CrewManifestSpaceport

[0.21.x] Kerbal Crew Manifest v0.5.5.0. Crew Transfers and Create/Edit a Kerbal!

Now compatible with version 0.21! This plugin will allow you to add or remove crew from parts while on the launch pad or transfer crew between parts in the same vessel. You can also edit/add custom crew members in your available crew roster provided that they are not part of an active flight (or dead). You can also enable Kerbal Permadeath in the settings if you are so inclined (Disabled by default). As with all mods, it is suggested that you backup your persistence file before installing this mod.

Overview

Instructions:

In the flight scene click on the Manifest Icon to show the Manifest Window.

Crew Manifest:
To Add or Remove Crew you must be landed at the Runway or Launchpad. Select the part from the top list (the part will be highlighted in yellow). The bottom list will show the crew of that part and actions that can be performed (Add or Remove). You can also open the Crew Roster window to add specific Kerbals to the selected part. Click the “Add” button next to their name.

Crew Transfer:
To Transfer Crew, click the Transfer Crew button at the bottom of the Manifest Window. A new window will popup. You can select a part on the left and move crew from that part to the select part on the right (or Vice Versa). The left selected part will be highlighted in green while the right selection will be highlighedt in red. Clicking the “Out” button will send the Kerbal to the other selected Part. Use the “Update Portraits” button to refresh the crew portraits if they did not load correctly during transfer.

Crew Roster:
To open the Crew Roster, click the button on the Crew Manifest window To Edit a Kerbal, click the edit button next to their name. Kerbal names in Red are assigned to a Vessel and cannot be modified. Name, Courage, Stupidity, and the badass flag can all be modified. Click the “Apply” button to submit changes. Cancel will revert your changes. To Remove a Kerbal click the “Edit” button next to their name. Click the “Remove” button to remove the Kerbal. To Create a Kerbal click the “Create Kerbal” button at the bottom of the window. This will generate a semi-random Kerbal that can be further modified.(Uses the games code. It’s not entirely random.) Click the “Apply” button to add the new Kerbal to the Manifest.

Spacecenter Scene:
The Manifest Icon is enabled on the Spacecenter scene. Clicking the Icon here will open the settings menu where the button position and Permadeath flag can be modified. License: You may use, modify, redistribute the code as you please.

Known Issues:
The portraits don’t update when transferring from a part with an Internal space to another part with an Internal space. Use the Update Portraits button to update them if this happens.

Change Log:

Version 0.1
–Initial Release

Version 0.2
–Added ability to remove crew members through the context menu. The option is only available when landed at the lauchpad/runway and there are Kerbals in the the module.
–Plugin now uses an accurate count of Kerbals that are in the module

Version 0.2.1
–The Crew Portraits now update correctly when adding Kerbals to pods
–The download package now includes the entire part folder for each part. Apparently the MAC OS doesn’t know how to merge folders.
–Built against 0.18.2

Version 0.2.2
–Kerbals are no longer “Killed” when they are removed from a part. (Thanks CaptainArbitrary for suggestion)
–Built against 0.18.4
–Updated package with 18.4 stock parts

Version 0.3.0.0
–Revamped the interface and reworked all the code.
–Vessel only Requires one Manifest Module to be attached to manage all parts in that vessel.
–Crew can now be transferred between parts in the same vessel
–Included a single manifest part. It can be found in the science tab. It uses the same model as the Gravity Sensor.

Version 0.3.1.0
–Fixed a bug that could cause a wrong Kerbal to be transferred.

Version 0.3.5.0
–Added a button to the transfer screen to reset the crew portraits. Use this if the portraits don’t update after the transfer.
–Some UI tweaks
–Added the ability to add crew to a part from the crew roster. You can now pick what Kerbals you want in your modules.

Version 0.5.0.0:
–You can now add/remove Kerbals from your Crew Roster. The changes are saved at the same time as the persistence file is saved.
–Kerbals in your roster can be edited if they are not assigned to an active vessel (or dead). You have full control over their personality and name.
–Removed requirement for having a part. This mod is now activated by a UI button similar to the alarm clock mod.
–You can destroy the old crew manifest part by using the click menu
–Window positions now persist between game sessions.
–Additional UI tweaks as well as behind the scenes prep for UI rework.
–There is an option to allow Kerbal permadeath. This is enabled by setting the EnablePermadeath flag in the Plugindata config file. Disabled by default. Enable at your own peril!

