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MachXXV

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Posts posted by MachXXV

  1. There's a problem with the C Key. In stock, it enables/disables angle snap and at the same time switches between snap mode / fine control for offset and turn gizmo.

    With EE, this still works somehow (showing whatever angle EE is set to +1 or -1), but missing some indicator if fine tuning = on or off. When clicking on a part with offet gizmo in snap mode on, it changes part position and may not be reversable. It 's better to activate fine tuning (turn off snap angle) first then click on that part. But i never know if its activated or not, because standard snap angle icon is gone.

    I'm looking into this, I need to tweak the behavior when a gizmo is active. I may end up listening for when a gizmo is used, and revert back to the stock icon and on/off style angle snap until you go back to regular part place mode.

  2. I'm currently working on strut and fuel line alignment, and should have an update this week of Editor Extensions. The current version has a not terribly useful strut alignment, but I have a much better one coming this week - it will snap either end to the edge, middle or top/bottom 25% of the attached part, or just align itself straight out of the beginning part. As far as using the offset tool, I haven't tried adding something like that yet.

  3. Hi all, fwind here. Guess it's a problem with ordering again. Made a new version of the fix that pushes EditorExtensions behind EditorLogic: https://dl.dropboxusercontent.com/u/7121093/ksp-mods/KSP%5B1.0.2%5DKspIssue3838Fix%5BMay17%5D.zip

    Hopefully not many more plugins depend on the ordering with EditorLogic or we have to figure something out. I only need it to run after UIManager so the part spawning is fixed. So anything you figure out for EE is probably fine for me. We should lobby Squad to fix the root cause of issue 3838. Who knows how long this trick keeps working.

    Thanks for the update - I also noticed that it broke Kerbal Inventory System's dragging parts to the inventory windows - similar thing, it probably isn't hitting the inventory UI.

    Tried the updated patch - didn't break anything, but didn't fix it anymore either. In EE's case the problem is that the parts do spawn, but the spawn location is off, as well as the pointer-to-part offset when dragging. I've been poking around the pick part/spawn etc methods in the editor but no joy so far in tweaking it back to normal with an offset camera. When I did the disable/re-enable in EE itself, it was like some UI references were broken, even if I grabbed a new reference to editorlogic after the enable.

    I'll continue to poke around, if I find anything I'll let you know.

  4. What sort of side effects? I've only done cursory testing with the fix and haven't noticed anything, what should I be looking for?

    I didn't try it without my mod running to see if it's just interfering with mine (it might only be affecting my mod), but after the disable/re-enable of the EditorLogic instance in that fix it appears that some of the editor gameobjects weren't accessible anymore, the big one was the angle snap mode wasn't responding to changes. I tried the fix in a couple different points in time during the mod loading but it didn't take care of it. I'll also try running it as an independent module to see if that makes a difference.

  5. Thanks! Looks like that fixes the problem - I was going crazy trying to fiddle with the camera and editor space to get the part dragging to work right.

    Well I celebrated too soon, looks like that fix has some side effects in the editor and breaks some other behaviors.

    - - - Updated - - -

    I kind of have the same issue: Vertical and horizontal snap don't seems to do anything...

    Are you placing the part first, then hovering the mouse over the part, then hitting V or H? it doesn't work the old way anymore, where it would snap as you placed it.

  6. @MachXXV Have you considered any possibility to add a "Focus View" feature to the editor? Like the "Numpad ." key in Blender. By pressing which the camera will zoom into the selected part and any subsequent camera rotation will revolve around the part in focus. KSP editor allows you to select individual parts when in offset and other modes...

    Definitely looks doable. Just tried adding this in and got it mostly working, but I have to iron out an issue it creates with dragging parts from the part menu. I'll likely include this in the next update.

  7. It this the same with the horizontal snap, also?

    Then that's why it wasn't working. I'm too used to the old way.

    Yeah, the old way wasn't possible when they introduced the gizmos - I wasn't able to find a way to mod the snap points that they use, so I had to switch to moving the part after it's placed. It's still not ideal, but I'm taking another look at it now to see if I can make it work in a smoother way.

  8. None of the keys seem to be working for me in VAB.

    The EEX button is present & brings up the keybinds but when I press the key thats bounds (vertical snapping) nothing happens. Any ideas?

    What OS are you on?

    Try deleting the config.xml file in the GameData\EditorExtensions folder and starting the game back up - this will reset the plugin's config in case it's confused it's own keymapping. Also, the V function does work differently than it used to, you place the part first, then mouse over the part and hit V to center it.

  9. The way the editor scenes are rendered changed completely with .90, and I haven't found a way to expand the interior dimensions like we were able to before. There might be a way involving modifying some of the game files, but I'm not really good enough at the 3D editing side of things that I'm comfortable doing that.

    - - - Updated - - -

    I have just submitted a pull request that changes the alt and shift key detection to use the configured "modifier" and "editor fine" keys. That should work much better on Linux where the modifier key defaults to the right shift key.

    Just merged it in, I should have time this weekend to put it in a point release.

  10. I too have this problem, but i think i know why : often i have struts / fuel lines connecting parts at oblique angles and U key appears to do nothing. However, when i connected two wings with parallel surfaces, it properly aligned both ends to be perpendicular. I guess EE does not "know" (yet ?) how to solve connection alignement between two surfaces at extreme engles.

    thats basically it - it tries to send the strut out perpendicular to the spot on the surface it's attached to. if that direction doesn't hit anything, it leaves the strut as-is. Next version I want to have it go along a straight line between the parts regardless of the surface angle, but that takes a little math that I need to work on first.

    - - - Updated - - -

    Well, it seems I was about to dig something up for the crash but honestly whether or not this is useful at all I wouldn't know. At least I found some information. I was holding down 'g' I think, forming a pWing when the game crashed. Here's the end of the output_text.log

    I'll try that - so far I haven't had any luck getting it to crash using pwings, but I'll keep trying to catch it in the act.

  11. I cannot make the claim for certain but I was getting a lot of crashes using pWings in the SPH. After removing Editor Extensions it calmed down, so there may be a conflict between the two. Upon adding a few more hours to the game I can say that the editor hasn't crashed at all since I removed Editor Extensions. Given how much I enjoy this mod I hate having to drop it but it's causing instability for me. I'd love to provide you with a bug report or logs to showcase this, but it kept hard crashing. The logs showed nothing useful and the crashes didn't even include a memory dump. It should be easy to reproduce though, pWings + EE seems to exacerbate whatever the instability is. Maybe it's just an overlapping hotkey?

    Here's hoping B9's pWings become a good replacement. I'm hoping they won't have any of the same issues DYJ's have.

    I'll take a look at pWings and see if i can find any conflicts, I haven't been using it so I'll install it and see what happens

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