Geschosskopf Posted April 24, 2016 Share Posted April 24, 2016 Thanks. I don't speak Git at all Link to comment Share on other sites More sharing options...
Red Iron Crown Posted April 24, 2016 Share Posted April 24, 2016 40 minutes ago, Geschosskopf said: Thanks, but how do you download this? Click the "View Raw" button and it should prompt a download dialog. Edit: Ninja'd, missed there was another page. Link to comment Share on other sites More sharing options...
Enceos Posted April 24, 2016 Share Posted April 24, 2016 (edited) @BahamutoD Thank you again for this awesome tool. What do you think about making the VesselSpawner work in orbit as well? There's a demand for creating scene sets for movies and comics in orbit, because gathering several vessels around in orbit is still very tedious, your tool is probably the best candidate for this feature. My basic idea of the algorithm is: On spawn, copy the orbital properties of the current active vessel, but spawn the vessel selected from the menu with a mean anomaly set back just a little, so that vessels don't overlap and explode. The spawned vessel will be on a trailing orbit. For other orbital maneuvers people can use HyperEdit. Edited April 24, 2016 by Enceos Link to comment Share on other sites More sharing options...
hab136 Posted April 25, 2016 Share Posted April 25, 2016 On 4/23/2016 at 10:39 PM, BahamutoD said: I've been working on updating this for KSP 1.1. Everything works as before except that on vessels spawned using the tool, the staging is broken (all actions are in one stage and hitting space does nothing but make a click sound). Before, the solution to the issue was to call Staging.beginFlight(), but now that doesn't work. If anyone can point me to information on changes to the code for staging, it would be greatly appreciated. Otherwise, you can try this for KSP 1.1: https://github.com/BahamutoD/VesselMover/blob/master/bin/Release/VesselMover.dll From http://forum.kerbalspaceprogram.com/index.php?/topic/135179-info-on-how-to-convert-your-plugin-to-ksp-11/ Reference to Staging should be replaced with StageManager (and .lastStage => .LastStage) and will require adding a "using KSP.UI.Screens" In particular I had to use StageManager.Instance.xxx for some things. Link to comment Share on other sites More sharing options...
BahamutoD Posted April 25, 2016 Author Share Posted April 25, 2016 @hab136 Great, thanks!! Update v1.5 - KSP v1.1 compatibility https://github.com/BahamutoD/VesselMover/releases/tag/v1.5 Link to comment Share on other sites More sharing options...
WinnieCMZ Posted April 26, 2016 Share Posted April 26, 2016 (edited) My crafts cannot be loaded when I press the 'spawn vessels'. And it continuesly display as 'Openning Craft Browser' @BahamutoD Edited April 26, 2016 by WinnieCMZ Link to comment Share on other sites More sharing options...
BahamutoD Posted April 26, 2016 Author Share Posted April 26, 2016 7 hours ago, WinnieCMZ said: My crafts cannot be loaded when I press the 'spawn vessels'. And it continuesly display as 'Openning Craft Browser' @BahamutoD May I see your log file? Link to comment Share on other sites More sharing options...
WinnieCMZ Posted April 26, 2016 Share Posted April 26, 2016 (edited) @BahamutoD do you mean the 'ChangeLog.txt' in the VesselMover? Edited April 26, 2016 by WinnieCMZ Link to comment Share on other sites More sharing options...
Svm420 Posted April 26, 2016 Share Posted April 26, 2016 9 minutes ago, WinnieCMZ said: @BahamutoD do you mean the 'ChangeLog.txt' in the VesselMover? No read the page he linked Link to comment Share on other sites More sharing options...
WinnieCMZ Posted April 26, 2016 Share Posted April 26, 2016 19 minutes ago, Svm420 said: No read the page he linked Ok, thank you for reminding. Link to comment Share on other sites More sharing options...
WinnieCMZ Posted April 26, 2016 Share Posted April 26, 2016 1 hour ago, BahamutoD said: May I see your log file? https://www.dropbox.com/s/ijfjmzeckmus97g/output_log.txt?dl=0 Here it is @BahamutoD Link to comment Share on other sites More sharing options...
