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Mythos

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Everything posted by Mythos

  1. @Enceos Try new preview build. Updated the release! By the way, that problem came from getting KSP dir to load flags. Some guy wanted something about flags...
  2. @Enceos I can make it crash on my side, if I have the save outside of KSP directory. If it is where it belongs, it does work. To be more exact: The problem only occurs if the outside directory does not have three directories above, like if it's in your root. Can you confirm?
  3. @Enceos Does not crash when I open your save on my side. When exactly does it crash, does it say something? Does it crash with other saves?
  4. I decided to make my progress public. You now have access to the most actual build via GitHub. OP will be changed on release. Maybe the build is a little behind the changelog, because build is only uploaded on release compilation, changelog reflects latest changes also if they were only tested in debug compilations. Also be aware that the version number of the preview build is set to the upcoming release, but will of course be different. CHANGELOG PREVIEW BUILD ZIP
  5. @Enceos Adding and deleting is exactly what I had in mind when I said "after more urgent things" I'll think about your flag-idea. And I'm currently working on it
  6. Sounds like a nice idea I might consider adding such a thing after more urgent things are done. You said this to be a per vessel option. I agree and don't think a savegame-wide exchange would be useful. You should think about docked or grappled vessels with other flags, like rescued pods. A quick look into my savegame reveals the flag to be saved in any part. So I think it could be changed per part. Maybe it would be useful to exchange any part's flag only if it has the same flag as the root part? This would keep flag of rescued pods etc. There is more such thinking to do if I start adding such a feature. The actual search and replace would be pretty easy to do.
  7. Thanks for your feedback. Yes, KAS (or any other add-on) connections are a thing KML can't recognize yet. There are some KAS constellations in my own savegame and in my special-cases-scenario, so KAS will be a topic later. I still think its better to warn about missing connections, even if everything is fine because its a add-on connection. If there is a warning about an add-on part, you should read it like "KML doesn't know what's going on" and ignore it. There still is no problem using KML for tweaking anything else.
  8. KML - Kerbal Markup Lister v0.9.4 - 2023-04-21 Download: GitHub Do you face a problem with broken docking ports or need just a little fuel-cheating? Do you got tired of editing save games in a text editor with long loading time and so much scrolling to compare different parts and vessels? So did I and decided to make a more helpful external editor to display the XML-like structure (the "KML" - Kerbal Markup Language) in a tree view and pick out vessels, kerbals and parts to be displayed in more eye-candy way. The current version is almost feature-complete and functional, and already helps with quite a few problems (or some cheating if you choose to do so). Any feedback, more testing, bug reports and suggestions are very welcome. Screenshots NEW Features in v0.9.4 CLI selected warning like "-ws=0" shows source node - for @darthgently CLI shows all sources nodes for each warning with multiselect "-wm=*" GUI and CLI always name 2 nodes in warning message, even if it is about an attribute (full changelog below) Features open SFS and CRAFT files save files edited or exactly as loaded backup of overwritten files display file structure in a "KML" tree display all vessels in a sorted and filtered list display all kerbals in a sorted and filtered list display vessel's part attachment structure display warnings about structural problems search for nodes, attributes and their content adding, inserting and deleting nodes and attributes change position of nodes (except parts) and attributes copy & paste of nodes and attributes deletion of parts will fix part indices and connections deletion of kerbals and vessels will fix crew assignment support renaming kerbals when assigned send kerbal home to astronaut complex send vessel to low kerbin orbit repair broken docking ports and grappling devices repair broken ID references in contracts refill part resources change vessel flag in all its parts - for @Enceos list all GameData dirs used by vessel parts - for @TheCardinal CLI mode for basic editing and repairs tested with KSP 1.0 to 1.12 (newest KML version should still work with at least all these KSP versions) TODO identify add-on part connections (only a little KAS support for now) more testing (uncommon vessel builds I didn't think of?) support multiple docking ports per part documentation a lot of source code TODOs Install Windows download KML_Windows.zip and extract anywhere you want run the KML.exe and open your save file or choose "open with" on your save file and select KML.exe (command-line arguments supported) Linux, Mac need to have Mono installed download KML_Mono.zip and extract anywhere you want run the KML.exe command-line from the terminal of your choice Instructions, Hints, FAQ Don't find your vessel in the tree (ordered by in-game creation)? Switch to the "vessels" tab to have a sorted list and the possibility to filter by type (debris, ship, etc.) Don't find your kerbal in the tree? There's also a sorted and filtered list in the "kerbals" tab. Want to see how the parts of your vessel are connected? Have a look on the graph displayed in the "vessels" tab. What do the colored lines in that part graph mean? Dark green line is a node attachment in top/down direction Light green is a node attachment in front/back or left/right direction Yellow line is a surface attachment Blue line is a docking connection If parts are arranged in a way you can't see where the connections go, mouse over the part and they are drawn thicker After you found your vessel, kerbal or part in the list you want to see it in the tree? Just make a double click. Sometimes there appears a warnings tab, what do these warnings mean? Some KML elements are more heavily inspected than others, like vessel parts and especially docking or grappling devices. If something is not as expected there is a warning generated. There is a warning but my save game works fine! If the problem is related to stock parts please send me feedback about this problem. If KML has warnings about add-on parts not connected (e.g. KAS): That's ok for now, KML does not support that add-on and can't understand what it has written to the save file. KML just expects all parts to be somehow connected and gives a warning otherwise. Don't fear about saving a file with