Felbourn

[1.6.1] NodeHelper - tool used to edit node positions

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NodeHelper is a useful tool for PART developers and people like me who use existing models to create new parts. You can add, remove, and edit the nodes of a part to see how things will fit together, then output your new values to cut-and-paste into the real CFG file. Reload KSP and see your new part nodes in action! This is also very useful for fixing old parts that don't have their node connection directions set correctly. One click of a button and your old parts will connect again!

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Edited by Felbourn
new version

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Holy wall of expletives! I've been trying to recompile this for myself for a long time with no success. I look forward to having this available again.

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I still cannot get it working since the last thread. Any help?

>Gamedata

>CIT_Util >CIT_Util.version

>CITUtil.dll

>Licence.txt

>CIT>Nodehelper>(contents)

CIT_Util seems to be working in the debug menu with 1.0.0.0 but I don't see nodynode

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One of the most useful tools ever, Thanks Felbourn.

@Alrightman:

Looks like you need Bizzys Toolbar, or it is just using it because I have it installed.

@Felbourn:

could you make there a config switch for addig it to the stock toolbar?

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One of the most useful tools ever, Thanks Felbourn.

@Felbourn:

could you make there a config switch for addig it to the stock toolbar?

Thank you, Bob! I second the request above, I would be awesome if this tool didn't have a Blizzy's Toolbar dependency and used the stock toolbar in VAB.

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I'll check it out. It can't be too hard to switch. I personally added both Stock toolbar and Blizzy toolbar support in Simple Part Organizer. It must have been simple to do if I figured it out for SPO. ;)

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Thanks for continuing this project! If this was absent my patience would be tested much more when fiddling with / making new parts.

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Stock toolbar button is duplicating itself. You need to add game object destruction methods and add them to the various events that would lead to a scene change or scene reload.

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Hey, I made you a pullrequest with a fix for rabbit buttons.

It is also already tested.

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OK I feel like such a dummy here. I don't see the node helper button on a fully stock install. What am I missing here?

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It should appear in the stock toolbar. If not, check the log and see if there was an error message.

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It should appear in the stock toolbar. If not, check the log and see if there was an error message.

I just tried it again with blizzy installed this time and now it shows up in the stock toolbar and blizzy.

Edited by V8jester

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So I have a new issue. The NH button will replicate itself much like the way Kerbal foundries did for a while. When you revert to the spaceplane hanger (with blizzy's toolbar installed). It will add additional NH buttons every time you revert.

edit

Just found the config.cfg to disable it in the stock toolbar..... Sorry looks like you where already ahead of me on that one too.

Edited by V8jester

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It should be. I have been using 1.0.4 so I never tried, but no one else has said it fails.

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I compiled this for 1.1.1 today and I get a new exception, so I will need to figure this out before I can release a new version.

MissingMethodException: Method not found: 'UnityEngine.GameObject.get_collider'.
    NodeHelper.NodeHelperAddon._createPlanes ()
    NodeHelper.NodeHelperAddon.Start ()

Ohhh it's part of CIT_Util which was a different package from marce. I will need to get my hands on that source code too or else guess what his functions were doing and rewrite his Util library from scratch.

Edited by Felbourn

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