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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. OK, thanks. I actually found this just before I saw your bug report. The entire second dialog is being removed as being totally unnecessary. Release soon - - - Updated - - - 0.3.0 released.
  2. Thanks for the bug report. I'll be updating this on Sunday, will make sure this is fixed along with another. Could you list both craft, not just the first? Thanks LGG Edit: I just tested with the craft you listed on a dev version which fixes a couple of bugs. On the dev version, it works, so look for an update tomorrow. also, you listed a local image file, that doesn't work, you need to upload the image somewhere else.
  3. The addon rules state this: "Edit, delete, or create files outside of the KSP installation folder" But it IS allowed to read files outside the KSP installation folder. Thank you
  4. Ummm, craft thumbnails would be extremely difficult, especially if downloading from the web. Re. a craft file outside the game dir, I'm not sure it's possible without a lot of extra coding, but I'll think about it. Re. downloading, doesn't it specifically say that's what it's doing? Either way, I changed the wording and underlined the downloading part, so I'm not going to worry about it unless contacted by a moderator.
  5. That is correct. This will let you do it. It removes the need to do a drag and drop, especially if you have a lot of games/game files. It is entirely in-game, and will be in CKAN as soon as it gets updated
  6. Greetings, Updated for 1.4.1 updated for KSP 1.4.1 Deleted all unused KerbalX code Added support for Toolbarcontrol and ClickthrougBlocker Added option to load as assembly Added code to check for comment after ship name in craft file Added localizer code in case ship name is localized This mod now depends on and requires the ToolbarController mod, available here: This mod now depends on and requires the ClickThroughBlocker mod, available here: I've just released a mod I've been working on called Craft Import. It is designed to allow you to import a craft file directly into the game by either downloading from an external website or a local file. This will make it much easier to download files from KerbalX.com, among other places, all you will need is the download URL which you can simply paste into the entry field. Download it here: http://spacedock.info/mod/47/Craft%20Import%20%26%20Upload License is GPLv3 0.1.0 initial release 0.2.0 Fixed bug where showDrives wasn't being honored, so that drives were always being shown 0.3.0 Removed unnecessary dialog for file selection Added initial error checking for valid craft file, more needs to be done Changed file selection to only show directories and craft files Fixed bug where after you download one file, you can't do any more. Related to unnecessary dialog 0.4.0 Added integration with KerbalX. CKan file is downloaded and saved in case the imported craft file needs additional mods to be used, and then provides instructions on screen 0.5.0 Changed visibility to only be visible in VAB and SPHIf no http/https/file is at the beginning of the craft name, checks to see if it is a local file. If not, it prepends "http://" 0.7.0 Added upload ability to KerbalX Added "OK" button in case of error, will return to GUI screen with craftURL intact for retrying Upload functionality + ship snapshot Added option to load craft after import Added option to copy text to clipboard Made Import and Upload to KerbalX buttons bigger Changed spacing of elements on upload screen Added check to see if downloaded craft has all necessary mods Added check for login error Added check to see if all parts needed are available Generated image is dynamically updated as values are edited. 0.7.1 Removed code which prevented destruction of data on scene load 0.8.0 1.0.5 compatibility 0.8.1 Fixed issue with lagging during flight Fixed locking of screen when exiting editor while settings window was open 0.8.2 Fixed a couple of null ref exceptions Blocked KerbalX from downloads due to security problem on site Added message about kerbalx being blocked Kudos to SpaceTiger, who very kindly show me how to load a subassembly in the editor Donations gratefully accepted https://www.patreon.com/linuxgurugamer Description This is a small mod which will allow you to download and import craft files from websites. It will take a URL, which you can get from the site and just paste it into the URL field. Additionally, if you have craft files on your local disk, you will be able to select and import them as well. There is an additional field available to rename the craft to a new craft name if desired. This can be useful if, for example, you already have a craft by that name and don't want to overwrite it. Also, if you DO want