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Mythos

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Everything posted by Mythos

  1. @Sulaiman Did you read previous posts? Your problem sounds like the common one.
  2. Interesting idea, maybe later... ... because this comes first on my TODO list. I'm looking forward to find some coding time, in a few weeks after exams maybe. But I chose to refactor a little to be better prepared for coming changes, so will not be working on features the first day. But I still like how this pre-release does already help some people here
  3. My KML - Persistence file editor could also help with editing and reviving kerbals.
  4. This would mean that there is this pair of docking ports and another pair of docking ports connecting the same two vessels? If this is not the case it's this pretty common bug that my KML tool mentioned in the previous post should be able to fix.
  5. Next on my TODO is implementing a copy and paste function. In my mind this works between different save files. This would do the job, maybe not that easy going like some kind of assistant you may think of. What comes to my mind are questions like: would you expect the crew to be copied / imported as well? And there's a thing about unique identifiers but that will be solvable.
  6. It's C# and WPF. C# may run with mono but WPF will not at the moment. That's what I read. I've no experience to develop for linux, I would like to have and of course would like to support more OS for KML. All that are dreams about post 1.0 version and it's still 0.x.
  7. Sorry for my late answer. As long as your problem is solved now I'm happy. I'd rather not dig into analysis of a solved problem as my time is rare at the moment.
  8. Do you mean strictly not solving via touching the persistance file? No idea for that one. Or do you mean not to do such kind of text based changes where you absolutely have to know what you are doing? If you are willing to change the persistence file but with an easy GUI pointing you to the problem and solving via right click menu, you may try my KML - Persistence file editor tool mentioned in some previous posts
  9. I've often seen old dockUId values hanging around from previous docking situations. That's no problem when the state is ready. But you are right, that is not necessary and you could try to delete it. The rest of your MODULE content looks fine. Having the dock as root part should also be no problem. Can you upload the savefile anywhere? Or you should try what Enceos said.
  10. Can you give some more details? It sounds like you have 2 vessels, than can not dock together. Such kind of problems often happen because of clipping or having another part attached to the dock (and visually moved by offset tool), construction problems in general. Docking problems caused by corrupted game status usually look like having some vessels docked and undock is either unable to click or just doing nothing.
  11. Was a little confused, but now corrected how DOCKEDVESSEL works. It's describing the vessel on same side as the dock part.
  12. Does it not detach in game? You need to edit both ports: MODULE (ModuleDockingNode) -> state = PreAttached -> one goes to "Docked (dockee)" and the other one to "Docked (docker)" (I'd prefer the one who's parent to be dockee) Lookup the uid attribute from each part. Put the opposite one to MODULE (ModuleDockingNode) -> dockUId = <insert here> Create a new node "DOCKEDVESSEL" under MODULE (ModuleDockingNode) and provide the attributes, describing the vessel on same side as the dock: vesselName = <dockee should have the name of your vessel, docker should have the name of docked vessel (since it's still preattached be creative)> vesselType = <sorry can't use the "type = Ship" from vessel node, you need to give numbers> 0: Debris, 1: SpaceObject, 2: Unknown, 3: Probe, 4: Rover, 5: Lander, 6: Ship, 7: Station, 8: Base, 9: EVA rootUid = <the root part uid of the vessel on this side of docking, on dockee side put uid of part [0], on docker side put uid of the docker part> On docker side go to MODULE (ModuleDockingNode) -> EVENTS -> Let Undock have "active = True" and Decouple have "active = False" Delete the node attachment to the other dock on both sides. Each one should have in the part "attN = <top, bottom or whatever>, <part number of the opposite dock part>". Delete that whole attribute and only that one. You can skip part 3 and 4 but need to do 1, 2, 5 to let KML realize how it should look like. KML can then fix part 3 and 4 for you (using not very creative docked vessel name and type - should be changed in game afterwards). Edit: Well, I said delete the attribute that says "attn = ..." but you can't do with current KML because it's not able to rebuild the structure yet and therefor delete is disabled. But you can change the number to -1. KML will then advise to save and reload, which you should do, and afterwards you will be able to delete that attribute in KML.
  13. Fixed a bug about blank message and not doing anything on repair of a one-sided same-vessel docking problem. Now it will reset that dock to ready. In his case this was one small step to resolve his misconstruction problem, but I did the rest by hand - using KML as editor of course : Besides that I'm still writing unit tests to prepare fore some code cleanup and my time is rare at the moment. Next feature will still be copy & paste.
  14. Oh you have encountered a problem with same-vessel-docking in real game. I only knew about this theoretically but never saw in game. I have downloaded your save and can reproduce your bug report (empty message) about my KML tool. This I will fix soon. About you problem in general: It looks like you have two different dock parts connected to the same third dock part. So its a triple thing, where I would expect couples only. I had a look in game and comparing with data from KML: There are two docking ports clipping right above each other on the side without the lab. If you undock, the other is in docking range and will disturb the undocking. There is a short time where the docking state is something between docked and undocked and problems often happen then. This should not be a problem, but it looks strange and may be the reason for having two parts in same place: The dock parts are connected to the probe core not via node but via surface attachment although it looks like it's in the right place for a node attachment. If you build something like this again, try pressing the ALT key while placing the part in the VAB so you force node attachment (the green bubbles). The duplicate part needs to be deleted and this means the part indices need to be reordered. That's quite a task and KML is not able to do this (yet). I also not recommend to do it in a text editor. Maybe there is a in game tool to delete parts? What I did for you: Removed all docking functionality from the duplicate part. Moved the part some distance away. Now it looks ugly, but you can see it's there and understand the problem. It needed to be moved to be able to click on the other one that was hidden. Try this version: https://drive.google.com/file/d/0BwsNCuH8Jk3-c2drTEc4cE51M3c/view
  15. Yes, I think I've listed that first on the TODO
  16. Thanks for your feedback! This annoying bug was the reason to start programming KML. It's a pity it still exists in 1.1
  17. Released v0.7, see OP The search was not intended to be a filter, so it does not change the usual view. But the search window accepts instantaneous text input and will start to search on the fly. Current limitations: Type at least 3 letters, wait a second after last keystroke, display only first 100 results.
  18. @Plusck Thanks for mentioning my tool. I hope it could help to understand the complexity of such a task. Of course it would be nice, if a tool could do it, but .craft files are really different from .sfs files as you may have seen. It would take a lot of sparetime to develop such a feature.
  19. Would you please try to fix your docking problem with my KML - Persistence file editor tool and report my or send me your currupted 1.1 savegame? I hadn't the chance to switch to 1.1 yet, and it would take a while to encounter such a problem.
  20. Released 0.6.2 with bugfixes for these flag problems. KML 0.6.2 doesn't crash, but maybe this happens: This seams to be an issue with win 7 (and below) only. DDS flags do work on Win 10. Maybe it does not depend on window version, but .NET framework version instead. On my Win 10 / .NET 4.5 the DDS flags Enceos gave me are loaded: More feedback needed.
  21. Just to be sure I released a bugfix version 0.6.1.
  22. @Enceos When I download v0.6 from GitHub it gives me a KML.exe from 2016-03-31 17:42 and that works.
  23. I updated the release on GitHub, didn't make a new one. Just download v0.6 again.
  24. @Enceos Tried the updated release? Does the problem still exist?
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