Drew Kerman Posted August 23, 2015 Share Posted August 23, 2015 I forget the name, but it's out there - def remember seeing a crew seat swapping mod. I'll come back and update this if I happen to remember it... Quote Link to comment Share on other sites More sharing options...
Papa_Joe Posted August 28, 2015 Author Share Posted August 28, 2015 Folks, I have sort of a question or mod/feature I am looking for, this in regards to the crew transfer feature of Ship Manifest.Does any mod exist that uses, or planned feature perhaps for ShipManifest, to randomly switch crew positions/seat on a ship over time?Meaning: for RP purposes, to very roughly simulate a crews movement throughout a ship, if it has more seats than there are kerbals. So that for example: -an engineer/pilot starts in the command module and after timewarp/refocusing on the ship the engineer is moved/sits the docked lander module. -or a scientist Kerbal is moved to the Crewed Lab, then after some time you get back to the ship to find him in the Hitchhiker.Would something like this be possible with Ship Manifest?The mod is Kerbal Hot Seat. Also a codepoet mod. It was a proof of concept mod for Connected Living Space.I'm not sure it is up to date, but you can try it. If not, I can get with codepoet and update it.@hab136: Let me study your post and I'll provide a solid response. Quote Link to comment Share on other sites More sharing options...
billkerbinsky Posted September 1, 2015 Share Posted September 1, 2015 I'm getting the following exception in the Ship Manifest debug console:Error: Error in: ShipManifestAddon.Awake. Error: System.FormatException: Input string was not in the correct format at System.Int32.Parse (System.String s) [0x00000] in <filename unknown>:0 at ShipManifest.SMSettings.getRectangle (.ConfigNode WindowsNode, System.String RectName, Rect defaultvalue) [0x00000] in <filename unknown>:0 at ShipManifest.SMSettings.LoadSettings () [0x00000] in <filename unknown>:0 at ShipManifest.SMAddon.Awake () [0x00000] in <filename unknown>:0 Any suggestions on how to recover? (I'm guessing this is trigged by something broken in a config file). Quote Link to comment Share on other sites More sharing options...
Papa_Joe Posted September 1, 2015 Author Share Posted September 1, 2015 Yup, does sound like config.Delete the SMSettings.dat file contained in ~\GameData\ShipManifest\Plugins\PluginData. SM will rebuild it automatically. Quote Link to comment Share on other sites More sharing options...
billkerbinsky Posted September 1, 2015 Share Posted September 1, 2015 Deleting SMSettings.dat brought back the settings in the KSC view, but when I selected an (uncrewed) vessel in flight I got these exceptions:Info: SMAddon.OnGUIAppLauncherReady active...Info: SMAddon.Start.Error: Error in: ShipManifestAddon.OnDestroy. System.NullReferenceException: Object reference not set to an instance of an object at ShipManifest.WindowManifest.set_ShowWindow (Boolean value) [0x00000] in <filename unknown>:0 at ShipManifest.SMAddon.OnDestroy () [0x00000] in <filename unknown>:0 Error: Error in: ShipManifestAddon.Awake. Error: System.FormatException: Input string was not in the correct format at System.Int32.Parse (System.String s) [0x00000] in <filename unknown>:0 at ShipManifest.SMSettings.getRectangle (.ConfigNode WindowsNode, System.String RectName, Rect defaultvalue) [0x00000] in <filename unknown>:0 at ShipManifest.SMSettings.LoadSettings () [0x00000] in <filename unknown>:0 at ShipManifest.SMAddon.Awake () [0x00000] in <filename unknown>:0 Info: SMAddon.Start.Info: GetCLSVessel - Active.Info: GetCLSVessel - clsVessel is null.info: UpdateCLSSpaces - clsVessel is null... done.Info: CLS Installed? TrueInfo: SMAddon.OnGUIAppLauncherReady active...Error: Error in: ShipManifestAddon.Awake. Error: System.FormatException: Input string was not in the correct format at System.Int32.Parse (System.String s) [0x00000] in <filename unknown>:0 at ShipManifest.SMSettings.getRectangle (.ConfigNode WindowsNode, System.String RectName, Rect defaultvalue) [0x00000] in <filename unknown>:0 at ShipManifest.SMSettings.LoadSettings () [0x00000] in <filename unknown>:0 at ShipManifest.SMAddon.Awake () [0x00000] in <filename unknown>:0 Info: SMAddon.OnVesselLoaded active...Info: GetCLSVessel - Active.Info: GetCLSVessel - clsVessel is null.Info: GetCLSVessel - Active.Info: GetCLSVessel - clsVessel is null.Info: SMAddon.OnVesselChange active...Info: GetCLSVessel - Active.Info: GetCLSVessel - clsVessel is null.Info: GetCLSVessel - Active.Info: GetCLSVessel - clsVessel is null....On a related note the "Save Log" button shows a clearly befuddled pathname:Info: File Name = .../Library/Application Support/Steam/SteamApps/common/Kerbal Space Program\GameData\ShipManifest\Plugins\PluginData\DebugLog_912015_92111_AM.txt(this is on MacOS but this will probably bite linux as well):The log file exists, it's just named "Kerbal Space Program\GameData\ShipManifest\Plugins\PluginData\DebugLog_912015_92111_AM.txt" and it's in .../Library/Application Support/Steam/SteamApps/common ... Quote Link to comment Share on other sites More sharing options...
