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  1. I'm using RealismOverhaul mode with Realistic Progression addon which marks quite a lot of parts as non-ro (not supported by mod). I would like to delete them to reduce memory consumption. I also found that when a lot of mods installed, some parts become unnecessary because of mods overlapping. For example, Procedural Fuel Tank (from RealFuel mod, I guess) makes most other tanks needless. I want to remove them too. The problem is it's time-consuming and boring to browse GameData by my own, looking for parts that I don't need. So basically what I need is a mod or external tool for convenient deleting parts from the game. For example, mod which will allow to delete parts from VAB/SPH interface.
  2. 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
  3. Initial gets-results version of a 'probe helper'. Right now it'll report the mass, cost, power needs, and energy needs of a probe with the selected components and properties. You can specify how patient you are for the batteries to recharge, if the probe's experiments will be transmitted one-by-one or in a big batch, and how long the probe should be able to function in a shadow (I'm looking at you, Ike). v0.1.4 charts! making noise about this again http://probehelper.appspot.com/ Planned improvements: tooltips path finding
  4. A while ago, I attempted to create a tool to animate kerbals, for things like cinematics and other plugins, but I ran into a completely breaking issue, that only occurred on some computers, and I couldn't figure out how to fix it. Thankfully, my computer began encountering this error thanks to the Windows 10 update, and I was (hopefully) able to fix it. So here it is, Kerbal Animation Suite v1.1.3.2. It runs with KSP 1.0.4, and allows the creation of animations for kerbals on EVA. These gifs demonstrates this mod: http://gfycat.com/DifficultDeterminedGalapagospenguin http://gfycat.com/HilariousNarrowFlies http://gfycat.com/PettyMintyIrishdraughthorse I posted these gifs on reddit a while back, if you recongnized them. The animation files for them are all included in the download. This mod has 2 components: the animator, and the API. Animator: The animator is the main tool, which allows you to create, edit, play, and export .anim files, which can be used by your own plugins. Getting started with the animator Install this mod Launch a ship, or go to one you've already landed somewhere. Go on EVA. The animation tool will only work if the kerbal is standing on dry ground. Click the kerbal face looking button in the App Launcher You will see 4 windows pop up. The Bone Hierarchy window, which is where you select the bones to manipulate. The Manipulation window, which is where you manipulate the selected bone. The Animation window. This is the most important window, it's where you Load animation files, create them, and manage the timeline of the loaded animation. A little window in the top right corner which allows you to hide any of the other 3 windows You will also see, if you right click on the kerbal while you're NOT in the animation screen, there are some new right click actions. You can play any animation anywhere in the GameData folder, and you can reload the animations (Reload Animations) if you want to test animations you've just made. You can also use the 1-9 keys to play animations without the rightclick menu. There are 4 animations included with the download in the Presets folder. Source Code: https://github.com/HappyFaceIndustries/KerbalAnimationSuite Download: https://github.com/HappyFaceIndustries/KerbalAnimationSuite/releases/latest Latest Version: v1.2.0.0 License: GPL v3.0 [full text]. Code in the API subdirectory is not restricted by this licence, and is in the public domain. API: The API is a file that mod developers can include in their plugins that handles the loading and playing of animation files. Because it is not a seperate dll, there's no need to include the animator with your download when releasing a mod that uses these animations. You do, however, need to include a copy of animation_hierarchy.dat with your mod, which can be found in GameData/KerbalAnimationSuite/Config You can see the API here: https://github.com/HappyFaceIndustries/KerbalAnimationSuite/tree/master/KerbalAnimationSuite/API The API has 2 classes. KerbalEVAUtility class public static void AddPartModule(string moduleName) public static List<KFSMState> GetEVAStates(KerbalEVA eva) public static List<KFSMState> GetEVAStates(KerbalEVA eva, List<KFSMState> states) public static void RunEvent(this KerbalEVA eva, string name) public static void RunEvent(this KerbalFSM fsm, string name) The first method, AddPartModule, is the most important. You can use it to add your own part module to the kerbalEVA and kerbalEVAfemale parts, which aren't supported by ModuleManager, so using a plugin is the only way. This is the reccommended way to handle animations, but if you're feeling adventurous (or stupid) then you can use some other method. The other methods are methods to manipulate the Kerbal's Finite State Machine (KerbalFSM). The KerbalFSM is the engine kerbal's use to handle animations, like walking, swimming, etc. I highly reccomend you research the concept of Finite State Machines if you haven't already, and want to use this. KerbalAnimationClip class public KerbalAnimationClip(string url, bool fullPath = false) public void Initialize(Transform transform, Animation animation) public string Name { get; } public int Layer { get; } public float Duration { get; } public UnityEngine.AnimationClip Clip { get; } Basically, you use the constructor to create the clip object, then load the animation by putting in a path relative to the GameData folder (example: Squad/Animations/bleh.anim), a ConfigNode object, or a full path if you so choose. You can optionally set more values in the Clip property, such as the frame rate, wrap mode, etc. All of the properties are set in the .anim when you create the animation using the animator, but you can edit those values in the Unity animation system later, after you call Initialize. Then, you use Initialize to add the animation to the kerbal's transform/animation components. If you're use a part module added to the kerbalEVA and kerbalEVAfemale parts using KerbalEVAUtility.AddPartModule, then just use transform and GetComponent<Animation>() as arguments. The rest of the code will be done with Unity's AnimationClip, Animation and AnimationState classes. You can see the documentation for those here: http://docs.unity3d.com/ScriptReference/Animation.html http://docs.unity3d.com/ScriptReference/AnimationClip.html http://docs.unity3d.com/ScriptReference/AnimationState.html So far, 1 mod has been made that uses the API: Special thanks to @Xacktar @Fred Cop @Gaiiden @SpriteCoke @SmashingKirby148 @nightingale
  5. KerbalFactory Resurrecting my old Kerbal Parts Editor project as KerbalFactory, a tool designed to visualize parts and resources spreadsheets. Still in WIP status, an Alpha version is available now for testing! Screenshots Download KerbalFactory v0.1.1 ALPHA Sources and releases are available on Github! Current Features (Alpha) Browse to your KSP Install Folder and get all the existing parts and resource definitions in detailed and customisable spreadsheets. Check many parts parameters with one glance on the list, like costs, mass or drag values. Move, resize, hide or show table columns. See parts resources in Units or Liters, and check total costs, mass and quantities. Use filters and text search to display precise parts or resources. Want to know the density of a resource definition in kg/m3 ? There's a column for that! Planned Features More supported parts parameters and filters. Spreadsheet templates for quick filtering and columns display. Part Editor: check and edit a part parameters, resources and modules, or create a new part. Resource Editor: same thing as above, but for resource definitions. Module Editor: manage and create module templates. Comprehensive help and description of each parameters. Save spreadsheets to clipboard or CSV files. Edit other config files. Backup config files. Support for ModuleManager: List of all MM config files. Choose and preview MM changes. Edit or create MM patchs. Changelog KFUtil.dll This joined DLL file is able to parse KSP config files and produce lists of parts and resource definitions (and modules later). You are free to use it for your own projets, as long as you respect KerbalFactory's license. Note that KFUtil is in Alpha stage and is not ready yet for real use. I will write a documentation to help with KFUtil public functions use. Source is available on Github. Please report any bug or issue here or on Github's issue tracker. Help and suggestions are also greatly welcome! KerbalFactory is licensed under a BY-NC-SA 4 Creative Commons License. Meaning you can do whatever you want with my project if you credit me and don't use if for commercial use.
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