FW Industries Posted May 12, 2015 Share Posted May 12, 2015 NoOffsetLimits removes all limits from the offset gizmo in the editor. Drag it all the way to the Mun! Harpoon not included I found the limits particularly annoying in cargo bays. But there are probably all kinds of uses for this. Share your whackiness Download: https://dl.dropboxusercontent.com/u/7121093/ksp-mods/KSP%5B1.0.2%5DNoOffsetLimits%5BMay12%5D.zipTested in 1.0.2Usage: Nothing special, just use the offset gizmo.Changelog:- 2015 May 12 Initial releaseSource and MIT License included in download. Link to comment Share on other sites More sharing options...
smjjames Posted May 12, 2015 Share Posted May 12, 2015 Not accusing you of stealing, but I think I saw another thing with something similar? Maybe it was discussion rather than a mod. Definetly sure there isn't a standalone mod for this kind of thing, which is what yours is. Link to comment Share on other sites More sharing options...
Superfluous J Posted May 12, 2015 Share Posted May 12, 2015 I love it. I HATE that if you even look at the big decouplers with the slide tool enabled, they snap halfway into the stack and refuse to come out. I'll use it for that alone. Link to comment Share on other sites More sharing options...
Drew Kerman Posted May 13, 2015 Share Posted May 13, 2015 I love it. I HATE that if you even look at the big decouplers with the slide tool enabled, they snap halfway into the stack and refuse to come out. I'll use it for that alone.Nothing should ever snap with the offset tool (that I've seen) unless you're forgetting to disable the angle snap first Link to comment Share on other sites More sharing options...
Wanderfound Posted May 13, 2015 Share Posted May 13, 2015 Nothing should ever snap with the offset tool (that I've seen) unless you're forgetting to disable the angle snap firstNothing should, but many things do. Radial-mount parts and cargo bays are particularly problematic. Link to comment Share on other sites More sharing options...
Superfluous J Posted May 13, 2015 Share Posted May 13, 2015 Nothing should ever snap with the offset tool (that I've seen) unless you're forgetting to disable the angle snap firstIt's not snap. It's a limit. I can smoothly drag the radial decouplers in and out of the stack as far as I choose... so long as I only choose to have them halfway out.Seriously you don't have this problem? Put an orange tank down. Put a radial decoupler (the one that sticks way out) onto it. Hit '2', and offset it. It snaps nicely into the stack and is forever stuck there until I use normal mode to move it the old fashioned way.Until this mod, of course Link to comment Share on other sites More sharing options...
Wanderfound Posted May 13, 2015 Share Posted May 13, 2015 It's not snap. It's a limit. I can smoothly drag the radial decouplers in and out of the stack as far as I choose... so long as I only choose to have them halfway out.Seriously you don't have this problem? Put an orange tank down. Put a radial decoupler (the one that sticks way out) onto it. Hit '2', and offset it. It snaps nicely into the stack and is forever stuck there until I use normal mode to move it the old fashioned way.Until this mod, of course The "limits" when placing parts in cargo bays are seriously borked. Node-attach a docking port to the end of a Mk2 cargo bay. Try to translate it up or down a smidgeon. It will leap sideways and lock there.Similarly, try to attach a docking port to the floor of a Mk2 bay, then move it a bit. It will jump downwards so that it clips through the outer skin. Ditto for, say, a basic jet mounted on a cubic strut inside a cargo bay (standard VTOL usage). You can place it without without it clipping through the underside, but the second you try to translate it will leap irreversibly downwards. Link to comment Share on other sites More sharing options...
