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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. I've started a new thread for my version of this, it's available here: Please move all discussion of my version of KVV to the new thread In the VAB
  2. This is a plugin that creates blue-print-like images (into your <KSP Root>Screenshots/ directory) from the KSP Editor (VAB/SPH). As featured in Scott Manley's Video. Note: At this time, the 1.5.1 release only supports the legacy KAS, not the KAS 1.0. Dependencies Click Through Blocker ToolbarController CKAN has been updated to install the dependencies, if needed Big thanks to @Kerbas_ad_astra for updating the shaders for me Once the panel is up click 'Part Config' button and check the items you wish to 'explode apart' or 'Offset'. Once you've checked 'Offset checkboxes' and you enter a value between 3 and 0.1 (3(or higher)-0.1(minimum) click the 'Offset View' button. Once you have set your configuration settings you can toggle the broken apart view by clicking 'Offset View' and 'Revert' buttons respectively. If you are 'Exploded/Offset' the Save & Exit buttons are disabled. Ensure that you click 'Revert' so that you can Save/Exit the Editor. This lets you make images such as the following: Availability Spacedock: http://spacedock.info/mod/1092/Kronal Vessel Viewer Continued Github: https://github.com/linuxgurugamer/ksp-kronalutils Soon to be on CKAN License: Unlicense Credits This was originally written by @kronal, who actually is still around. The original repo is here: https://github.com/shrx/ksp-kronalutils It was then taken over by @bigorangemachine, who got it updated and working (mostly) for 1.1. He seemed to stop development and releases back on April 3. His last activity in the repo was apparently in July of this year. His repo is here: https://github.com/bigorangemachine/ksp-kronalutils My fork is of @bigorangemachine's repo, and is compatible with 1.2.1. Just for reference, there is another fork, made by ayan4m1 (github name) which was made off of @bigorangemachine's repo, but he doesn't seem to have it working fully Changes When closing the window, the vessel will now revert so that you aren't left with an exploded vessel in the Editor Now uses Unity bundles to store shaders Added stock fairings
  3. I still have two things (minor) to fix, as well as getting the assembly info updated and a full release. Glad to hear it's working for you.
  4. I think I copied the wrong dll. This one has the updated one, and it's a new file. don't forget to remove the symlink https://www.dropbox.com/s/wuvgw8iagf7z0fs/KronalUtils-beta2.zip?dl=0
  5. Ok. any eta? or, if you could ping me when the replacements are our, that would be good. KVV shows vessels in an exploded view, it is aware of the KASModulePort and treats it as av explodeable part
  6. I didn't relize that you were on Linux. it's a typo To get around this. do the following: At a Linux prompt: cd to the GameData directory do the following command: ln -s Kronalutils KronalUtils Or, just download the zip again, I just updated it.
  7. First, I need the complete log file. Second, You did remove all old copies and copy the entire KronalUtils to the GameData directory?
  8. It is blocked because of dependencies, once they get updated, this will appear on CKAN
  9. I just found and fixed a problem with the Revert code. I updated the zip, no change, so if you already downloaded it, please get it again
  10. I've taken over the Kronal Vessel Viewer. KVV looks for KASModulePort to know if KAS is installed or not, because it does things with that module. What will be replacing it?
  11. Without further ado: I present the first public BETA of the updated Kronal VesselViewer: https://www.dropbox.com/s/oan8e2dnehhut7j/KronalUtils.zip?dl=0 Due to the way that Unity has changed, I had to change some internals. Source is not yet uploaded, I still have some work to do before a final release. But as of now, I think I got all bugs squashed.
  12. Good news everyone. I have it working!!!!!!! I still have a couple of bugs to iron out, but they aren't dealbreakers, so I hope to get something out in the next few days. As Squad likes to say: Soon (tm)
  13. The kerbal ejects using the hatch. rotate the pod 180 degrees around the vertical Center of the pod, so that the hatch is pointing up instead of sideways. One way to tell is to eva a kerbal. he should be on the upper side of the pod
  14. It uses the angle of the hatch. Looks like the hatch is pointing to the right. Try rotating the pod 180 degrees
  15. @Dman979 One thing I noticed was that it appeared that you are using a very old toolbar wrapper. If that is the wrapper for the Blizzy toolbar, you need to update it, it has a bug.
  16. @Dman979 What's the problem you are having? I took a very quick look at the github, doesn't seem to be anything difficult.
  17. Not incompatible per se, but unaware of it. They don't work together, so it is conceivable that the same part can fail in each mod You can make a part reliable by adding a NoFailureModules, for example, look in the directory: DangIt/ModuleManager/Entropy/Ignores, one is as follows: @PART[KWsrbUllageLarge]:BEFORE[DangIt] { MODULE { name = NoFailureModules } } @PART[KWsrbUllage]:BEFORE[DangIt] { MODULE { name = NoFailureModules } } And yes, you could add more resources to the blacklist using a MM patch
  18. Thanks, I just deleted the version file. Please report issues here: https://github.com/linuxgurugamer/TestFlight/issues and please see my previous message, I updated it since the original post
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