to overwrite an existing file, there is a toggle field which will allow you to do that. Finally, if you like, you can save the craft file in the sandbox directory rather than the current games's directory Available options include the ability to use the Blizzy Toolbar if it is available, and for the file selection dialog on Windows, to show all the available drive letters. If the drive letters are not shown, then you will be limited to the drive that the game is installed on The buttons on the main dialog consist of the following: [TABLE=width: 500] [TR] [TD]Select Local File[/TD] [TD]Open the file selection dialog[/TD] [/TR] [TR] [TD]Import[/TD] [TD]Import the craft listed in the URL field[/TD] [/TR] [TR] [TD]Cancel[/TD] [TD][/TD] [/TR] [/TABLE] The toolbar icon looks like this: The main dialog: The file selection shows the folders and files in the current directory. Only craft files and folders are selectable. This dialog shows what it looks like after I descended into the sandbox ships directory, in the VAB: and this is after I selected a craft file to import. Note that for local files, the complete file name is actually transformed into a URL by adding "file://:" in front of it. This is where I'm ready to download a craft file from Kerbalx.com. Note that for Kerbalx, it seems to work so that once you get to the web page of the craft you want, that using the url is sufficient, no need to copy the "Download" url and this is what happens when you try to overwrite a file when you didn't select the overwrite toggle: This is a major update to the Craft Import mod. There are two new additions: 1. When downloading a file from KerbalX.com, it will also download a CKAN file which can be used by CKAN to install any missing mods. When you do a download, instructions will be provided after the craft file is downloaded. 2. Craft Import now has the ability to UPLOAD to KerbalX.com. You will need a login to KerbalX in order to do this, of course. So, here is how it works: The Craft Import button is only available in the VAB or SPH. Very Important: Please note, any craft you have loaded in the editor will be lost and replaced with the craft being uploaded! On the main Craft Import screen, click the button which says "Upload to KerbalX". You will be presented with the File Selection dialog: If you are in the VAB, the VAB directory of your current save will be displayed. If you are in the SPH, the SPH directory will be shown. Select your file, either by double-clicking or clicking one and then clicking the Select button You will then get to the Craft Import screen: There are two required fields, highlighted in yellow: Userid This is your login id to KerbalX.com Password This is your password to KerbalX.com Picture URL This label is also a button. The field is a url to a previously uploaded picture of the craft. If using Imgur, be sure to select the Direct Link url, as the others will generate an error. You can also specify an Imgur album here. If specifying an Imgur album, you need to use one of three formats: 1. The "Share Link" from Imgur 2. the 5 character album identifier 3. The album identified surrounded by imgur tags as follows (note that there shouldn't be spaces between the brackets): [ imgur ]12345[ /imgur ] If you press the button, then a dialog will open up where you will be able to select a local image file (either PNG or JPG). It will initially open up in the screenshots directory of the current install. If no picture is specified (either URL or local file), then a 1024x1024 image will be automatically generated and uploaded. WARNING: Any images uploaded in this manner will be stored on Imgur, and will be undeletable. You will be able to replace it on the web page, but the image will stay on Imgur forever! Generate a custom snapshot This button will bring up a dialog where you will be able to generate a snapshot of the craft with a custom background color. There are check boxes to save both the userid and password. THESE ARE SAVED IN CLEAR TEXT! So only select them if you are comfortable with having them stored on your disk. Other fields on the screen are: Tags Space separated string of words used on KerbalX as ship tags Video URL URL to a YouTube video Action Groups This button brings up a new window where you can enter descriptions of the action groups which are set: The top line of this screen shows the name of the craft you are uploading. the next set of lines control the camera: Display Resolution This controls the size of the image window on screen. It will never be larger than the Image Resolution. Changing this takes effect immediately. Image Resolution This is the final size of the picture (will be square) The following values control the camera. The default values are set to what KSP uses when generating a thumbnail in either