Papa_Joe

[1.4.x] VesselMover Continued - v1.7.3 (May 14, 2018) - Crew Selection!

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New version:

v1.7.3
 - Add Crew selection screen to spawn feature.  You can now (optionally) select one crewmember from a list of available crew. Git Issue #17
 - Fixed Tab key movement mode changes to prevent positioning craft underground. Git Issue #29  
 - Clean up tool tips to display above window and not beyond edge of screen.
 - Improved control of altitude during movement mode changes. Now when changing altitudes, changes to movement mode will not alter current altitude.  
 - Added new Movement Mode altitude reset key Throttle Cuttoff (Default is X) to allow for flexible altitude positioning.
 - Revised help and readme to reflect changes to hot keys.

Enjoy!

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Thanks for a great mod @Papa_Joe! I’ve found this mod to be invaluable when moving things around at a planetary base. Also it’s extremely helpful when recovering from a kraken attack.

one thing I’ve noticed, and I’m not sure if this is intended behavior or not, but if I spawn a vessel that has launch clamps attached it will instantly start falling as if I’ve pressed Drop. I was hoping that wouldn’t be the case and I would be able to adjust the height prior to releasing.

i can build the same vessel (really a planetary mining base in this case) using EL and survey stakes and it will show up just fine on its launch clamps.

VM 1.7.3, KSP 1.4.3 heavily modded. I’ll edit with a link to my mod list once I figure out how to do that.

I did try out the new altitude reset key (x), but of course once the craft is falling that has no effect - none of the movement keys do. If this is intended/expected behavior could there be an option to prevent it?

Thanks again! Great mod.

Edited by schlosrat

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20 hours ago, schlosrat said:

Thanks for a great mod @Papa_Joe! I’ve found this mod to be invaluable when moving things around at a planetary base. Also it’s extremely helpful when recovering from a kraken attack.

one thing I’ve noticed, and I’m not sure if this is intended behavior or not, but if I spawn a vessel that has launch clamps attached it will instantly start falling as if I’ve pressed Drop. I was hoping that wouldn’t be the case and I would be able to adjust the height prior to releasing.

i can build the same vessel (really a planetary mining base in this case) using EL and survey stakes and it will show up just fine on its launch clamps.

VM 1.7.3, KSP 1.4.3 heavily modded. I’ll edit with a link to my mod list once I figure out how to do that.

I did try out the new altitude reset key (x), but of course once the craft is falling that has no effect - none of the movement keys do. If this is intended/expected behavior could there be an option to prevent it?

Thanks again! Great mod.

A while back we spent some time dealing with trying to detatch Launch clamps.   I know it was a painful exercise.  I will revisit it to see how it behaves now.  It is not intended for the craft to end up in free fall.  the reset key and other movement keys have no effect once the craft is placed or dropped.

The output_log.txt file contains all mod information, so just link a copy of the output_log.txt.  Best to upload it somewhere, and provide a link.

 

Edited by Papa_Joe

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Hey Joe. I'm building a contract pack type thingy similar to a solo campaign. By any chance I can have this to spawn vehicles around a location dynamically? Like they spawn enemies in RTS games?

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10 hours ago, LuciferZ25 said:

Hey Joe. I'm building a contract pack type thingy similar to a solo campaign. By any chance I can have this to spawn vehicles around a location dynamically? Like they spawn enemies in RTS games?

License is MIT so you are allowed to use the code in VM as long as you follow the licensing rules

https://opensource.org/licenses/MIT

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Hi, can you double check spacedock? The folder is vesselmover but the contents is BDArmory. Ta.

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I absolutely love this mod, thank you for maintaining it and updating it. This is certainly not a demand or anything, just a suggestion, say I want to have a lot of craft in the same area at once (like, 5 of the same one or so). Is it possible to add a "spawn multiple" feature?

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Just realize, BDarmory on Spacedock instead VesselMover...

Just luck, since actually I need BDarmory :)

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On 8/28/2018 at 7:43 AM, SancthuaryID said:

Just realize, BDarmory on Spacedock instead VesselMover...

Just luck, since actually I need BDarmory :)

Yes, I screwed up when updating BDAc.

I do have an update for VM in the works.  Some amazing code work by @DoctorDavinci.  I'll talk more about it as I get it fully integrated and some additional features finished.

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1 hour ago, Captain_Crazy said:

does vesselmover still work?

Yes, 1.4.x in a mod title means it works with all (current) versions of 1.4.

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1 hour ago, Captain_Crazy said:

oh ok but for some odd reason i can't get it to work.

A log file would be useful, also a decription of how and where you installed it, etc

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I attempted to download this mod from Spacedock and was surprised to find that the Zip contained BDArmory (51MB) rather than Vessel Mover (29KB).

The link for Github contains the correct mod.

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Brief testing of "VesselMover.1.7.3.0_05142018.zip" from Github on KSP 1.5.1 and didn't have any problems. Picked up, moved at at the four different speeds/altitudes, placed, dropped and spawned vessels with crew selection. Didn't see any error in the log.

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4 hours ago, Trekkie148 said:

the spacedock link gives me bdarmory???

What? I just checked and the forum link on SpaceDock comes right here. The link in the OP to SpaceDock goes to SpaceDock. So.... ??

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16 hours ago, Drew Kerman said:

What? I just checked and the forum link on SpaceDock comes right here. The link in the OP to SpaceDock goes to SpaceDock. So.... ??

welp uhhhhhhhhhhhh 

Error: Do not download. Will be corrected soon. Pushed BDAc instead. Sorry! 

¯\_(ツ)_/¯ Dang forgot. Sorry. 

 

Version 1.2.2.2 for Kerbal Space Program 1.4.5

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Hey, ah, we got a bit of a weird issue here; the Spacedock link gives me the BD Armory files instead of Vessel Mover. Github works fine though.

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12 hours ago, Fireheart318 said:

Hey, ah, we got a bit of a weird issue here; the Spacedock link gives me the BD Armory files instead of Vessel Mover. Github works fine though.

It’s a bit embedded in th bdarmoury OP - look for “bd family mods” or something like that and below that is a spoiler tag with the links

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i downloaded the "Vessel Mover 1.2.2.2.zip" and theres the BDArmory inside, but no Vessel Mover. uhm... why?

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14 minutes ago, Comfypants11 said:

Does this still work for KSP 1.6x? 

Other than trying it, there's no real way to know.

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On 2/2/2019 at 10:49 PM, Comfypants11 said:

Does this still work for KSP 1.6x? 

I haven't been able to make it work so far, but I'm not an adept modder. Any advice will be greatly appreciated!

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