Drew Kerman Posted May 13, 2015 Share Posted May 13, 2015 Seriously you don't have this problem? Put an orange tank down. Put a radial decoupler (the one that sticks way out) onto it. Hit '2', and offset it. It snaps nicely into the stack and is forever stuck there until I use normal mode to move it the old fashioned way.I've just been fortunate to not have to deal with this I guess with the parts I've chosen to use. Although I do recall re-loading a ship file when I had boosters radially attached to an NRAP and finding the radial decouplers inside the NRAP weight. No offset used, they just reloaded that way. So yea, I can believe the funkiness exists Link to comment Share on other sites More sharing options...
brusura Posted May 13, 2015 Share Posted May 13, 2015 Thanks! Link to comment Share on other sites More sharing options...
frencrs Posted May 13, 2015 Share Posted May 13, 2015 Um.... awesome? Totally hate it when a part can't offset correctly, downloading now. Link to comment Share on other sites More sharing options...
panzer1b Posted June 2, 2015 Share Posted June 2, 2015 Thanks alot, this NEEDS to be added stock in debug menu option. it is technically "cheaty", but heck, its not like sci-fi ships are suppose to be realistic, maglev armor FTW (ive already been abusing offset bugs to move stuff out way farther then its suppost to be). This just makes me not have to resort to rotating then translating then rotating to face how i want, now i just bloody rotate how i want, and get the part working. Ohh, and carriers just got a WHOLE lot easier to make, armored spine down middle, and offset the external plating as desired, no more supports that block real estate needed for the interceptors/fighters/bombers. Link to comment Share on other sites More sharing options...
Enceos Posted June 5, 2015 Share Posted June 5, 2015 Beautiful, so beautiful! ⤠Link to comment Share on other sites More sharing options...
Svm420 Posted July 1, 2015 Share Posted July 1, 2015 Any chance of an update I believe this mod has some issues in the editor now. Link to comment Share on other sites More sharing options...
Superfluous J Posted July 1, 2015 Share Posted July 1, 2015 Any chance of an update I believe this mod has some issues in the editor now.What issues? I'm using it with no problems that I know of. Link to comment Share on other sites More sharing options...
Svm420 Posted July 1, 2015 Share Posted July 1, 2015 What issues? I'm using it with no problems that I know of.Was getting some NREs when manipulating certain parts in SPH. I will get logs if I run into it again. Link to comment Share on other sites More sharing options...
Azimech Posted July 8, 2015 Share Posted July 8, 2015 Much needed and should be in stock! Thank you! Link to comment Share on other sites More sharing options...
klesh Posted July 15, 2015 Share Posted July 15, 2015 Wow, nice. That snap in with some parts is super annoying and I get it all the time. I will have to try this out! Link to comment Share on other sites More sharing options...
Azimech Posted August 2, 2015 Share Posted August 2, 2015 Can't rep this enough! Link to comment Share on other sites More sharing options...
Majorjim! Posted August 2, 2015 Share Posted August 2, 2015 WOW this changes everything! Nothing is impossible now. Muhahhahahahahahahhahhahahhh! Link to comment Share on other sites More sharing options...
Mad Rocket Scientist Posted September 9, 2015 Share Posted September 9, 2015 WOW this changes everything! Nothing is impossible now. Muhahhahahahahahahhahhahahhh!That was what I was going to say! Link to comment Share on other sites More sharing options...
Yukon0009 Posted September 12, 2015 Share Posted September 12, 2015 I love you. Link to comment Share on other sites More sharing options...
Azimech Posted September 12, 2015 Share Posted September 12, 2015 Thanks alot, this NEEDS to be added stock in debug menu option. 100% Agreed!- - - Updated - - -And OP, please make it compatible with 1.1! Link to comment Share on other sites More sharing options...
Majorjim! Posted September 12, 2015 Share Posted September 12, 2015 I've already made a mission pack with the help of this mod. I could have made every craft without it but it allows me to make nice shapes and forms using a fraction of the number of parts. (I will remake my X-37b soon. The orbiter is over 500 parts now, I can half that building with this mod) There are going to be some very interesting craft on the exchange when more people adopt this. I wont make a single thing without it again. Link to comment Share on other sites More sharing options...
Mad Rocket Scientist Posted September 13, 2015 Share Posted September 13, 2015 100% Agreed!- - - Updated - - -And OP, please make it compatible with 1.1!Also 100% agreed. In fact make in stock not in the debug menu. Link to comment Share on other sites More sharing options...
Columbia Posted October 15, 2015 Share Posted October 15, 2015 I love you.And so do I, with all my heart.. In the most not-homo-way possible.The possibilities are endless with this tool, along with Take Command, this is almost necessary for my KSP dilly-dallies. Link to comment Share on other sites More sharing options...
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