Version 0.5.0.1
–Fixed issue that broke game save when restarting a flight in which Kerbals died while Permadeath was enabled.
–Fixed issue where the ui button would disappear after restarting a flight.
–Fixed issue that caused the mod to still require a part with the CrewManifestModule attached. Part is no longer required.
–Fixed issue where kerbals were flagged as Available after transferring between modules.
–Fixed issue that caused Kerbals to be flagged incorrectly as available when restarting a flight.

Version 0.5.1.1
–Cleaned up icons a bit
–Added settings menu to the Spacecenter Scene

Version 0.5.2.0
–Compatibility Fix for version 0.20
–Note: Settings persistence is still broken so the settings menu is disabled for now. This effects window position and button position persistence. Kerbal permadeath is disabled for now as well.

Version 0.5.3.0
–Fixed the persistence stuff to work with version 0.20. All features re-enabled!
–Added a debug console that can be enabled in the settings menu. This really only helps me develop to mod, but it’s there.

Version 0.5.4.0
–Fixed issues loading the settings file/icons in Linux/Mac (Hopefully)
–Added a button for Fill Vessel and Empty Vessel to the Crew Manifest Window.
–Added ability to respawn dead Kerbals. A respawn button will appear next to dead Kerbals in the roster window. Must be enabled in the settings menu on the space center screen. Disabled by default.
–Changed color coding of Kerbals in the roster window. Red = Dead, Yellow = Assigned, Green = Available

Version 0.5.5.0
–Compatibility fixes for version 0.21
–Can no longer remove a Kerbal from the Crew Manifest
–Permadeath option is now disabled since it’s in the game now.

Installation

Copy the contents of the GameData folder in the zip file directly into the GameData folder in your KSP install directory. Remove any CrewManifest related files from the legacy Plugins and Plugindata folders.



How to use

Instructions: In the flight scene: Click on the Manifest Icon to show the Manifest Window. Crew Manifest: To Add or Remove Crew you must be landed at the Runway or Launchpad. Select the part from the top list (the part will be highlighted in yellow). The bottom list will show the crew of that part and actions that can be performed (Add or Remove). You can also open the Crew Roster window to add specific Kerbals to the selected part. Click the "Add" button next to their name. Crew Transfer: To Transfer Crew, click the Transfer Crew button at the bottom of the Manifest Window. A new window will popup. You can select a part on the left and move crew from that part to the select part on the right (or Vice Versa). The left selected part will be highlighted in green while the right selection will be highlighedt in red. Clicking the "Out" button will send the Kerbal to the other selected Part. Use the "Update Portraits" button to refresh the crew portraits if they did not load correctly during transfer. Crew Roster: To open the Crew Roster, click the button on the Crew Manifest window To Edit a Kerbal, click the edit button next to their name. Kerbal names in Red are assigned to a Vessel and cannot be modified. Name, Courage, Stupidity, and the badass flag can all be modified. Click the "Apply" button to submit changes. Cancel will revert your changes. To Remove a Kerbal click the "Edit" button next to their name. Click the "Remove" button to remove the Kerbal. To Create a Kerbal click the "Create Kerbal" button at the bottom of the window. This will generate a semi-random Kerbal that can be further modified.(Uses the games code. It's not entirely random.) Click the "Apply" button to add the new Kerbal to the Manifest. Spacecenter Scene: The Manifest Icon is enabled on the Spacecenter scene. Clicking the Icon here will open the settings menu where the button position and Permadeath flag can be modified.



Comments

69 Comments for “[0.21.x] Kerbal Crew Manifest v0.5.5.0. Crew Transfers and Create/Edit a Kerbal!”

  1. Glad to see this plugin out with GUI. :)
    It is now quite convenient to use. Thanks a lot.

    HoneyFox December 19, 2012
  2. This is awesome, and the timing couldn’t be better… I was building my Mothership last night (with space for 11 crew), and I was pretty bummed when I realized I’d have to shuttle akmost everyone up there. Not anymore – time for a party in space! :P

    ScruffyBamboo December 19, 2012
  3. You have no idea how useful this is! (actually on second thought, you probably do)

    Thanks for this awesome mod!

    Thrfoot December 19, 2012
  4. Awesome idea, doesn’t work for Kerbal 0.18.1 Mac; I replaced my parts and didn’t back them up. You should add the original 0.18.1 parts files that you replace as well for people.

    ESC December 20, 2012
  5. I didnt realize that Macs dont merge folders on copy. The part folders I included only contains the config files. Ill add a new release later that includes the entire folder to prevent this problem for mac users.

    vXSovereignXv December 20, 2012
  6. This seems to kill Kerbals which are removed from the ship?

    Kermunist January 3, 2013
  7. Followed the instructions, but can’t get it to work. I can remove crew members, but cannot add. Help?