bos Posted September 1, 2015 Share Posted September 1, 2015 (edited) I get the same issue on mac where the addon disables. It is caused by non-default value in the window position fields. Maybe fractional pixels are just a Mac thing, but the window location can end up with floating point positions. However, the config parsing tries to read as an integer. If you don't move the window but leave it in the default upper left corner position, the problem doesn't happen. Example config segment:SM_Windows{ ManifestPosition { x = 296.4063 y = 423.332 width = 320 height = 282 }}I guess it either needs to be written as integer or parsed as float to squash this bug. Some exception-handling to revert to default config mightn't hurt either. Edited September 1, 2015 by bos Quote Link to comment Share on other sites More sharing options...
billkerbinsky Posted September 1, 2015 Share Posted September 1, 2015 I get the same issue on mac where the button goes missing (doesn't matter if it is stock toolbar or blizzy). It is caused by non-zero value in the window position fields -- I think mac can end up with floating point positions with decimal, but the config reading tries to force parsing as an integer. If you don't move the window but leave it in the default upper left corner position, the problem doesn't happen.yes, I'm seeing floating point window positions in the save file. When I next get a chance I'll see if truncating them to integer makes the exceptions go away. Quote Link to comment Share on other sites More sharing options...
Papa_Joe Posted September 2, 2015 Author Share Posted September 2, 2015 (edited) I get the same issue on mac where the addon disables. It is caused by non-default value in the window position fields. Maybe fractional pixels are just a Mac thing, but the window location can end up with floating point positions. However, the config parsing tries to read as an integer. If you don't move the window but leave it in the default upper left corner position, the problem doesn't happen. Example config segment:SM_Windows{ ManifestPosition { x = 296.4063 y = 423.332 width = 320 height = 282 }}I guess it either needs to be written as integer or parsed as float to squash this bug. Some exception-handling to revert to default config mightn't hurt either.yes, I'm seeing floating point window positions in the save file. When I next get a chance I'll see if truncating them to integer makes the exceptions go away.Interesting. I don't use MAC so any insight is appreciated. I did note that this problem recently manifested itself on MACs after I switched from XML based config files to JSON style. I'll investigate what is going on.Thanks for the feed back! I've looked at the code, and I do an int.Parse of the screen x and y positions when loading the configuration. Mac may not be liking the type conversion. So, I can change it to float.Parse, since that is the native type for the rectangle object I'm populating. Not sure why I used int... maybe I was thinking the pixel could not be fractional...alternatively, I can save int values and remove the fractional portion when saving. If cleaning up the data in the config works, that may be the path I take. Let me know if changing the screen x/y positions to integers works... Edited September 2, 2015 by Papa_Joe Quote Link to comment Share on other sites More sharing options...