warnings, unknown add-ons, missing part-connections, etc. KML will save the file as it was read and only apply the changes you made. All unknown data will be kept as it was. Command Line Interface When you download the KML_Mono.zip, you will get no graphical user interface (GUI), but only a command line interface (CLI). The benefit of this version is that it runs on Windows, Linux and Mac. The latter need to have Mono installed. The full Windows version KML_Windows.zip includes the GUI and a CLI. To access the CLI, you just call it with any dashed argument. $ ./KML.exe --help KML: Kerbal Markup Lister 0.9 © 2021 Oliver Pola (Mythos) Use: KML [Opt] <save-file> Opt: --tree | -t : List tree --vessels | -v : List vessels --kerbals | -k : List kerbals --warnings | -w : Show warnings --repair | -r : Repair docking and contract problems, includes -w --select | -s : Show numbers, select one by -s=<Sel> --multiselect | -m : Select all occurences by tag/name, includes -s --version : Show version and check online for updates Actions on selection, need -s=<Sel> or -m=<Sel>, only one of: --export=<file> : Export selection, no -m, defaults <file> to stdout --import-replace=<file> : Import file to replace selection, no -m --import-before=<file> : Import file as new before selection, no -m --import-after=<file> : Import file as new after selection, no -m --delete : Delete selection, -m is allowed Sel: < number | tag-start | name-start >[/Sel] Only in tree you can select by tag or go deep into hierarchy What most users need, is to check for warnings (change path to KML.exe and *.sfs to your situation) $ ./KML.exe saves/test/persistent.sfs --warnings and then repair docking and contract problems automatically. $ ./KML.exe saves/test/persistent.sfs --repair To learn more, check the COMMANDLINE.md introduction. Developers Mythos (initiator, maintainer) pamidur (contributor) Download: GitHub License: GPL Source: GitHub Changelog: If you are interested in progress after latest release have a look at GitHub: Changelog: GitHub
  9. In the KIS thread I was given a fix: https://github.com/mongoose11235813/CommandSeatIconFix/releases/tag/0.1 Just download the DLL and put it into your GameData folder.
  10. Thank you, that fix did help: https://github.com/mongoose11235813/CommandSeatIconFix/releases/tag/0.1
  11. Any advice how to deal with external command seats? The preview icon is empty, so it's invisible while grabbing around. Of course it's a bug, that's needs to be fixed by Squad. But maybe some KIS experts know a trick? I'm sending a rescue mission for my rover to bring some fuel. And it would be nice to also mount a seat so I could steer and see which direction I'm moving instead of looking upward in the can.. What a pity I didn't test it on kerbin
  12. I'm sure many people noticed this and, like me, thought Squad will fix this some day and it's not a big deal until then. But now I ran into a problem using the KIS mod, where it's really hard to move around an invisible item! So my question would be how can we fix this manually? I can't see any hint in the part config file. Any expert advice?
  13. Either Wenn man gegen ein Minimum von Aluminium immun ist, besitzt man "Aluminiumminimumimmunität" Or Wer gegen ein Minimum von Aluminium immun ist, besitzt "Aluminiumminimumimmunität" But it's a nice one
  14. Besides the debug messages I'd like to ask if there is a way to read out the apoapsis of the predicted trajectory?
  15. I remember to have learned from Orbiter, to burn Anti-normal at Ascending node, both starting with an A... But I couldn't tell which is normal and which is anti-normal in KSP. But I rarely have problems to burn the right direction when I know which direction I am going.
  16. I do use multiple maneuver nodes planned ahead, IF it looks reasonable. This one didn't, although it was just one node. As always, you have to know what you're doing and not just trust the instruments. I totally agree with this beeing physically impossible and the thread went as expected, but it was a funny thing to mention
  17. I kept the plan like it was shown. Other missions will happen in the meantime, I will wait and see. - - - Updated - - - I backed up my save and tested. It was stable until and after the maneuver. But mid course it changed drastically.
  18. I thought moving straight into orbit wasn't possible. Don't mind the polar orbit I tried to match, which didn't work out. So I tried to get closer by some gravity assist. After some fumbling I ended in this trajectory. That's obviously a patched conics only feature.
  19. First, welcome to the forums. Are you running the game through stream? It should update automatically. If not, like me... I'm also asking if the patcher is working at all?! Same behavior here. Of course we could download the whole game anew. And what then? Maybe unzip to a new folder and manually copying the savegame. Or is it possible to unzip with overwrite (missing any deletions)?
  20. No one else here finding that an irritating variable same? So the part is significant as a part itself when PhysicsSignificance = 0 and saying PhysicsSignificance = 1 means just adding mass and drag somewhere else, making this part not that significant? Am I misinterpreting the word "significant" as a non-native speaker?
  21. Not quite sure what you mean. If you are searching for Jeb or your top engineer/scientist you should have a look in the astronaut complex at the list of kerbals in flight. It also tells you the Name of the vessel, module and seat. Or did you mean a filter for manned/unmanned craft only?
  22. I'm also annoyed by this double-keypress gear deployment. But you never have a double-keypress gear retraction. So it is quite well defined. If you have some gear deployed and other retracted pressing G also syncronizes them to be retracted (does it?). If this is not intended you should use action groups. When it comes to re-entry heat we have to consider what is more safe to do, and that's retracting. You never want do accidentally deploy you gear while supposed to re-entry heat. So I think since it can never be solved 100% it's now the best way it can be.
  23. Dev Helper is the Name and here it is: http://forum.kerbalspaceprogram.com/threads/60880-0-24-Magic-Smoke-Industries-DevHelper-v0-6 I use it and love it. And it's still compatible to 0.90 although it says 0.24. Loading a quicksave instead of the autosave (persistent.sfs) doesn't sound useful to me either. Loading quicksave directly after launching the game may only be necessary after a game crash where the quicksave would be the latest file. Usually just quit the game normally and have an autosave to be loaded next time.
  24. What about EVA deorbit, reentry, aiming for KSC, land on the runway, just put a capsule, step in and recover?
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