    Thanks!

    Hawk

    Hawk4669 January 4, 2013
  8. A MUST HAVE MOD! Thanks! I was getting tired of building ladders to get kerbels into my rockets!

    G F February 13, 2013
  9. Thank you. Having a real pain in the ass getting kerbals into a new mod I made, and now I can just circumvent.. nice man.

    Devogen February 24, 2013
  10. Could we get screen shots please? You’ve only uploaded a thumbnail, and I’ve had bad experiences with crew management mods in the past so I’m hesitant to download any before seeing them.

    Kristina February 25, 2013
  11. It’s awesome and gives no problems, feel free to try it out ^^

    MichaelSeph February 25, 2013
  12. Thanks for this great utility mod! One request:

    I would appreciate the option to remove/destroy the part after using it. Mostly for aesthetic reasons, but also because it is another mod that someone must install if I want to share my save file with them.

    Yasutaka February 25, 2013
  13. One option you could try is adding the part module to the config of a stock stock part. It can then be used like the provided part and wont give anyone any troube if they use your save.

    vXSovereignXv February 25, 2013
  14. Excellent, by the way, this is by far my favorite flavor of this mod/plugin type. This is how I get kerbals in MY ships!

    fusty February 25, 2013
  15. Fair enough. = )

    Still, though, it would be a nice option to have as a standard part of the mod.

    Yasutaka February 25, 2013
  16. I found one problem, it seems you can add crew to Mechjeb. I had JEB 9000 on a command capsule and it lt me add 3 Kerbals to it.

    Phill B March 9, 2013
  17. The mod lists all parts that have a CrewCapacity > 0. I would bet the CrewCapacity is set to 3 in your JEB 9000′s part config.

    vXSovereignXv March 10, 2013
  18. Doesn’t look pretty, but does the job, nice work.

    Devogen March 21, 2013
  19. The package has three folders when unzipped – parts, plugins and source. What’s source, my KSP file doesnt have a source directory? Do I have to create a new source folder within the KSP root directory to put these files in?

    Nigel Stutt March 25, 2013
  20. That’s the source code. You don’t need to do anything with it if you just want to play with the mod.

    vXSovereignXv March 25, 2013
  21. Great job!

    Some welcome updates would be:

    A new model for the manifest.

    Being able to go to EVA/IVA from manifest menu.

    Spencer H. March 27, 2013
  22. Would wanna see changelog .. i have 0.5.0 and there is already creating kerbal option so…

    elkar April 18, 2013
  23. It’s the first link the the page. “Look at Forum Thread for changeset details.” Click on “Forum Thread” for the link.

    vXSovereignXv April 18, 2013
  24. Well after forum was down that link wasnt really working at that moment.

    elkar April 19, 2013
  25. Awesome mod! My space station finally has a full crew of 26 Kerbals.

    Timothy Bell April 19, 2013
  26. thank you for this much needed mod! Does anyone have any idea how to install this mod when on Mac OSX running KSP through Steam? Steam is great, but I have no idea how to do this!
    thanks – because I really want to use this mod
    Denis

    Denis Thornton April 22, 2013
  27. /Users/*you*/Library/Application Support/Steam/SteamApps/common/KSP maybe? This is just what I got from a quick google search. I honestly have no idea.

    vXSovereignXv April 22, 2013
  28. I used the old version for a while and just recently updated. Now my game seems to randomly crash every so often, usually when going to launch a rocket. I’m fairly certain the issue isn’t due to insufficient hardware. Any way I can get a crashlog to you?

    TomatoSoup April 23, 2013
  29. Ok so I am a bit confused as to what the Permadeath settings actually does; I can’t seem to find any explanations anywhere.

    Do you have to activate this at the start of a series?
    Does it just cause your Kerbal astronauts to become limited?
    Or does it change the way they are deleted/killed/destroyed?
    Does permadeath cause any changes to gameplay?

    I love the mod to add crew, but as a Hardcore kind of gamer, I just wanted to know if the permadeath setting was really a permanent death, end game type deal.

    Anthony B April 25, 2013
  30. I’m an idiot…

    So for clarification for anyone else who wanted to know this:

    With permadeath on, your astronauts will perish AND be removed from the crew roster of Kerbals available to use. Once your original crew members are killed, you must create new Kerbals in order to crew the ships and planes.

    Is there anything I missed?

    Anthony B April 25, 2013
  31. That’s the gist of it. Basically what it does is check the roster every half second to see if any Kerbal is flagged as “RESPAWN” and removes them from the roster permanently.

    vXSovereignXv April 25, 2013
  32. Just Installed.
    First thing done: putting KCM button on the upper right corner. And I can’t move it anymore:p

    Brienne May 2, 2013
  33. This is my most essential mod of all, I couldnt live without this in my game.

