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    Undock Specialist
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    Kiel, Germany

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  1. Released 0.9.2, see OP. Sorry, I expected you wouldn't love it, but I didn't want any GUI clutter for a feature hardly anyone cares about. So it now it just displays line count in the context menu of each node.
  2. Yeah, it's in general a pretty wasteful format. Never thought about something like that. All the lines are read anyway, shouldn't impact the performance. But right now I wouldn't know where to display that, don't want to overload the GUI. I will think about that. Edit: Did a quick test and have it displayed in the context menu. It's updated each time the context menu opens, so it is up to date and still pretty fine performance wise. You probably don't want to click on each node for your task, but that is was you would have to do in Windows File Explorer as well. And there it doesn't annoy all the others who never cared about line count
  3. Not mentioned so far, you can also use EVA construction to attach a docking port and use that to deal with the vertical alignment problem.
  4. I agree with what @Curveball Anders said. Some more details how to try: Locate a funtioning non-occupied Clamp-O-Tron on some vessel and select "copy node" on the part. Then find the Construction Port (what part is that exactly?) within the non-functioning vessel. Select that and click "paste inserting node before". Then you need to copy a bunch of attributes directly within the original part to the inserted one, overwriting the copied entries: cid, uid, mid, persistendId, launchID, parent, position, rotation, srfN, attN (and maybe more). This should make the copied part to be attached in the same way the original part is. Finally delete the original part. It might look odd when you look in KSP. You then have to tweak the "position" and "rotation" attributes with some maths and a lot of trial and error.
  5. From my experience, this usually happens when you undock in different order than dock. If you dock A to B and later dock AB to C, the game sometimes gets confused when you undock B. This also happens when you just think you undock the same vessel, but you don't. Let's say you deliver a tank T to your station S with your rocket R. You then dock S with TR and later undock R from STR. This is a different link. And if TR came straight out of the VAB, then this link doesn't know anything about names.
  6. The only reason I can think of, why this might not work, is crew. But I think you excluded that by using probes only. And then no reason comes to my mind, why this shouldn't work.
  7. I think you are talking about save / persistence files here, not about craft files. If you talk about making a split, you probably just did an exact copy of your save? And then maybe deleted some vessels in one or the other version?
  8. I don't run all of your mods, so I probably don't fully understand your problems and their need for solutions It's open source. Feel free to use it. You're probably right about me not wanting too mod-specific stuff in a general KSP save editor. If you have certain aspects that the general audience might benefit from, and you manage to break down your work into smaller pieces, pull requests are welcome. Well, that sounds annoying. The save file structure clearly wants any additional data to a vessel to reside as a subnode (some MODULE) within the VESSEL. As such it should be deleted with it. If there is a "Vessel_data" next to the VESSELs, or somewhere completely different, that's really bad design. I have seen at least "uid", "vesselID", "partID", "pid", "persistentID", "launchID", and no idea what those could be "cid" and "mid". From looking at those you get the idea that different features have been implemented by different teams, not talking to each other. One feature (e.g. type of contract) uses that naming sceme to refer to each other, the other one, by no reason, invented a new name for the same idea, using different numbers of course. So, good luck with that But yes, messed up IDs is a thing. And when I personally got annoyed by non-functioning contracts, I implemented a check in KML for at least that small part of the mess, that I could make sense of. I also remember someone mentioning messed up IDs in craft files. But since craft file support is a rather neglected feature in KML, I never got deeper into that
  9. When you change the kerbals to "Assigned" in the roster, you also have to go to the flightstate, your vessel, and then the part where they should be in. You need to have one enty "crew = Jebediah Kerman" and a separate additional "crew = Bill Kerman" for each one.
  10. I submitted the KML_Windows_v0.9.1.zip to the Defender support. They updated the signatures and when you do this, it should work now: Submission details (9fa2c800-9d1d-44d7-b04e-a07d33290f48) - Microsoft Security Intelligence
  11. In some of the posts I read that you can observe this strange behaviour: Download the release zip to your standard download folder, see false positive warning, file gets deleted Create a new folder and set up Defender to exclude that Download the release zip to new excluded folder, obviously no warning and it remains. But now the fun part: Copy the zip from excluded folder to standard download folder, call a Defender check there, also no warning, file remains
  12. Yes, I can reproduce this warning again. But for me it is same Trojan:Script/Wacatac.B!ml I did try yesterday after I updated the release zip, and there was no warning on my download. Does GitHub touch that zip somehow? This is very annoying Other GitHub releases seems to have / have had this issue as well: Trojan:Win32/Wacatac.B!ml in Blender Launcher · Issue #43 · DotBow/Blender-Launcher (github.com) Why is Trojan in release zip? · Issue #7 · EndlessMISAKA/AtelierMisaka (github.com) Windows Warns of a Trojan since the latest update 19-8-21 · Issue #261 · Nnoggie/MythicDungeonTools (github.com) Windows Defender flags wacatac.B!ml in v0.53.0 as a trojan · Issue #7725 · nwjs/nw.js (github.com) windows 10 reports trojan in process hacker · Issue #454 · processhacker/processhacker (github.com) Seems this pops up and might go away with updated signatures.
  13. Oh no, not such nonsense again. I can reproduce it, if I download the windows zip from github I get the same warning. Sadly I cleaned up and don't have the exact same zip local. If I check the KML.exe there is no warning, also not if I zip it again and check that zip. I can't say wether github somehow changes that zip or not. But here I checked the zip from URL with an online scanner, don't know how long that report remains available: https://www.virustotal.com/gui/url/3d53a8eae950b9728eef1523f06aef55e006e15eec187f665ae5943f6779a915/detection It's fine to them. Finally, I zipped again with another compression rate and updated the release on github. Now it seems fine to my Defender, please check again.
  14. Released 0.9.1, see OP. Included. I now decided to show all 4 known values of discovery status and went with that naming scheme: NewDiscovery (1), Tracking (29), StoppedTracking (21) and Visited (-1) I first decided against CamelCase, since that aren't internal persistence file terms, but then reversed my decision because CamelCase makes it easier to use in CLI, see below. While I don't want to clutter the GUI for some unnecessary or redundant feature, the CLI is much more forgiving and easy to change. In the vessel view '-v' you can now select by type or discovery state, but need to type the full entry then. As before, you can combine that with multiselect '-m'. So you now can purge debris or asteroids stopped tracking with this: $ ./KML.exe saves/test/persistent.sfs -vm=Debris --delete $ ./KML.exe saves/test/persistent.sfs -vm=StoppedTracking --delete Keep in mind that this would also match your precious "Debris Collector Ship", since names only need to match at the start. So don't forget to check the output before you include the '--delete'. Having this cleanup in an in-game mod is the proper approach. Consider the new KML version as a workaround. Since there is an existing debris cleanup mod, you have something your new project can be based on. Good luck with that!
  15. Technically an asteroid is a vessel itself and thus must contain at least one part. That's what this "PotatoRoid" part is about. I just implemented that SpaceObjects show "Tracking" (29) and "Stopped Tracking" (21, full trust in you, didn't start the game to confirm that). And anything else (1, -1, ...) won't have any text. I'll just give my brain some time to come up with corrections, and then when I remember what to do for a release, this will be in version 0.9.1.
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