Newnard

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About Newnard

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  1. Hi all, I know for sure the answer to this question is out there because I've read it and even used the solution before, but now I can't find it and can't remember it. My google-fu fails me. In the VAB with KER installed there is a "Build engineer overlay" that puts a couple of info windows in the bottom left portion of the screen. Depending on aspect ratio and screen resolution, these info windows (named "Vessel" and "Resources") can overlap and obscure some of the buttons for symmetry, snap mode, and center-of-foo markers. There exists a way to adjust the position of these little windows but I can't figure it out. Can anyone point me to instructions? Thanks! Edit: Found the solution: In GameData\KerbalEngineer\Settings is a file called BuildOverlay.xml Edit this with notepad++ or whatever and find the section that looks like this: <SettingItem> <Name>vesselWindowX</Name> <Value xsi:type="float">430</Value> </SettingItem> By default the Value is 330; I find that by changing it to 430 it moves the windows out into a good spot, but the specific number you need to put there would depend on your screen resolution. Just add a hundred or two to the value though and it should be good.
  2. You SERIOUSLY needn't apologize. Rather please accept our thanks for maintaining and improving the mod!
  3. That is a wonderfully hilarious error. Thanks for fixing it so quickly, of course, AND the bug itself made me laugh. Just the kind of thing I would be likely to do myself.Cheers!
  4. Newnard

    [1.1.2+] Kerbal NRAP - MOVED

    Which version of NRAP are you using? When you say it is not working, what do you mean? Are you simply getting a compatibility warning from KSP-AVC? Is the NRAP part not showing up at all in-game? Is the dialog box for adjusting the test weight not functioning correctly? etc. Screenshots might also help.
  5. Newnard

    [1.1.2+] Kerbal NRAP - MOVED

    That makes sense. It was a silly question. I just checked the version that I posted for KSP 1.2.1 (one page back in this thread, ), and the .version file in that should be good for KSP 1.2.2 as well; so if you download that it should work just fine.
  6. Newnard

    [1.1.2+] Kerbal NRAP - MOVED

    If you aren't planning on updating this any time soon, is it ok with you if I just increment the version number and post it in this thread, or would you prefer that I formally fork it and put it in a new thread? I can't reliably maintain this or any mod right now, but I can do minor updates such as what's being suggested.
  7. Newnard

    Show off your flags MEGATHREAD

    Inspired by Joss Whedon's Firefly / Serenity universe's Fruity Oaty Bars:
  8. Newnard

    Do something nobody has done before

    https://www.dropbox.com/s/zj088l8pn7ncr2j/20161109182837_1.jpg?dl=1 I'm collecting a spare copy of every science experiment in the game to put into my Science Museum.
  9. Sure thing, I wasn't positive you would be interested in investigating at all, since it has no gameplay impact. I'll select a quicksave where I can reproduce and package it up with a log file for you. Expect an edit on this post with a link shortly. Edit: Never mind, I can't reproduce the issue now. I'm sorry I even mentioned it before investigating more. Thanks for all your work and have a great day.
  10. Hi all. I was building a ship today and wished that I could get a marker for center-of-mass of JUST ONE PORTION of the ship. As that one portion of the ship would be independent later in life. I could (and did) play games with making things into separate craft and then saving subassemblies and then putting them all together, but it occurred to me that it would be kind of nice to get a center of mass marker for selected parts of a ship. So what I imagine, is one of two things: 1) Hover your mouse over any part, press magic key, center of mass marker appears indicating center for the part you have selected and all children. or 2) Extra mode in parallel with place/offset/rotate that would allow you to select parts and then see the center of mass of the selected parts. Now, I don't personally wish for this often enough to justify coding it. But I realized that a lot of people infrequently wishing for something is roughly equivalent to a small number of people who want something all the time, either of which would justify some coding time. So my question is: If this were a thing, how often (if ever) would you actually use it?
  11. Hey I ran into a minor issue that I thought was interesting enough to mention to you. I have a career save with two main missions in progress, and three "rescue a kerbal" missions on the back burner. When I landed my science lab on Mun, I triple-checked the life support numbers so I would know when to fetch them back (would be awesome to have integration with Kerbal Alarm Clock, but that's another subject) and noticed the rescue missions said there were 31 crew on each of the rescue vessels, while I presume there are in fact only one each.
  12. Newnard

    [1.1.2+] Kerbal NRAP - MOVED

    License and attribution for each source file was included in.... each source file. Regardless I have added a LICENSE.txt file to the download.
  13. Newnard

    [1.1.2+] Kerbal NRAP - MOVED

    I absolutely did not forget to add a license, the software remains under the CC-BY-SA it was originally posted under and I'm not aware of any alternate license that could be compatible if I wanted to change the license, which I don't.
  14. Newnard

    [1.1.2+] Kerbal NRAP - MOVED

    Oh, I should tag @stupid_chris, to draw attention to the change notes (I don't have a github account and didn't check in my changes). And while I'm at it I might as well tag @rawghi and @rdwulfe in case they aren't watching this thread.
  15. Newnard

    [1.1.2+] Kerbal NRAP - MOVED

    https://www.dropbox.com/s/6cov56pdearnvb5/NRAP-unofficial-for-ksp-1.2.1.zip?dl=0 This is a very poor modification of the NRAP plugin -- it should only be used until an official release updates NRAP for KSP 1.2 and above. Source code is provided in the SOURCE directory. But I'm not sure if I packaged it in a build-able way -- if anyone attempts to build from this source and has any difficulty, please contact me (@Newnard on the KSP forums) and I'll try to correct the situation. Change Log: 1) It seems a method previously named Part.findAttachNode() (note the lower case f) was renamed to Part.FindAttachNode() (note the upper case F). So I changed all the references to correct for this. 2) The "show window" button wasn't doing anything, and it seemed it must have something to do with the compatibility checker code, so I lobotomized the compatibility checker to just assume everything is compatible. This is a hideous hack but I wasn't really understanding the point of the compatibility checker anyway. I'm sure the actual maintainers of this code will put it back to how it was (with some appropriate fix) in any subsequent official release. 3) I modified the version number and edited the .version file so that KSP-AVC would recognize it as working with 1.2.1 Please note that while I try to maintain a secure computing environment, and virus scanned the .dll before distributing it, any virus that hypothetically is on my system is one that got past my virus scanner anyway, so you should (as always with random internet software) scan using your own virus scanning software before use. I only tested very briefly, but it now seems to work as well as it did before. You need to add an antenna if you want to actually launch and control a vessel with this now, I wasn't sure how to add that functionality.