TK421d Posted January 11, 2017 Share Posted January 11, 2017 it wouldnt bother me in the least, im sure it would probably save headaches in the future for several of the mods you're maintaining. Quote Link to comment Share on other sites More sharing options...
Dizor Posted January 12, 2017 Share Posted January 12, 2017 @linuxgurugamer, can you please make StripSymmetry feature usable in flight as well? Sometimes I want to retract only one separate landing leg (to align vessel vertically on irregular surface), but i getting all symmetry-related legs retracted Yes I can remove legs symmetry right before the flight, but what if i forgot to do this... I don't want to save my craft with removed symmetry, thus now I have to keep this in mind all the time and remove symmetry every time before flight. (in flight StripSymmetry hotkey should be changed, Shift key will increase throttle for active engines) Quote Link to comment Share on other sites More sharing options...
Wyzard Posted January 12, 2017 Share Posted January 12, 2017 On 1/11/2017 at 8:32 AM, linuxgurugamer said: That's a KSP bug, not much I can do about that, sorry. As a workaround, maybe you could add a toggle button that can be clicked to temporarily disable all of EER's key bindings. (Actually, I'd be interested in a toggle to enable/disable EER entirely — features like vertical centering and master snap are handy to have available, but most of the time I want the stock symmetry selector and translation gizmo behavior.) Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 13, 2017 Author Share Posted January 13, 2017 1 hour ago, Dizor said: @linuxgurugamer, can you please make StripSymmetry feature usable in flight as well? Sometimes I want to retract only one separate landing leg (to align vessel vertically on irregular surface), but i getting all symmetry-related legs retracted Yes I can remove legs symmetry right before the flight, but what if i forgot to do this... I don't want to save my craft with removed symmetry, thus now I have to keep this in mind all the time and remove symmetry every time before flight. (in flight StripSymmetry hotkey should be changed, Shift key will increase throttle for active engines) Interesting Idea, but not for this mod. I'll look into adding this to Part Commander Continued 29 minutes ago, Wyzard said: As a workaround, maybe you could add a toggle button that can be clicked to temporarily disable all of EER's key bindings. (Actually, I'd be interested in a toggle to enable/disable EER entirely — features like vertical centering and master snap are handy to have available, but most of the time I want the stock symmetry selector and translation gizmo behavior.) Please create an issue on Github Quote Link to comment Share on other sites More sharing options...
Liquid5n0w Posted January 24, 2017 Share Posted January 24, 2017 On 1/10/2017 at 5:36 PM, TK421d said: did you ever find out what is happening with the hotkeys not working? I've been having this problem too. but its more than just the hotkeys not working, even clicking the symmetry and angles manually only stock function and angles are cycled. edit: i have no clue how, but the snap and symmetry ( X, C ) keybindings were set to <none> in the game settings? idk how this happened. Yup, had this issue as well. Quote Link to comment Share on other sites More sharing options...
EstebanLB Posted January 28, 2017 Share Posted January 28, 2017 (edited) Amazing tools! One thing I still need is a way to toggle an extension for the COM, COL and COT indicators, to show lines and planes that extends to a customizable ammount so we can properly check if a part is aligned or not, a small sphere inside the vessel isn't much of a help Edited January 28, 2017 by EstebanLB Quote Link to comment Share on other sites More sharing options...
rightto360 Posted February 5, 2017 Share Posted February 5, 2017 I am having difficulties with the install of this mod. I followed the instructions to the letter, but when I load the game the editor behaves all wonky. Every place I click in the VAB causes the Move XYZ axis graphic to appear where I clicked. Vertical snap isn't working. The stock game "pie slices" is not replaced with "2R", "3R", etc. Any thoughts? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 5, 2017 Author Share Posted February 5, 2017 3 hours ago, rightto360 said: I am having difficulties with the install of this mod. I followed the instructions to the letter, but when I load the game the editor behaves all wonky. Every place I click in the VAB causes the Move XYZ axis graphic to appear where I clicked. Vertical snap isn't working. The stock game "pie slices" is not replaced with "2R", "3R", etc. Any thoughts? Yes, that it's not installed correctly. Please provide a log file so that I can see what's going on Quote Link to comment Share on other sites More sharing options...