    Nigel Stutt May 3, 2013
  34. Love this mod especially now when it’s part-less, got a suggestion for an improvement though: Would be nice to have buttons to fill a/all pod/crew tank on the pad, a bit tedious clicking, scrolling, clicking over and over. And in flight to fill pods/tanks or move multiple kerbals at the same time.

    Christian Gerefalk May 20, 2013
  35. Good to see this wonderful plugin in 0.20
    Great Job! :D

    Euan White May 26, 2013
  36. Wanted to make the exact same suggestion as Nigel, above – a fill all button would be fantastic. I think it’d be rare that anyone would want to take crew-able parts to space without crew, and most of the time it’d probably be easier to remove some unwanted crew from a full ship than add each individual.

    There is a mod that does this “Party Starter”, but it requires adding a part, and doesn’t have the functionality of moving crew between modules (which has saved me from blocked exits before).

    Thanks for the great work to date.

    Guy W May 26, 2013
  37. That is a good idea. I’ll probably add something like that in the next release. No ETA on that though. I don’t expect to have a lot of free time this week.

    vXSovereignXv May 26, 2013
  38. can you make a version for mac aswell please

    Skyers Naik-Read May 27, 2013
  39. I use the “MechJeb for Pods & Probes” mod which modifies all the stock pods and probes so that they automatically have MechJeb functionality without having to add a part to them. It also makes the Hitch-hiker Storage Container (HSC) a command pod and puts it into the command pod part tab. I used it in 0.19 and Crew Manifest still worked with the HSC, but in 0.20 it doesn’t recognise any HSCs you put on a ship. Guessing it has something to do with new folder structure and/or cfg file structure.

    Guy W May 27, 2013
  40. I also can’t get this to work on mac now with the new update. Will that be a fix coming soon?

    John Barlow May 28, 2013
  41. Never mind, the mod works fine on mac. Great mod. It is very useful.

    John Barlow May 28, 2013
  42. John Barlow, how did you get yours to work? mine doesn’t seem to be working for me.

    Ismael Rodriguez June 1, 2013
  43. Good evening. I’m using the new version, v0.5.4.0. The menu button is missing now.

    Daniel Rage June 3, 2013
  44. Sorry. I’m on Windows Vista.

    Daniel Rage June 3, 2013
  45. I’m also on v0.20.2.186. The last update the mod worked, but instead of a button there was a little red question mark.

    Thanks!

    Daniel Rage June 3, 2013
  46. I got mine to work when I deleted the old Crew Manifest that was already in another file. However, after a bunch of troubleshooting, I realized that if permadeath is enabled, the moment a kerbal is killed, my saved game file will not load and I have to start a new one or rename the “quicksave.sfs” to “persistent.sfs.” Hopefully the most recent update will change that. It’s a great mod as long as it works.

    John Barlow June 7, 2013
  47. Any plans on supporting seats?

    Christian Gerefalk June 9, 2013
  48. Awesome Mod, I hate ladders.
    However, I have come up against a bit of a problem
    It seems that when using this mod, I am unable to see portraits of any of my kerbals, and this is without touching the controls of the mod.
    I am a PC user if that helps and i have tried the update portraits button.

    Davis King June 15, 2013
  49. Best add-on ever! soooo much easier to fill ships with crew than shuttling each Kerbal

    Bren nagelmann June 22, 2013
  50. This could totally be due to my being a noob… this was to be my first KSP mod. But I’m following the install instructions to the best of my abilities, but the folder structure that I’d expect to see based on the tutorials is not the same…

    \CrewManifest_v0_5_4_0\GameData\CrewManifest\Plugins\PluginData\CrewManifest\

    the DLL file is in the plugins folder… so I copy that file over, but then you have PluginData in the plugins folder? Your instructions say put the parts in the parts folder… I see no parts folder in your zipped file structure.

    I tried a few things, putting the contents of the PluginData folder into the parts folder since your install unstructions mentions parts so I then have:

    KSP\Parts\CrewManifest\ -> xml and 2 image files

    Then I tried:

    KSP\PluginData\CrewManifest\ -> xml and 2 image files

    which was an attempt match your folder structure in the compressed upload file in case the mention of parts in the instructions was just a mistake.

    Both of these do nothing. I open the game (using an existing save… could this be the problem?), go to the launch pad with a build I’m trying to re-crew, no manifest icon in the top left of the screen.

