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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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It's the stock buttons and Blizzy's toolbar. It does not show up under both.

Please supply a log file for assistance, without that there is nothing anyone can do for you. Link in previous post on how to capture and supply your log file.

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Hey all,

Sorry for dropping off the face of the earth there.

Been kinda overwhelmed, and had to drop a couple of volunteer obligations to allow for some sense of sanity. I'll miss teaching, but I've got a very full schedule.

Work has been amazing, and I'm going to learn a lot. I like learning. :)

So, with that said, I'm back into the code and working on a release.

I know that at the very least I have a couple of bug fixes (inc the apple window save bug) and a couple of minor features to get out into the wild, along with some much needed love for JPLRepo's amazing work with DeepFreeze.

I won't be a stranger anymore, and I'll update soon.

Seriously, I have the code open in my IDE right now :P

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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.

Sorry for the late reply to this, but check out this Wiki entry: https://github.com/PapaJoesSoup/ShipManifest/wiki/1.5---Roster-Window

Towards the bottom it discusses renaming and changing professions.

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I won't be a stranger anymore, and I'll update soon.

Seriously, I have the code open in my IDE right now :P

So I can spare us all the most pressing question about professions being their own variable in stock KSP now?

"* Save and load kerbal trait in save games, trait is generated from name hash only if not specified in the save."

:wink:

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So I can spare us all the most pressing question about professions being their own variable in stock KSP now?

"* Save and load kerbal trait in save games, trait is generated from name hash only if not specified in the save."

:wink:

aWESOME. Going to check that out with ksp 1.0.5. Haven't downloaded it yet

Update. Downloading.

Findings: Indeed, 1.0.5 adds the trait to the kerbal data in the savegame. Yay!

That, imho is probably the most exciting thing to come out of 1.0.5 for me :D

Next update will include native support for renaming and profession management without the hash management. I will of course include backwards compatibility with old saves.

Edited by Papa_Joe
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Update.

I've completed build of the next release. testing and minor bug fixes remain.

Proposed Release Notes:

Version 4.4.2.0 - Release tbd Nov, 2015 - KSP 1.0.5 Edition.

- New: Native Kerbal Renaming and Profession Management! The old hash hack is gone!

KSP 1.0.5 now supports native kerbal profession managment, so kerbal profession now saves to game save.

Updated SM to use new trait attribute of the kerbal object. Also supports old game saves.

Cleans up old game save automatically, if profession management is ON in settings (now the default)

- New: Added Crew Dump/Fill at part level in Transfer Window, when vessel is in a recoverable state and realism is off.

- New: based on feedback, expanded science tooltips to be more useful.

- Fixed: Correct a window position loading error on MAC machines.

- Fixed: Correct issues with recent versions of DeepFreeze. (Thanks JPLRepo!)

- Fixed: Tooltip display issues with screen boundary

Should be tomorrow after work for me.

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New Release.

Version 4.4.2.0 - Release 12 Nov, 2015 - KSP 1.0.5 Edition.

- New: Native Kerbal Renaming and Profession Management! The old hash hack is gone!

KSP 1.0.5 now supports native kerbal profession managment, so kerbal profession now saves to game save.

Updated SM to use new trait attribute of the kerbal object. Also supports old game saves.

Cleans up old game save automatically, if profession management is ON in settings (now the default)

- New: Added Crew Dump/Fill at part level in Transfer Window, when vessel is in a recoverable state and realism is off.

- New: based on feedback, expanded science tooltips to be more useful.

- Fixed: Correct a window position loading error on MAC machines.

- Fixed: Correct issues and deeper integration with DeepFreeze. (Thanks JPLRepo!)

- Fixed: Tooltip display issues with screen boundary

Enjoy!

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Hard to believe possible but there is something that could improve ships manifest.

The one thing missing from it is the possibility 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.

My apologies for the late response.

I looked into this issue sometime early this year. I "thought" i fixed it. Obviously not. Oh, wait, I remember. There was a race condition on one of the vessel events causing issues, so I disabled that support. Let me revisit that.

Thanks for getting that back on my radar!

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Hello.I have a small problem' date='the icon of Ship Manifest don't work after i launch my rocket.

I've tried with and without the toolbar.

Small edit:if i launch without clamp it works until the first stage,then it stop working again :([/quote']

that is a very strange error. I will need more info to troubleshoot.

What OS:

What version of KSP.

what version of SM

How was it installed:

thanks!

