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[0.24.2] Kerbal Crew Transfer - v0.5 released, 0.24 support and Crew Swapping


joed_

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Thanks for the quick fix to this! CLS isn't going to affect my existing designs, is it? I have not designed previous stations with CLS in mind and I don't want to discover that astronauts cannot go from point A to B because there's something in the way that CLS says is impassable. I just want the crew transfer functionality of Manifest, without all the unneeded overhead.

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Well, it seems as if the CLS .dll doesn't impede passage through my existing station, so it's all good. It looks like the plugin is working nicely and doing exactly what I needed it to do.

I am not sure what joed intended, but just to explain what the CLS dlls are all about:

  • CLSInterfaces.dll provides the bit that tells other mods (such as Kerbal Crew Transfer) how to use CLS if it is installed.
  • ConnectedLivingSpace.dll provides the actual CLS functionality.

So some mods (such as ShipManifest, and also by the looks of it Kerbal Crew Transfer) will need CLSInterfaces.dll, but will only actually make use of CLS if ConnectedLivingSpace.dll is installed.

I hope joed will be along to clarify this soon.

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CLS will affect existing craft, but you could either:

1. Don't install CLS, or

2. Install CLS and edit the CLS config files to make modules passable as necessary for the design of your station.

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I am not sure what joed intended, but just to explain what the CLS dlls are all about:

  • CLSInterfaces.dll provides the bit that tells other mods (such as Kerbal Crew Transfer) how to use CLS if it is installed.
  • ConnectedLivingSpace.dll provides the actual CLS functionality.

So some mods (such as ShipManifest, and also by the looks of it Kerbal Crew Transfer) will need CLSInterfaces.dll, but will only actually make use of CLS if ConnectedLivingSpace.dll is installed.

I hope joed will be along to clarify this soon.

That's exactly right, and I've clarified it (I hope), in the OP.

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PLEASE PLEASE add a way to remove crew from the the crew list or 'fire' them if you like.

I'll have to say "please don't" do that. The beauty of this mod is its simple elegance. If you start adding inconsequential features, it just turns into another overbloated "do everything" mod.

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There should be a prompt as to where the crew should be transferred such as "click on the capsule you want Jebediah Kerman to be transferred to."

That would be redundant. You've already clicked on both the "to" and "from" capsules to open the menus.

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joed_,

Could you make it such that the "Transfer [name]" button doesn't appear on the context menu unless two parts are selected, similar to how the "In" and "Out" buttons don't show up with a single part selected? I like to keep the context menu clutter to a minimum.

Edited by Fraz86
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I also want to say thanks for this simple, elegant mod. Unlike some people, I appreciate the ability to pick the specific functionality I want to use, not be forced into using a bloat-ware mod with 58 obscure functions and a handful of other dependency mods...

Well done!

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Really nice mod - just does the one thing it's meant to. Nice and simple.

joed_,

Could you make it such that the "Transfer [name]" button doesn't appear on the context menu unless two parts are selected, similar to how the "In" and "Out" buttons don't show up with a single part selected? I like to keep the context menu clutter to a minimum.

This would be good.

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Cool mod. nice and simple, I love it!

If I could suggest something: Perhaps you could do something like this but with science experiments? to save us having to EVA whenever we want to transfer a science experiment to a pod.

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I didnt mean a way to remove crew from a vessel i meant a way to get crew out of the actual crew list that you have before you launch, its only very small yet good feature

I agree, a single menu option that lets you kick out all the kerbals in that part when you're still in the launchpad would fix my biggest peeve with trying to launch robot taxis to my station.

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Great mod! This is exactly what I wanted Crew Manifest to be. This and GoodSpeed have together really cleaned up my UI. :)

I agree, a single menu option that lets you kick out all the kerbals in that part when you're still in the launchpad would fix my biggest peeve with trying to launch robot taxis to my station.

Agree here as well. I hate waiting for a multi-hundred-part behemoth to load and then see Jeb's smiling face staring back at me. Half the time, I just EVA him and let the exhaust teach him a lesson. Even if I'm halfway up into the atmosphere.

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I have a bug to report. This mod doesn't correctly trigger onVesselChange event to update textures for TextureReplacer. It should be triggered AFTER portrait update, not 0.25 s before. Patch:


--- CrewXfer.cs.orig 2014-06-04 19:14:08.000000000 +0200
+++ CrewXfer.cs 2014-06-07 13:09:53.630080318 +0200
@@ -33,7 +33,6 @@
part.RemoveCrewmember(crew);
otherPart.AddCrewmember(crew);
crew.seat.SpawnCrew(); // Not entirely sure if this is necessary
- GameEvents.onVesselChange.Fire(FlightGlobals.ActiveVessel);

// Delay before spawning the crew again
updateStartTime = Planetarium.GetUniversalTime();
@@ -45,6 +44,7 @@
if (updateStartTime != 0 && Planetarium.GetUniversalTime() > (0.25 + updateStartTime))
{
vessel.SpawnCrew();
+ GameEvents.onVesselChange.Fire(FlightGlobals.ActiveVessel);

// Tell the game to redraw the right click menus
Util.UpdateActionWindows();

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I have a bug to report. This mod doesn't correctly trigger onVesselChange event to update textures for TextureReplacer. It should be triggered AFTER portrait update, not 0.25 s before. Patch:


--- CrewXfer.cs.orig 2014-06-04 19:14:08.000000000 +0200
+++ CrewXfer.cs 2014-06-07 13:09:53.630080318 +0200
@@ -33,7 +33,6 @@
part.RemoveCrewmember(crew);
otherPart.AddCrewmember(crew);
crew.seat.SpawnCrew(); // Not entirely sure if this is necessary
- GameEvents.onVesselChange.Fire(FlightGlobals.ActiveVessel);

// Delay before spawning the crew again
updateStartTime = Planetarium.GetUniversalTime();
@@ -45,6 +44,7 @@
if (updateStartTime != 0 && Planetarium.GetUniversalTime() > (0.25 + updateStartTime))
{
vessel.SpawnCrew();
+ GameEvents.onVesselChange.Fire(FlightGlobals.ActiveVessel);

// Tell the game to redraw the right click menus
Util.UpdateActionWindows();

Thanks for that, I'll have a fixed version out as soon as I can.

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downloaded the mod from curse, site must be cursed I cannot get it to work tried several times on my space station to move kerbals from cupolas to service modules, and tried moving crew on a space ship from hitchhiker pods to command pods, and from other command pods.

It doesn't seem to work,

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