    I was expecting to find:

    \CrewManifest_v0_5_4_0\Plugins\-> dll file
    AND
    \\CrewManifest_v0_5_4_0\Parts\CrewManifest\->parts files

    Am I just an idiot?

    Dave Jones June 30, 2013
  51. yep I’m an idiot… tried to overthink it. copying the entire Plugins folder to my Plugins folder worked.

    Dave Jones June 30, 2013
  52. Please create a part-less version or option by adding the crew_manifest module to the stock parts using ModuleManager.dll. I use these config files to add RemoteTech and MechJeb to all my stock and addon command modules and probes. I’d like to add your module to all my crewed parts.

    http://forum.kerbalspaceprogram.com/showthread.php/31342-0-20-ModuleManager-1-3-for-all-your-stock-modding-needs
    Go there and read about it. Download the RemoteTech config to see how it was done.

    Oinker Piig July 9, 2013
  53. This mod hasn’t required a part since version 0.5.

    vXSovereignXv July 14, 2013
  54. Can you please update the “Installation” for the new patch. It does not really seem to work when I just dump the Kerbal Crew Manifest in the Game Data folder, and it does not work when I put the DLL file in the Plugins folder. Any suggestions?

    Otherwise (used it before) it is a good mod, that makes the task of getting 14 Kerbals in to my interplanetary colony ship alot easier. Thank you

    Elias Stagg July 16, 2013
  55. Downloaded the plugin to the plugins folder and the plugindata to the plugindata folder, but the manifest wouldn’t show up in the game. Any ideas?

    GamerswithCookies July 23, 2013
  56. I tried downloading this mod but i was wondering if it works for the new update to the game

    andrew cannata July 26, 2013
  57. It’s now compatible with version 0.21!

    vXSovereignXv July 26, 2013
  58. Thanks for the quick update =D

    MilesNoctis July 27, 2013
  59. Yah new version thanks!

    Nigel Stutt July 27, 2013
  60. very good plugin, but seems I cant warp time in launch pad

    ricardo bittencourt July 29, 2013
  61. You should add the Crew Roster to the Space Center.

    Sebastian Hult July 31, 2013
  62. I haven’t been able to get it to work (including the latest version posted here) since the update. It doesn’t break anything else, just the manifest icon no longer appears in the game — including new saves that were not upgraded from prior patches.

    I’ve tried installing with Mod Manager as well as manually and neither worked.

    Any help would be greatly appreciated.

    John Smithington August 2, 2013
  63. Doesn’t show manifest icon

    Ethan Phillips August 4, 2013
  64. For anybody else dealing with the icon no longer appearing, I found a couple posts in the forums which, combined together, ended up providing a solution.

    You have to do two things. One, manually install the mod (you might be able to use mod manager if you rename the zip to “CrewManifest” before adding it to your mod list) and put the CrewManifest folder in GameData.

    Then you need to run the game as Administrator.

    John Smithington August 6, 2013
  65. Wonderful addon. Does exactly what it says on the tin and works without adding gadgets to your rockets and space stations.

    Works fine for me too. Just take the directory called “CrewManifest” and put it in your GameData directory. I didn’t need to run as admin either. If you need to run KSP as admin you are doing something wrong. Did you install something to GameData as admin, because that will change the permissions.

    Perhaps you should repackage it so CrewManifest is the top level directory when unzipped? A readme file with installation instructions would be handy, though. I know most people don’t read them, but I find them handy.

    Andrew_C August 9, 2013
  66. If you watch the debug log this plugin spams a exception error in the log. Checked with clean install and once the crew manifest dll is removed from game the exception error stops. unfournatly it gives no other information other than the exception error.

    will565 August 25, 2013
  67. Since the forums are down can’t look. Are you able to move crew between parts of a station in space? I do not have the icon when in space and the download does not have any parts that are mentioned above. Works perfect on the ground though :)

    Damon September 19, 2013
  68. Actually not there on the launch pad either, just in the main window.

    Damon September 19, 2013
  69. Will we have A 0.22 version soon?

    Nicholander October 17, 2013
  70. O so useful. should be integrated into the game. never understood why we have docking ports to transfer fuel but not kerbals. with this mod its a snap.

    sevin davis November 7, 2013
  71. Damon im using the version from .20 and it works just fine in .22

    I should probably update to the .21 version, but it still works.

    chris forst November 11, 2013
  72. hey there guys. is this mod compatible with 0.23 update?
    I mistakenly got my kerbal stuck inside a hatch, placed a ladder infront of it, now it can’t get out, gotta move it to pod next to it.

    thanks

    Matej K. January 14, 2014

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