Papa_Joe Posted September 2, 2015 Author Share Posted September 2, 2015 (edited) Small bug report: The tooltip for individual science pieces seems to be positioned at where the item in the list would be if the whole list were on screen, instead of where the item actually is on screen... which means on long lists (90 science items), the tooltip gets lower and lower on screen until it finally goes off screen. Look at how low the tooltip for "Mystery Goo Obesrvation from Minmus's Lesser Flats" is. http://i.imgur.com/rrigHljl.pngIf it's not possible to base the tooltip on the item's actual position on screen, you could instead base the tooltip position on the mouse position with something like: new Rect (Input.mousePosition.x + 20, (Screen.height - Input.mousePosition.y) + 20, size.x, size.y);Alternatively, just clamp the tooltip window to the screen dimensions so it's never off-screen.. which might be a good idea anyways.Now that that's out of the way, the reason I was digging through all these science items was to see which ones were:1. Zero recovery value, but still have lab value (keep it on station to be processed)2. Zero recovery value, no lab value on this station (send to other station)3. Positive recovery value, and still have lab value (keep it on station to be processed, then recover)4. Positive recovery value, but no lab value (recover immediately)http://i.imgur.com/P9qAPHZ.pngThe tooltip gives the lab value (which is correctly shown as zero once already processed), but doesn't actually give the recovery value, so it makes it near impossible to sort based on recovery value.It's not a huge deal - I'll just sort into "process in lab" and "recover now" and wind up recovering a bunch of zero-value science, but it would be nice to have the recovery value in the tooltip.It would also be nice to have units on the other values so we have some idea of what it means, something like this:Data Amount: 28 MitsRecovery value: 0 scienceTransmit value: 100%Lab Value: 5 dataData Amount: 160 MitsRecovery value: 32 scienceTransmit value: 20%Lab Value: 0 dataActually... what I'd really like is a much larger window that shows all this info at once and gave both the transfer ability as well as the standard buttons too:[TABLE=class: grid][TR][TD]Science report[/TD][TD]Recovery value[/TD][TD]Transmit value[/TD][TD]Size[/TD][TD]Lab value[/TD][TD]Buttons[/TD][/TR][TR][TD]EVA Report from Mun's Poles[/TD][TD]0 science[/TD][TD]100% (0 science)[/TD][TD]28 Mits[/TD][TD]0 data[/TD][TD][Transmit][Delete][Process in Lab][Transfer][/TD][/TR][TR][TD]Surface Sample from Kerbin's Shores[/TD][TD]5 science[/TD][TD]20% (1 science)[/TD][TD]10 Mits[/TD][TD]10 data[/TD][TD][Transmit][Delete][Process in Lab][Transfer][/TD][/TR][TR][TD]Crew Report from space just above Duna[/TD][TD]30 science[/TD][TD]100% (30 science)[/TD][TD]5 Mits[/TD][TD]300 data[/TD][TD][Transmit][Delete][Process in Lab][Transfer][/TD][/TR][/TABLE]Hope this gives you some ideas I've been looking at the tooltip position issue, and I think I know the cause. I add an offset to the y position (for readability) and that offset must be accumulating. Now as far as the position being off screen. I know I added code to prevent that in the x direction. I thought I added it to the Y as well... are you using the latest version? I added screen boundary support to tool tips in version 4.4.1.0.Sifting thru the rest now... Edited September 2, 2015 by Papa_Joe Quote Link to comment Share on other sites More sharing options...
billkerbinsky Posted September 2, 2015 Share Posted September 2, 2015 Let me know if changing the screen x/y positions to integers works...That appears to have fixed it. Let me know if you want me to try anything else.. Quote Link to comment Share on other sites More sharing options...
Papa_Joe Posted September 2, 2015 Author Share Posted September 2, 2015 (edited) That appears to have fixed it. Let me know if you want me to try anything else..nope. that will help me. Thanks! I'll be sure to save as integer. I also added error handling on load to default values "just in case" Edited September 2, 2015 by Papa_Joe Quote Link to comment Share on other sites More sharing options...
