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Integration with CrewQ about kct HOT 5 CLOSED

magico13 avatar magico13 commented on June 29, 2024
Integration with CrewQ

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magico13 avatar magico13 commented on June 29, 2024

It sure ain't pretty since I really need to clean up the code that handles seeing who's available so it isn't called 14 times in a row, but the latest commit/dev build should at least work with CrewQ now. I haven't tested it yet though.

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fingerboxes avatar fingerboxes commented on June 29, 2024

Alright. I'm working on updating CrewQ right now, next release should have a better sorted list to use a data source. I'll probably roll suppress/unsuppress into accessing that data source, so that should clean things up. (Pull the data, hold onto it during the entire crew selection process, done).

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magico13 avatar magico13 commented on June 29, 2024

Yeah, I'm going through my code right now to make sure it only asks for the available crew when it really needs it, instead of asking for it multiple times within the same code block. There are a few places where I ask for it when I don't 100% need to, but it's infrequent enough that it shouldn't be a performance issue and helps keep things in sync.

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magico13 avatar magico13 commented on June 29, 2024

I tried to test it but couldn't get Jeb to be forced into vacation. I was probably doing flights that were too short, since I was doing a standard first launch in a new career game. If you get a chance to test it, let me know how it goes.

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fingerboxes avatar fingerboxes commented on June 29, 2024

Yea, I think CrewQ has more profound problems ATM than just this. I need to actually PLAY the game a bit to test, rather than just running through my list of test-cases.

(I'm also going to steal that compatibility wrapper for anyone who wants to use it, heh)

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