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Mythos

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Posts posted by Mythos

  1. On ‎27‎.‎07‎.‎2016 at 10:40 AM, TheCardinal said:

    A nice feature would be if you could add the ability to create a list of mods which are used for a craft by checking each part of that craft against the mods in gamedata.

    Interesting idea, maybe later...

    14 hours ago, blu3wolf said:

    An option to copy paste nodes would be useful, too.

    ... because this comes first on my TODO list.

    I'm looking forward to find some coding time, in a few weeks after exams maybe. But I chose to refactor a little to be better prepared for coming changes, so will not be working on features the first day. But I still like how this pre-release does already help some people here :) 

  2. 6 hours ago, ultraviolet150 said:

    import in flight vessels from one save to another

    Next on my TODO is implementing a copy and paste function. In my mind this works between different save files. This would do the job, maybe not that easy going like some kind of assistant you may think of. What comes to my mind are questions like: would you expect the crew to be copied / imported as well? And there's a thing about unique identifiers but that will be solvable.

  3. 12 hours ago, luizopiloto said:

    can you make a linux ver.? :(

    It's C# and WPF. C# may run with mono but WPF will not at the moment. That's what I read. I've no experience to develop for linux, I would like to have and of course would like to support more OS for KML. All that are dreams about post 1.0 version and it's still 0.x.

  4. 2 hours ago, Starslinger999 said:

    Im having this bug and im in 1.1.3. I really want something that will help fix it without me going into Persistance file and editing it. Any suggestions?

     

    Do you mean strictly not solving via touching the persistance file? No idea for that one.

    Or do you mean not to do such kind of text based changes where you absolutely have to know what you are doing? If you are willing to change the persistence file but with an easy GUI pointing you to the problem and solving via right click menu, you may try my KML - Persistence file editor tool mentioned in some previous posts :)

  5. 5 hours ago, Trevisan said:

    I noticed the dockUId = 0 value, is it normal?

    I've often seen old dockUId values hanging around from previous docking situations. That's no problem when the state is ready. But you are right, that is not necessary and you could try to delete it. The rest of your MODULE content looks fine. Having the dock as root part should also be no problem. Can you upload the savefile anywhere? Or you should try what Enceos said.

  6. 5 hours ago, Trevisan said:

    I cant dock a station with a small crew vessel

    Can you give some more details?

    It sounds like you have 2 vessels, than can not dock together. Such kind of problems often happen because of clipping or having another part attached to the dock (and visually moved by offset tool), construction problems in general. Docking problems caused by corrupted game status usually look like having some vessels docked and undock is either unable to click or just doing nothing.

  7. 17 hours ago, Enceos said:

    how do I change the PreAttached docking ports to the Docked state?

    Does it not detach in game?

    You need to edit both ports:

    1. MODULE (ModuleDockingNode) -> state = PreAttached -> one goes to "Docked (dockee)" and the other one to "Docked (docker)" (I'd prefer the one who's parent to be dockee)
    2. Lookup the uid attribute from each part. Put the opposite one to MODULE (ModuleDockingNode) -> dockUId = <insert here>
    3. Create a new node "DOCKEDVESSEL" under MODULE (ModuleDockingNode) and provide the attributes, describing the vessel on same side as the dock:
      • vesselName = <dockee should have the name of your vessel, docker should have the name of docked vessel (since it's still preattached be creative)>

      • vesselType = <sorry can't use the "type = Ship" from vessel node, you need to give numbers>

                        0: Debris, 1: SpaceObject, 2: Unknown, 3: Probe, 4: Rover,

                        5: Lander, 6: Ship, 7: Station, 8: Base, 9: EVA

      • rootUid = <the root part uid of the vessel on this side of docking, on dockee side put uid of part [0], on docker side put uid of the docker part>

    4. On docker side go to MODULE (ModuleDockingNode) -> EVENTS -> Let Undock have "active = True" and Decouple have "active = False"
    5. Delete the node attachment to the other dock on both sides. Each one should have in the part "attN = <top, bottom or whatever>, <part number of the opposite dock part>". Delete that whole attribute and only that one.

    You can skip part 3 and 4 but need to do 1, 2, 5 to let KML realize how it should look like. KML can then fix part 3 and 4 for you (using not very creative docked vessel name and type - should be changed in game afterwards).

     

    Edit: Well, I said delete the attribute that says "attn = ..." but you can't do with current KML because it's not able to rebuild the structure yet and therefor delete is disabled. But you can change the number to -1. KML will then advise to save and reload, which you should do, and afterwards you will be able to delete that attribute in KML. 

  8. Fixed a bug about blank message and not doing anything on repair of a one-sided same-vessel docking problem. Now it will reset that dock to ready. In his case this was one small step to resolve his misconstruction problem, but I did the rest by hand - using KML as editor of course :):

    On ‎02‎.‎06‎.‎2016 at 4:49 PM, schneida said:

    but If I right click and say "Repair docking" I get a blank message and after saving the problem still exists...

    Besides that I'm still writing unit tests to prepare fore some code cleanup and my time is rare at the moment. Next feature will still be copy & paste.

  9. 3 hours ago, schneida said:

    Anybody can fix my save!?

    Oh you have encountered a problem with same-vessel-docking in real game. I only knew about this theoretically but never saw in game. I have downloaded your save and can reproduce your bug report (empty message) about my KML tool. This I will fix soon.

    About you problem in general: It looks like you have two different dock parts connected to the same third dock part. So its a triple thing, where I would expect couples only. I had a look in game and comparing with data from KML:

    1. There are two docking ports clipping right above each other on the side without the lab. If you undock, the other is in docking range and will disturb the undocking. There is a short time where the docking state is something between docked and undocked and problems often happen then.
    2. This should not be a problem, but it looks strange and may be the reason for having two parts in same place: The dock parts are connected to the probe core not via node but via surface attachment although it looks like it's in the right place for a node attachment. If you build something like this again, try pressing the ALT key while placing the part in the VAB so you force node attachment (the green bubbles).

    The duplicate part needs to be deleted and this means the part indices need to be reordered. That's quite a task and KML is not able to do this (yet). I also not recommend to do it in a text editor. Maybe there is a in game tool to delete parts?

    What I did for you: Removed all docking functionality from the duplicate part. Moved the part some distance away. Now it looks ugly, but you can see it's there and understand the problem. It needed to be moved to be able to click on the other one that was hidden.

    Try this version:

    https://drive.google.com/file/d/0BwsNCuH8Jk3-c2drTEc4cE51M3c/view

     

  10. Released v0.7, see OP

     

    On ‎05‎.‎04‎.‎2016 at 8:38 PM, Enceos said:

    if you add the search functionality, would you mind making it for vessels and kerbals the same type as the part search bar in  KSP 1.1 editors. You type stuff into the searchbar and the list automatically filters on the fly

    The search was not intended to be a filter, so it does not change the usual view. But the search window accepts instantaneous text input and will start to search on the fly. Current limitations: Type at least 3 letters, wait a second after last keystroke, display only first 100 results. 

  11. Released 0.6.2 with bugfixes for these flag problems. KML 0.6.2 doesn't crash, but maybe this happens:

    49 minutes ago, Enceos said:

    DDS flags are greyed out

    This seams to be an issue with win 7 (and below) only. DDS flags do work on Win 10. Maybe it does not depend on window version, but .NET framework version instead.

    On my Win 10 / .NET 4.5 the DDS flags Enceos gave me are loaded:

    7y4Fe84.png

    More feedback needed.

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