Booots

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About Booots

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  1. How does one create an input lock so that I can have the player left-click somewhere on the vessel in the editor but not have the part get picked up off the vessel? I've got it working when CTRL is held down (similarly to UbioZur Welding), but not without a modifier key. Any ideas?
  2. Thanks! I like the roundified corners you added. Would it be much trouble to ask you for an 'on' version that's slightly green? Right now I'm using (108,163,98).
  3. The packaged CLS dll is just a custom version that allows ReCoupler to tell it about the joints it's made (this should be included in the next version of CLS but I think the author is waiting for KSP 1.3). If you use CLS, replace the dll with the one packaged here, and if you don't use CLS feel free to delete the dll. I think I might distribute the custom CLS dll as a separate download so I stop confusing people. You've always been able to multi-dock in stock, provided you can line up all the docking ports closely enough in flight. In the editor, however, you couldn't. Even now, as long as the ReCoupled joint isn't from one docking port to another in the editor, you can do it. (So bicoupler->double docking ports->double docking ports->bicoupler will work because the ReCoupled joint will be from a bicoupler to a docking port. To have the ReCoupled joint from one docking port to another you need to be surface attaching the docking ports or some other possibly-strange configuration.) Does that answer your question?
  4. The one you want should be KSP.log
  5. I haven't tried it, personally. I can't think of any incompatibilities though. If anyone watching this thread has tried it, feel free to chime in. Or you could try it yourself and let me know. If you come across any incompatibilities I'll be more than happy to fix them. Right now the only minor incompatibility is Infernal Robotics but I'm nearly done testing a fix for that.
  6. Hey! No worries, this is the thread for these. It's just grown a bit quiet of late. Um, yeah... I've experienced the same issue from time to time. I thought I had it fixed, though, in the most recent version. Maybe it just needs an overhaul and complete rewrite. Can you confirm that you have v0.9 installed? Can I also get a link to the log file when this happens?
  7. Hey! Thanks for trying out my mod. This is partially my bad for not writing a ReadMe or anything yet. The 'Remove a Link' and 'Reset Links' buttons are inoperative in the VAB and SPH because I haven't yet figured out how to intercept clicks on parts before the editor picks up the part that was clicked on. They work in flight, though, so I'd suggest finishing your vessel and then using the 'Remove a Link' button once it's launched. Unless you're dealing with parts that change their mesh based on which attach nodes are occupied, in which case I'll accelerate my research and push you an update soonest. To answer your other questions: the 'Apply' button applies the radius and angle settings from those text boxes. Those control the maximum distance between attach nodes that ReCoupler will recognize as valid, and the acceptable angle between the directions of the two attach nodes (like how in stock, it won't accept two nodes that are facing the same direction; it enforces top to bottom), respectively. You could also try setting the radius box to a really small number, clicking apply, and detaching and reattaching the link you don't want. Note that this might also remove some desired links on the same vessel (vessels already built or in-flight should be unaffected). This workaround is sort of like temporarily disabling ReCoupler for that specific vessel. Out of personal curiosity, can you post a picture of the vessel you're working on? I'm interested to see a case where ReCoupler is making an undesired link. Thanks!
  8. Hey folks, just noticed the discussion about ESLD. I guess it should be included in the released mods. It's functional as it stands now, and I am continuing to maintain it but I never got around to creating a thread in the Addon Release section because I'm never sure if it's meeting the original creator's vision of what it would be. While I'm here... I might suggest changing the description for ReCoupler because it doesn't exactly 'weld' any parts or make them a solid piece (the description makes it sound like UbioZur welding). Even I still struggle to give it a tagline without using made-up words like monocouple. Maybe something like "This mod allows the construction of circular structures and the recombining of multi-coupled stacks by properly handling parts with multiple (or multi-point) attachment nodes." or "... by allowing parts to have multiple 'parents'." EDIT: I also might suggest moving it to the VAB/SPH category since that's where its magic happens. Your call, though. Thanks for including my things on your list. They make me feel like a real, grown-up modder! EDIT: Ninja'd.
  9. Ooh! I like it! Can you upload it as a PNG and without the border? Thanks! EDIT: Oh, and in white over a transparent background, if possible.
  10. And another update! My to-do list now has only: make a nicer icon. So if you have suggestions, please let me know! 1.2.0: * Added support for Blizzy's Toolbar. * Fixed crossfeed not showing up in the editor. * Refactored to increase robustness and remove the need for a VesselModule. * All identifying of ReCoupler joints is done in the editor, eliminating the possibility of unwanted joints generating in flight. * All saving of ReCoupler joints is handled natively by KSP through sneaky trickery. * Bug fixes and efficiency improvement.
  11. And yet another update! Changes: * Added support for Blizzy's Toolbar. * Fixed crossfeed not showing up in the editor. * Refactored to increase robustness and remove the need for a VesselModule * All identifying of ReCoupler joints is done in the editor, eliminating the possibility of unwanted joints generating in flight. * All saving of ReCoupler joints is handled natively by KSP through sneaky trickery. * Bug fixes and efficiency improvement. I've run out of high-priority things to do. The only thing left on my to-do list is make a nicer icon. So hit me up with suggestions!
  12. No, and in fact I'm not even bundling all of CLS. What is there is a custom-compiled version that has an updated API that I needed to provide CLS compatibility. If you don't use CLS, you're fine to just delete it.
  13. And you've got one! This version should fix that for you. I'm glad you mission succeeded anyway!
  14. This turned out to be much trickier than I thought. But I think it's good to go now. I had to re-do a bunch of the in-editor code, but that's okay because I was never really happy with it. It's still super hacky, but as long as nobody else tries the sort of trickiness I'm doing to make circular structures it should* be alright. If anyone runs into problems with attach nodes not reappearing, please let me know. Now that it's working reliably in editor and in flight for me, I've put out an update. So @Rodger, give it a go!
  15. Ooh, tricky! I managed to replicate this and I think I have a fix for it. Thanks for reporting it and posting a picture - that really helped find the problem. I hope it didn't screw up your mission too much. I'm just trying to add one more fix for parts that change mesh based on nodes being attached or not (6-way walkways and the like), and I'll upload a new version.