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MachXXV

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Posts posted by MachXXV

  1. I see version 2.5 on GitHub, but version 2.5.1 on KerbalStuff. But the .version file in both says 2.5.0.0. So...

    Is the version 2.5.1 on KerbalStuff just to get it to upload the new .zip with the fixed .version file?

    yeah, it's all v2.5, kerbalstuff wouldn't let me replace the existing 2.5 so i had to give it a new number

    - - - Updated - - -

    Can anyone confirm that angle snap setting in EE menu are not saving? I deleted some of the angles, hit save, seems like they're actually deleted. Then I want to get all of them back, hit default, save - nothing changes and on next opening of EE menu those angles are still missing.

    Though adding angles manually seems to be still working and saving ok.

    yep that's a bug, i'll have it fixed in 2.6

  2. ive read multiple posts with problems/bugs and havent gotten a clear picture of this mod works with the 0.90 update yet. so.... does this mod work or doesnt it?? because im getting crashes all the time... at load, and during game play. its decides when it wants to work. Im basically trying to figure out what mod is crashing my game. and if they are all compatible with each other.

    the only significant problem was with 2.3 where it was using too much CPU and was slowing the framerate a bit, but this mod shouldn't be causing any crashes. It only activates when you're in the editor, so it would have no effect during the inital load of the game or in other areas. When you've got a mod causing crashes sometimes you have to try each one at a time to narrow down which one is doing it.

  3. Are there any plans to enhance the usability of the offset / rotate gizmos to allow finer adjustment or a numeric entry?

    The stock gizmos are fairly locked down, there isn't much I can change in their behavior. Instead I'm looking at creating a new custom gizmo to add new features.

    otherwise, v2.5 is out, I've added functionality to align and center struts and fuel lines. Info is on the main post.

  4. Hello,

    I updated to the newest version of Editor Extension v2.3 and I am now experiencing massive FPS drops (down to 20ish) while in the VAB / SPH. The debug menu is not showing any errors but removing editor extensions v2.3 restores my FPS back to around 80ish. I had the previous version installed v2.2? and had no such issues.

    I wish I could help you resolve this problem but again there is nothing showing up as an error, just the very obvious FPS drop.

    Thank You

    Just posted v2.4 which should take care of it.

    The debug window is still a bit of a CPU hog, but it doesn't have any impact when it's not open.

  5. Hello,

    I updated to the newest version of Editor Extension v2.3 and I am now experiencing massive FPS drops (down to 20ish) while in the VAB / SPH. The debug menu is not showing any errors but removing editor extensions v2.3 restores my FPS back to around 80ish. I had the previous version installed v2.2? and had no such issues.

    I wish I could help you resolve this problem but again there is nothing showing up as an error, just the very obvious FPS drop.

    Thank You

    Thanks for the heads-up, I didn't look at framerates when I was testing. I found the problem, it's actually a CPU usage problem with one of the things I just added. I should have a patch out soon.

  6. I seem to be experiencing a bug with the load button still in the current version. I was working on a craft a bit ago, game ran out of memory as it does occasionally, and now the load button refuses to display the load menu list. Not sure if it's related to EditorExtensions.

    EDIT: Removing EditorExtensions doesn't seem to fix the issue. Starting a new game does however. Only reason I'm posting here is because there was previous reports of a similar bug. Could just be a corrupted save.

    Yeah, doesn't sound related. I think you ran into a general KSP .90 bug though, i've read of a few people with this problem where there is one corrupt .craft file. Some people said that they were able to get around it by making a new simple ship and saving that, and then the load screen would work again, and/or deleting their last ship saved.

  7. Found a bug

    1. Vertical or horizontal snap a part

    2. Select that part with the offset gizmo

    3. Press space, which would normally revert all changes made by the gizmo

    4. The part will jump to some location, possibly far away from your craft. Initially I thought it was being deleted

    Also, the Undo function doesn't seem to recognize vertical snap as a change. It reverts to before the action before the snap

    Both of these issues are fixed, just posted v2.3

  8. Thankyou so much for bringing this mod back, ive been refreshing with great anticipation!

    However, unfortunately i have come across a bug.