Phoenix1945 Posted September 17, 2015 Share Posted September 17, 2015 That appears to have fixed it. Let me know if you want me to try anything else..I have the same problem in ubuntu system, the icons of the mod is missing. The game works fine other than that. But the mod seems to be broken despite of reinstalling the mod. I didnt quite get the solution, and I also like to try it. In which file I should edit the screen positions, and what kind of code should I use?Thanks. Quote Link to comment Share on other sites More sharing options...
billkerbinsky Posted September 17, 2015 Share Posted September 17, 2015 I have the same problem in ubuntu system, the icons of the mod is missing. The game works fine other than that. But the mod seems to be broken despite of reinstalling the mod. I didnt quite get the solution, and I also like to try it. In which file I should edit the screen positions, and what kind of code should I use?Thanks..../GameData/ShipManifest/Plugins/PluginData/SMSettings.datLook for "x =" and "y =" followed by a floating-point number, and remove the decimal point and everything after it. Quote Link to comment Share on other sites More sharing options...
monstah Posted September 17, 2015 Share Posted September 17, 2015 Hey, Papa_Joe, is this mod not supposed to show on IVA, or have I botched my install? IVA-only is where I think this mod would shine the most! Quote Link to comment Share on other sites More sharing options...
Papa_Joe Posted September 18, 2015 Author Share Posted September 18, 2015 (edited) .../GameData/ShipManifest/Plugins/PluginData/SMSettings.datLook for "x =" and "y =" followed by a floating-point number, and remove the decimal point and everything after it.What he said . Fix is coming in the next release. I just did a push to Github but am still debugging. Soon.Hey, Papa_Joe, is this mod not supposed to show on IVA, or have I botched my install? IVA-only is where I think this mod would shine the most!IVA would work if it was truely an interior based system. at the moment, interior spaces are not "connected" in anyway, so movement from space to space would fail.Now, that does get me to thinking...IF, we can detect iva mode (via the currentcamera), then we can exit to the flight scene, perform the transfer and then cut back to the iva. I could look into that. Edited September 18, 2015 by Papa_Joe Quote Link to comment Share on other sites More sharing options...
Phoenix1945 Posted September 18, 2015 Share Posted September 18, 2015 .../GameData/ShipManifest/Plugins/PluginData/SMSettings.datLook for "x =" and "y =" followed by a floating-point number, and remove the decimal point and everything after it.What he said . Fix is coming in the next release. I just did a push to Github but am still debugging. Soon.IVA would work if it was truely an interior based system. at the moment, interior spaces are not "connected" in anyway, so movement from space to space would fail.Now, that does get me to thinking...IF, we can detect iva mode (via the currentcamera), then we can exit to the flight scene, perform the transfer and then cut back to the iva. I could look into that.Yep, The boxes are back again, its working. Thanks for the help, Quote Link to comment Share on other sites More sharing options...
JPLRepo Posted September 18, 2015 Share Posted September 18, 2015 What he said . Fix is coming in the next release. I just did a push to Github but am still debugging. Soon.IVA would work if it was truely an interior based system. at the moment, interior spaces are not "connected" in anyway, so movement from space to space would fail.Now, that does get me to thinking...IF, we can detect iva mode (via the currentcamera), then we can exit to the flight scene, perform the transfer and then cut back to the iva. I could look into that.To detect if in iva mode:[COLOR=blue]public[/COLOR] [COLOR=blue]static[/COLOR] [COLOR=blue]bool[/COLOR] IsInIVA() { [COLOR=blue]return[/COLOR] [COLOR=#2b91af]CameraManager[/COLOR].Instance.currentCameraMode == [COLOR=#2b91af]CameraManager[/COLOR].[COLOR=#2b91af]CameraMode[/COLOR].IVA || [COLOR=#2b91af]CameraManager[/COLOR].Instance.currentCameraMode == [COLOR=#2b91af]CameraManager[/COLOR].[COLOR=#2b91af]CameraMode[/COLOR].Internal; }To switch to flight mode:[COLOR=#2B91AF]CameraManager[/COLOR].Instance.SetCameraFlight();To switch to previous camera mode:[COLOR=#2B91AF]CameraManager[/COLOR].Instance.PreviousCameraMode();Anyway, it's all in the CameraManager class. Quote Link to comment Share on other sites More sharing options...
p1t1o Posted September 18, 2015 Share Posted September 18, 2015 Hi,IIRC, the previous incarnation "crew manifest", there was a button you could press to "empty" or "fill" a vessel with crew when still on the launchpad.Given that KSP has the propensity to re-insert crew into vessels that you have emptied in the VAB, or re-fill with the wrong Kerbonauts, is there a chance we could get this capability back?Unless its in there somewhere already and I cant find it Cheers Quote Link to comment Share on other sites More sharing options...