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I've made other test.It seems that every time i hit the space bar,the ship manifest windows disappear.

For this test i've built a capsule with 10 decoupler in stages.The mod work until i press space a first time.The SM window reappear for a split second after i press space on EVERY stage.Only when i reach the final stage with only the capsule it works again.

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[QUOTE=Axl'Wolf'Lipid;2296687]I've made other test.It seems that every time i hit the space bar,the ship manifest windows disappear.
For this test i've built a capsule with 10 decoupler in stages.The mod work until i press space a first time.The SM window reappear for a split second after i press space on EVERY stage.Only when i reach the final stage with only the capsule it works again.[/QUOTE]

Ok, let me see if I can reproduce the issue.
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I also have the same issue. It happens both in sandbox and career. I have the following folders in gamedata:

000_FilterExtensions
000_FilterExtensions Configs
000_Toolbar
000_USITools
AdjustableLandingGear
Airstairs
AsteroidDay
AtomicAge
BahaSP
Bloody_looser
Chatterer
CollisionFX
CommunityResourcePack
CommunityTechTree
ContractConfigurator
ContractPacks
ContractsWindow
CrossFeedEnabler
DefaultActionGroups
DMagicOrbitalScience
DPSoundFX
EditorExtensions
EnhancedNavBall
ExtraplanetaryLaunchpads
FieldExperience
Firespitter
G-Effects
HideEmptyTechNodes
InterstellarFuelSwitch
JFJohnny5
JSIPartUtilities
KAS
KAX
KerbalEngineer
KerbalJointReinforcement
Kerbaltek
KIS
Klockheed_Martian_Gimbal
KSP-AVC
KWCommunityFixes
KWRocketry
MarkIVSystem
MechJeb2
MenuStabilizer
Mk2Expansion
Mk3MiniExpansion
NavyFish
NearFutureProps
NearFutureSolar
NearFutureSpacecraft
Nereid
Olympic1ARPIcons
PortraitStats
PreciseNode
RadiatorToggle
RCSBuildAid
RcsSounds
RealChute
REPOSoftTech
ScienceAlert
ShipEffects
ShipManifest
Squad
StageRecovery
StationPartsExpansion
StockBugFixPlus
StockClamshellFairings
SurfaceLights
SXT
TextureReplacer
ThrottleControlledAvionics
TriggerTech
TweakScale
UmbraSpaceIndustries
UniversalStorage
WaterSounds
WaypointManager
WheelSounds
Workshop




Hope that helps Edited by Jonney5
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[quote name='Jonney5']I also have the same issue. It happens both in sandbox and career. I have the following folders in gamedata:

000_FilterExtensions
000_FilterExtensions Configs
000_Toolbar
000_USITools
AdjustableLandingGear
Airstairs
AsteroidDay
AtomicAge
BahaSP
Bloody_looser
Chatterer
CollisionFX
CommunityResourcePack
CommunityTechTree
ContractConfigurator
ContractPacks
ContractsWindow
CrossFeedEnabler
DefaultActionGroups
DMagicOrbitalScience
DPSoundFX
EditorExtensions
EnhancedNavBall
ExtraplanetaryLaunchpads
FieldExperience
Firespitter
G-Effects
HideEmptyTechNodes
InterstellarFuelSwitch
JFJohnny5
JSIPartUtilities
KAS
KAX
KerbalEngineer
KerbalJointReinforcement
Kerbaltek
KIS
Klockheed_Martian_Gimbal
KSP-AVC
KWCommunityFixes
KWRocketry
MarkIVSystem
MechJeb2
MenuStabilizer
Mk2Expansion
Mk3MiniExpansion
NavyFish
NearFutureProps
NearFutureSolar
NearFutureSpacecraft
Nereid
Olympic1ARPIcons
PortraitStats
PreciseNode
RadiatorToggle
RCSBuildAid
RcsSounds
RealChute
REPOSoftTech
ScienceAlert
ShipEffects
ShipManifest
Squad
StageRecovery
StationPartsExpansion
StockBugFixPlus
StockClamshellFairings
SurfaceLights
SXT
TextureReplacer
ThrottleControlledAvionics
TriggerTech
TweakScale
UmbraSpaceIndustries
UniversalStorage
WaterSounds
WaypointManager
WheelSounds
Workshop




Hope that helps[/QUOTE]

thanks!

I'll be back on this right after I release CLS. Got a meeting and then I can release.
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