    When i try to open the "load vessel' menu in the VAB, an empty UI outline pops up but there is no interface. And i cannot cancel, quit or use any other button.

    thanks, I was just able to reproduce the error, not sure how I managed to miss this. I'm looking into it now.

  9. Would it be possible to put in a small change to the offset gizmo's snap behavior?

    http://forum.kerbalspaceprogram.com/threads/104196-Offset-Gizmo-snaps-in-directions-other-than-desired-movement

    Currently when you try to move a part in one direction with snap enabled, it will also snap to all 3 dimensions of the 3d grid. I think it would be better if it only snapped along the current vector of movement, and it seems like it might be an easy change to make

    This is actually more complicated than it seems (To me as well). From what I've found so far, the Gizmos aren't controllable via the API. I'm looking into writing custom part placement logic, effectively making my own gizmo that can intelligently place the part along another part taking into account its rotation and collision meshes. Not sure how long it will take, but I'm starting the research.

    - - - Updated - - -

    v2.1 is out, several changes so be sure to read the notes on the main post or the github download page

  10. I'm having some issues with the version file. I've got the exact same file local and remote, and the plugin appears to fail to parse the remote file. It is the raw link, responds normally in the browser, JSON passes lints, etc.

    any ideas as to what's going on here?

    Edit: in the meantime I created one on http://ksp-avc.cybutek.net/ and that seems to be working fine.


    [Text 19:45:44.8408586]: C:\SteamLibrary\SteamApps\common\Kerbal Space Program\GameData\EditorExtensions\EditorExtensions.version
    NAME: EditorExtensions
    URL: https://raw.githubusercontent.com/MachXXV/EditorExtensions/Dev/EditorExtensions/EditorExtensions.version
    DOWNLOAD: https://github.com/MachXXV/EditorExtensions/releases/latest
    GITHUB: MachXXV/EditorExtensions
    LatestRelease: NULL
    AllowPreRelease: False
    VERSION: 2.0
    KSP_VERSION: 0.90
    KSP_VERSION_MIN: 0.90
    KSP_VERSION_MAX: NULL
    CompatibleKspVersion: True
    CompatibleKspVersionMin: True
    CompatibleKspVersionMax: True
    CompatibleGitHubVersion: True
    [Text 19:45:44.8428756]: https://raw.githubusercontent.com/MachXXV/EditorExtensions/Dev/EditorExtensions/EditorExtensions.version
    NAME: NULL (required)
    URL: NULL
    DOWNLOAD: NULL
    GITHUB: NULL
    VERSION: NULL (required)
    KSP_VERSION: Any
    KSP_VERSION_MIN: NULL
    KSP_VERSION_MAX: NULL
    CompatibleKspVersion: True
    CompatibleKspVersionMin: True
    CompatibleKspVersionMax: True
    CompatibleGitHubVersion: True
    UpdateAvailable: False
    [Text 19:45:44.8408586]: Version file contains errors: https://raw.githubusercontent.com/MachXXV/EditorExtensions/Dev/EditorExtensions/EditorExtensions.version


    {
    "NAME":"EditorExtensions",
    "URL":"https://raw.githubusercontent.com/MachXXV/EditorExtensions/Dev/EditorExtensions/EditorExtensions.version",
    "DOWNLOAD":"https://github.com/MachXXV/EditorExtensions/releases/latest",
    "GITHUB":
    {
    "USERNAME":"MachXXV",
    "REPOSITORY":"EditorExtensions",
    "ALLOW_PRE_RELEASE":false
    },
    "VERSION":
    {
    "MAJOR":2,
    "MINOR":0,
    "PATCH":0,
    "BUILD":0
    },
    "KSP_VERSION":
    {
    "MAJOR":0,
    "MINOR":90,
    "PATCH":0
    },
    "KSP_VERSION_MIN":
    {
    "MAJOR":0,
    "MINOR":90,
    "PATCH":0
    }
    }