Papa_Joe Posted September 20, 2015 Author Share Posted September 20, 2015 Hi,IIRC, the previous incarnation "crew manifest", there was a button you could press to "empty" or "fill" a vessel with crew when still on the launchpad.Given that KSP has the propensity to re-insert crew into vessels that you have emptied in the VAB, or re-fill with the wrong Kerbonauts, is there a chance we could get this capability back?Unless its in there somewhere already and I cant find it CheersIt is still there. You may have to turn off realism setting to get to this functionality.This link from my wiki may help: https://github.com/PapaJoesSoup/ShipManifest/wiki/2.0---Basic-Operation- - - Updated - - -To detect if in iva mode:[COLOR=blue]public[/COLOR] [COLOR=blue]static[/COLOR] [COLOR=blue]bool[/COLOR] IsInIVA() { [COLOR=blue]return[/COLOR] [COLOR=#2b91af]CameraManager[/COLOR].Instance.currentCameraMode == [COLOR=#2b91af]CameraManager[/COLOR].[COLOR=#2b91af]CameraMode[/COLOR].IVA || [COLOR=#2b91af]CameraManager[/COLOR].Instance.currentCameraMode == [COLOR=#2b91af]CameraManager[/COLOR].[COLOR=#2b91af]CameraMode[/COLOR].Internal; }To switch to flight mode:[COLOR=#2B91AF]CameraManager[/COLOR].Instance.SetCameraFlight();To switch to previous camera mode:[COLOR=#2B91AF]CameraManager[/COLOR].Instance.PreviousCameraMode();Anyway, it's all in the CameraManager class.That is most helpful. I will check that out. Now, having the sm window open in this mode... more to look at. Quote Link to comment Share on other sites More sharing options...
NeoMorph Posted September 22, 2015 Share Posted September 22, 2015 Joe, did you ever make any progress on the renaming of the Kerbals? I wanted to make a mix of military (wanted things like Sgt Boo Kerman and Capt. Zap Kerman) and civilians on a long journey mission and see who comes back. Not going to force it, just see who survives the kracken events... And I have Deadly Reentry installed too. I lost one because a wing overheated and went POOF! This ship is a nuclear torch ship going on a system wide journey.Bit of a science experiment like in the movie 2010, you see... because, well... SCIEEEEEEEEEEEEEEEENCE. Quote Link to comment Share on other sites More sharing options...
TheCardinal Posted September 23, 2015 Share Posted September 23, 2015 Hard to believe possible but there is something that could improve ships manifest.The one thing missing from it is the possibilitie to move things in the inventories around. I agree it's only usefull for users of the KIS mod but nonetheless it would be very nice to move things around in the inventories of kerbals and containers. Quote Link to comment Share on other sites More sharing options...
baldamundo Posted October 8, 2015 Share Posted October 8, 2015 The respawn button doesn't seem to be working for me. (No, I'm not cheating - he died in a glitch! Don't judge me ) Quote Link to comment Share on other sites More sharing options...
Pretender6 Posted October 21, 2015 Share Posted October 21, 2015 Any way to add in extra controls like Drills and Resource generators/converters? Quote Link to comment Share on other sites More sharing options...
SoonerNation Posted October 26, 2015 Share Posted October 26, 2015 So I have a question and I have used the search but maybe I'm not finding my answer. It seems after a day of using SM, it disappears in the toolbar. How do I keep it from disappearing like that? Quote Link to comment Share on other sites More sharing options...
JPLRepo Posted October 27, 2015 Share Posted October 27, 2015 So I have a question and I have used the search but maybe I'm not finding my answer. It seems after a day of using SM, it disappears in the toolbar. How do I keep it from disappearing like that?Using Blizzy's toolbar or stock buttons??For assistance you will need to supply a log file. Quote Link to comment Share on other sites More sharing options...
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