the VAB or SPH, depending on the craft. Change them slowly, one at a time to get a feel for how they work. Elevation Pitch Heading FOV Smaller values effectively moves the camera away from the ship Next will be the background color. The label: "Click on desired background color" will be the color of the background color you select. There are 4 buttons on the screen: Generate Craft Image The image will not be generated (or regenerated) until you click this button. When you click this for the first time, the main window will be moved to the right edge, and the craft image will be displayed in another window on the left side. Reset to VAB Defaults (or SPH) This will reset the values OK Accept this image for upload Cancel Discard the changes If the craft has a B9 info drive, this will be ignored. Right now, KerbalX only stores the standard Action Groups. If in the future KerbalX is enhanced to support the Action Groiups Extended (250 action groups), this will be mirrored in Craft Import. This i There is a toggle which say "Force new upload (if existing)". This means that if the craft you are uploading already exists, KerbalX will create a new craft and append a number to keep them unique. If you upload a craft which already exists and you did not select the force new upload, you will be presented with a window showing the existing craft which match what you are uploading. The middle column will be a clickable button, which will open that craft in a browser window. Once you have decided which one to replace, select the toggle in the right column and then click OK. Special note: If you know you are going to replace an existing craft, you can instead click the button "Select Existing Craft to Replace", a list of all your existing craft will be downloaded and displayed. If you do this, then you can replace ANY of your existing craft, not just the ones which match the craft you are uploading. Once you have filled out the information, click the button "Upload to KerbalX". The progress will be displayed in a counter. When completed, the results will be displayed. If it was a successful upload, a browser window will be opened to allow you to do any additional editing of the craft record on KerbalX Picture Urls are verified before uploading. YouTube Urls are validated for correct syntax before uploading.
  7. You know, it could be both. Let authors catagorize/tag their mods in the netkan file (although since a lot of them are automatically made via Kerbalstuff that may be difficult), and also have an external site. Then CKAN can have filters which can either filter by author tags, or by an outside service. Anytime you get two people doing tagging/catagorizing, you will end up with multiple tags/catagories for each thing. So yes, it will be messy, but still better than nothing.
  8. Yes, that would be ideal. But, you then are depending on all the mod authors to both update their existing ones and add new ones. I don't think that's going to happen anytime soon. Just see how long it takes to get mods updated which don't need any update for new KSP versions. I'm not knocking the mod authors, just a fact of life. Also, maybe some people would categorize certain mods one way, and some people another way. I think that crowdsourcing this information would overall give the best result, if we can get enough people to actually tag mods on the site.
  9. Tags or categories, it's pretty much the same, although with tags you can have more. But I'd want the tags to be standardized, I don't think allow any new tag would make sense for this. So, what I'm thinking of is this: A website which will list all available mods. Anybody can view mods, filtered and sorted by specified tags. The website will get a list of all mods from the CKAN site on a daily basis, and add any missing mods If not signed on, will show the tags for the mods based on popularity of the tags Individualscan create an account and sign on When signed on, you can do the following: View available tags Submit new tag for approval by moderator(s) Submit mod for approval (to get any missing mods into the db) View and tag/untag mods Export modlist with tags Accounts will only hold the following information: username email address encrypted password Once this is up and running, I hope to be able to convince the CKAN people to add extra filters based on a tagged modlist which was exported from this site. But for this to happen, there would have to be a significant number of people using this and requesting it from CKAN. Thoughts?
  10. That's my general idea. For now, I'm going to see if I can get a small website up with a database, so that there could be a place to do the catagorization by a lot of people. Haven't worked out the details yet. @hab136, that's quite a list, thanks. All others, thanks as well.