    Also intercepted the request from the plugin, here's the raw response it's getting for the version file:


    Date: Tue, 23 Dec 2014 01:13:10 GMT
    Server: Apache
    Access-Control-Allow-Origin: https://render.githubusercontent.com
    Content-Security-Policy: default-src 'none'
    X-XSS-Protection: 1; mode=block
    X-Frame-Options: deny
    X-Content-Type-Options: nosniff
    Strict-Transport-Security: max-age=31536000
    ETag: "6cecf912f0598874bd3ebb209f51e60370713d97"
    Content-Type: text/plain; charset=utf-8
    Cache-Control: max-age=300
    Content-Length: 650
    Accept-Ranges: bytes
    Via: 1.1 varnish
    X-Served-By: cache-iad2137-IAD
    X-Cache: MISS
    X-Cache-Hits: 0
    Vary: Authorization,Accept-Encoding
    Expires: Tue, 23 Dec 2014 01:18:10 GMT
    Source-Age: 0

    {
    "NAME":"EditorExtensions",
    "URL":"https://raw.githubusercontent.com/MachXXV/EditorExtensions/Dev/EditorExtensions/EditorExtensions.version",
    "DOWNLOAD":"https://github.com/MachXXV/EditorExtensions/releases/latest",
    "GITHUB":
    {
    "USERNAME":"MachXXV",
    "REPOSITORY":"EditorExtensions",
    "ALLOW_PRE_RELEASE":false
    },
    "VERSION":
    {
    "MAJOR":2,
    "MINOR":0,
    "PATCH":0,
    "BUILD":0
    },
    "KSP_VERSION":
    {
    "MAJOR":0,
    "MINOR":90,
    "PATCH":0
    },
    "KSP_VERSION_MIN":
    {
    "MAJOR":0,
    "MINOR":90,
    "PATCH":0
    }
    }
    HTTP/1.1 200 OK

  11. EDIT: Ouch.. pWings new update uses the T key binding to change the wing tip which conflicts with this.. although, now I think of it, it shouldn't be too bad - pWings' T is used when the part is placed and EE's T is used before that.. though it'd still toggle it for the next part you place.. Hrm.. could make the hotkeys configurable or something?

    They will be configurable, my current build is using a config file to set the hotkey, and I'm adding a UI window to adjust them.

  12. I've got something working, but in a slightly different way - you place the part, hover over the part with your mouse, hit V, and it will snap itself to the center. I'm also looking at being able to align the part to the top/bottom of the other part as well.

    So far i haven't been able to get it to work the old way - I was able to force it to the center, but once you let go of the mouse the game editor would place it in that position instead.

    I should have an update available tomorrow (still need to do more testing to make sure the mod doesn't make ships explode)

  13. Is "T" hotkey stock or EE now? Problem is that once I use it, I have to switch between node and radial attachment for each part and unable to reset it to default state.

    Thanks for update, I was really missing those option, they felt like stock features already :)

    I moved that function from Alt+R to T, since it was interfering with the new stock R hotkey that toggles between radial/mirror symmetry.

    Next update should have custom key mappings as well.

    T does two things - it toggles between the global surface and node attachment settings, and the part's own setting. I think I might disable the global setting change in the next update - I was undecided as to if it was useful, and with your example it might be more trouble than it's worth. Just being able to toggle your selected part's attachment node seems like the right way to go.

  14. I haven't given up, still doing research. Unfortunately it's been a busy week so it won't be until the weekend that I can seriously dig into the new editor's internals.

    So far my experimentation has been productive, I think I'll be able to provide most of the functions again, and there's new possibilities to play with.

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