open.

Ok. that sounds like I need some additional scene checking to prevent creating objects that will fail. I'll look at that. For example. when going eva, the "active vessel" is now a kerbal, (i think)

You do have "Realism mode" unselected, right?

Realism Mode only affects the method of transfer.

In Crew: Enables sound and delayed transfer to simulate time taken to get to the new part.

In science: prevents a science experiment from being reused.

In Resources: Enable sound and a transfer rate to simulate the time needed to "pump" a resource. Limits resource chioices to those that have TransferMode != none.

Enable CLS determines if we care about "spaces". With this off, it will allow transfers to any habitable part.

The parts you mentioned, are .20 parts. I know they made changes to part structures after that date. I do not know if that has a bearing or not. I check the Crew capacity value.

Also, do you have the debug window open? can you turn on verbose mode, and record your action and save the log? If you can, please post and I'll review. there may be an error "under the hood"

Finally, what version of SM are you using?

Thanks!

Edited by Papa_Joe
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How ... embarrassing ... I missed the updates for CLS and SM ... working wonderfully, awesome mod(s), love you all, gotta go!!

I totally understand. I have gone thru a "rash" of update of late :)

On another note,

codepoet has been working diligently to devise a method to make CLS optional. I will be receiving code to test soon. Once we work out the details, I will be releasing a new version that will not "require" CLS (and by extension, Module manager).

I'm hoping this will help those that simply do not want to have CLS at all.

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snip

Note: For those of you who do not wish to use CLS, the latest version of SM without CLS is version 0.23.5.3.1.5, and can be found on my github repository above.

bigsnip

i assume you meant 0.23.3.1.5?

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