  11. It depends on why they are green. For us, blood isn't really red, it just looks that way. So, when we run out of O2, the hemoglobin changes color, which appears to be blue. I'm going to guess that Kerbals have similar blood to Vulcans. Blood color of Vulcans is green, but turns red if no O2. So, in this case, the quote would be: - Houston, Tranquility Base here ... The Eagle has landed. - Roger, Tranquility. We copy you on the ground. You got a bunch of guys about to turn red. We're breathing again, thanks a lot
  12. This has already been reported, in post http://forum.kerbalspaceprogram.com/threads/122062-1-0-4-Historian-%28v1-1-1%29-Dynamic-Screenshot-Captions-August-5th-2015?p=2076133&viewfull=1#post2076133 @zeenobit, if you don't have time, I could fix this and compile another "unofficial" version for you. LGG - - - Updated - - - How about this: Your current defined values (BTW, i wasn't able to find any full documentation on this anywhere, you may want to update the initial post): <N> - Newline <UT> - Universal Time <Year> - Year (not zero padded) <Day> - Day (not zero padded) <Hour> - Hour (not zero padded) <Minute> - Minute (not zero padded) <Second> - Seconds (not zero padded) <T+> - Kerbin date (with zero padding) <Vessel> - Vessel name <Body> - Body vessel in in SOI of <Situation> - Current vessel situation <Biome> - Biome vessel is in/over <Latitude> - Latitude of vessel <Longitude> - Longitude of vessel <Altitude> - Vessel altitude <Mach> - Vessel speed, in mach number (ie: speed of sound) <LandingZone> - Where you are landed. <Speed> - Vessel speed <Crew> - Crew members <Custom> - custom text defined by user why not create a syntax like this: <situation>: [text] <definedvalue> ... This would allow you to have many different values. First, create a list of all formats which match the current situation. Then, pick one, either at random or in rotation, and use that for your current format You could even do this: <situation>:<Biome>: [text] <definedvalue> ... To have multiple requirements for a single format. Personally, I would make it a random selection, modified by the last time that format was used. So, once a format is used, the chance of it being used again would be diminished until all the others have been used.
  13. Hi, been looking at this for a while. I'm going to be playing with USI-LS,so i'm happy it's included. But, you may want to update your FAQ on the first page to add that USI-LS is supported, right now it only mentions TAC-LS
  14. No, CKAN is working. Just that a dropbox account isn't the most reliable. Kerbalstuff is where a lot of the authors put their mods. If you do put it there, then you should update your .netkan file to use that instead of the dropbox.
  15. Just an FYI, re your note about the HAL9000. There IS a KAL9000 mod available, you may want to check it out. I think it would be really neat if, instead of clicking on the freezer to unthaw someone, you have to click on the KAL9000. Especially if DangIt! was also installed
  16. To all who say to add a probe, or a docking port, etc, I say this: 1. It adds weight. 2. He had an existing game, and was looking for a solution. Adding something to the craft was not an option
  17. Add the following mod: NavHud which will put up a Heads-Up Display
  18. Where has this been all my life? It would be great if you moved to GitHub and/or Kerbalstuff.
  19. Would be nice if you uploaded it to Kerbalstuff.com as well. CKAN works well with kerbalstuff.com LGG
  20. Hey Felbourn, Just wanted to say that I just watched E45 & E46. They are great, I can't wait until you get 47 out. thanks LGG
  21. I'm trying to come up with a set of categories which the various mods fall into. There are so many mods, and sometimes it's hard to figure out one from another My first stab at this is: Editor Controls Flight Controls (Mechjeb would be here, as well as in reports) Eye Candy Quality of Life (ie: information which may not be reports) Reports (ie: Fusebox) Patches/Fixes The following are from Curse: Command and Control Gameplay Miscellaneous Parts Pack Physics Propulsion Resources Science Ship Systems Structural and Aerodynamic Sub-Assembly Utility and Navigation I think that the Curse categories are too broad in some areas, for example, Gameplay could include anything from editor controls to physics. My initial goal is to be able to put the mods that I use into various categories, so that I can more easily decide which to keep and which to delete. Eventually, I may suggest to the CKAN people to add an optional category field. Comments and suggestions are always welcome.
  22. Cool. I really like it, and will install it once I can figure out what mods to uninstall (I have more than 112 installed). But I really prefer rockets, are you going to have any for those?
  23. Take a look at AutomatedScreenshots for an idea on how to change things over time I just committed 0.4.1, which is the latest. Or, if you'd like to work together on this, I'd be happy to do so. Liinuxgurugamer
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