WinnieCMZ Posted April 27, 2016 Share Posted April 27, 2016 On 2016年4月26日 at 10:23 AM, WinnieCMZ said: https://www.dropbox.com/s/ijfjmzeckmus97g/output_log.txt?dl=0 Here it is @BahamutoD Is everything ok? @BahamutoD Link to comment Share on other sites More sharing options...
DocMop Posted April 27, 2016 Share Posted April 27, 2016 50 minutes ago, WinnieCMZ said: Is everything ok? @BahamutoD Give the guy some time Link to comment Share on other sites More sharing options...
WinnieCMZ Posted April 27, 2016 Share Posted April 27, 2016 3 minutes ago, DocMop said: Give the guy some time Ok, no problems Link to comment Share on other sites More sharing options...
BahamutoD Posted April 28, 2016 Author Share Posted April 28, 2016 On 4/26/2016 at 10:23 AM, WinnieCMZ said: https://www.dropbox.com/s/ijfjmzeckmus97g/output_log.txt?dl=0 Here it is @BahamutoD Thanks, but that was just a log of you starting KSP and quitting when it got to the main menu. I'll need to see a log of what happens when you try to open the craft browser with vessel spawn. Link to comment Share on other sites More sharing options...
RYU AZUKU99 Posted April 30, 2016 Share Posted April 30, 2016 Just curious, will version 1.1.2 of ksp mess with this mod at all?? Link to comment Share on other sites More sharing options...
Mulldoon24 Posted May 1, 2016 Share Posted May 1, 2016 I downloaded the mod but the button on the toolbar does not come up. Please help! Link to comment Share on other sites More sharing options...
Enceos Posted May 2, 2016 Share Posted May 2, 2016 20 hours ago, Mulldoon24 said: I downloaded the mod but the button on the toolbar does not come up. Please help! Try hitting the " / " on your numpad. Link to comment Share on other sites More sharing options...
WinnieCMZ Posted May 2, 2016 Share Posted May 2, 2016 The previous problem, which was the malfunction of the vessel mover, has been solved. Hovever, now the vessel mover can ONLY spawn the KSP's default vessels and rockets. @BahamutoD Just now, WinnieCMZ said: The previous problem, which was the malfunction of the vessel mover, has been solved. Hovever, now the vessel mover can ONLY spawn the KSP's default vessels and rockets. @BahamutoD Do you need the log document? Link to comment Share on other sites More sharing options...
Lookerksy Posted May 9, 2016 Share Posted May 9, 2016 Does it work in 1.1.2? Thanks. Link to comment Share on other sites More sharing options...
InfiniteShock Posted May 9, 2016 Share Posted May 9, 2016 4 minutes ago, Lookerksy said: Does it work in 1.1.2? Thanks. Yes. Link to comment Share on other sites More sharing options...
Lookerksy Posted May 9, 2016 Share Posted May 9, 2016 Just now, InfiniteShock said: Yes. That's right~ Thanks for your quick reply. Link to comment Share on other sites More sharing options...
BahamutoD Posted May 18, 2016 Author Share Posted May 18, 2016 On 5/2/2016 at 8:12 AM, WinnieCMZ said: Do you need the log document? Always. Thank you. Link to comment Share on other sites More sharing options...
UAL002 Posted May 26, 2016 Share Posted May 26, 2016 How does this interact with career mode? I'd like to be able to spawn enemy fighters relatively easily but don't want to have to have my own space program pay for the bad guys. There is a mini-mod I requested that temporarily avoids charging you for spawning vessels in the normal way... then you have to fly them to the start point or whatever. Its laborious. I'm wondering if something similar exist embedded in this mod. Link to comment Share on other sites More sharing options...
Rafael acevedo Posted May 26, 2016 Share Posted May 26, 2016 Just wanted to thank you for this mod, it has made my base building easier, specially when you start hitting low frame rates. I believe it offers the right balance to eliminate tedious and repetitive actions, while maintaining realism. For example you land 3 modules for a base about 300 meter from the base core, without the mod you would have to drive/ fly each module individually and sequentially. With the mod I drive one module and vessel move the other two. This keeps realism, because in reality this modules could be moving independently simultaneously. Anyways thanks Link to comment Share on other sites More sharing options...
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