rightto360 Posted February 6, 2017 Share Posted February 6, 2017 are you meaninig the KSP.log file in my main KSP folder? if so, how do i get it to you? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 6, 2017 Author Share Posted February 6, 2017 48 minutes ago, rightto360 said: are you meaninig the KSP.log file in my main KSP folder? if so, how do i get it to you? To find your log file: Windows (32-bit): See {KSP}\KSP_Data\output_log.txt Windows (64-bit): See {KSP}\KSP_x64_Data\output_log.txt Mac OSX: Open Console, on the left side of the window there is a menu that says 'files'. Scroll down the list and find the Unity drop down, under Unity there will be Player.log. Aka Files>~/Library/Logs>Unity>Player.log Linux: See ~/.config/unity3d/Squad/Kerbal Space Program/Player.log Use Dropbox, Google Drive, or any other file sharing method. Please do NOT post the log in the thread, just post a link to it. Quote Link to comment Share on other sites More sharing options...
rightto360 Posted February 8, 2017 Share Posted February 8, 2017 Apologies for the delay in getting this to you. I am at work. I have the log file in my Dropbox. You can use this link here. Thank you for you help. Quote Link to comment Share on other sites More sharing options...
rightto360 Posted February 9, 2017 Share Posted February 9, 2017 Hey I got it figured out! I was downloading the wrong zip file. I was downloading the "EditorExtensionsRedux-master.zip" file from Github. That was the one that was not working. When I downloaded from spacedock I got the correct file version. Thank you again for your help with what I think is a required mod for this game! Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted February 13, 2017 Share Posted February 13, 2017 Would it be worth adding a small feature to this mod that enables the calculation of crew mass? I'm not sure if it's an oversight by Squad or not but the kerbalCrewMass in physics.cfg only affects mass in the flight scene. Would be nice if this mod could take that value and apply it in the editor. Quote Link to comment Share on other sites More sharing options...
hypervelocity Posted February 13, 2017 Share Posted February 13, 2017 I was wondering if anyone here experienced an error/bug in 1.2.2 where the parts category buttons (i.e. Engines, Tanks, etc.) stop working and you need to close SPH/VAB and re-open to get the parts catalogue working again? The aforementioned has occured to me in 1.2.2 with several mods - I will get back home today and try to reproduce the issue on vanilla KSP + EER only - will also post logs if noone recognizes the issue from my scant description! Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 13, 2017 Author Share Posted February 13, 2017 14 hours ago, Drew Kerman said: Would it be worth adding a small feature to this mod that enables the calculation of crew mass? I'm not sure if it's an oversight by Squad or not but the kerbalCrewMass in physics.cfg only affects mass in the flight scene. Would be nice if this mod could take that value and apply it in the editor. Not really. Think about it for a minute. In the editor, there is no crew. I suppose that something could be done by checking assigned crew, but if you just place a pod, there is no crew assigned until you either go into the crew assignment tab or to the launchpad. Quote Link to comment Share on other sites More sharing options...
Zapo147 Posted February 14, 2017 Share Posted February 14, 2017 I seriously can't believe I missed this mod...this is a god-tier improvement, now in the top 5 mods in my list of about 75! Quote Link to comment Share on other sites More sharing options...
Svm420 Posted February 15, 2017 Share Posted February 15, 2017 On 2/13/2017 at 0:19 PM, linuxgurugamer said: Not really. Think about it for a minute. In the editor, there is no crew. I suppose that something could be done by checking assigned crew, but if you just place a pod, there is no crew assigned until you either go into the crew assignment tab or to the launchpad. What about just using max crew capacity as a max for a slider that can be set from 0 to the crew capacity an old mod KerbalMass I believe did something quite similar. Just another thought I don't really care either way. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 15, 2017 Author Share Posted February 15, 2017 I've added this as an enhancement request on Github Quote Link to comment Share on other sites More sharing options...
slackitude Posted February 27, 2017 Share Posted February 27, 2017 3 years into KSP and I've never heard of this. My OCD thanks you! Quote Link to comment Share on other sites More sharing options...
Zucal Posted March 5, 2017 Share Posted March 5, 2017 Is greater than 20x symmetry available? Quote Link to comment Share on other sites More sharing options...
Mikeloeven Posted March 7, 2017 Share Posted March 7, 2017 (edited) Seems to be an issue when using the strut snapping mechanism on offset parts. If one of the parts has been offset by the move tool the struts will always snap diagonal even when they were initially placed relatively straight Edited March 7, 2017 by Mikeloeven Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 7, 2017 Author Share Posted March 7, 2017 On 3/5/2017 at 5:50 PM, Zucal said: Is greater than 20x symmetry available? No 3 minutes ago, Mikeloeven said: Seems to be an issue when using the strut snapping mechanism on offset parts. If one of the parts has been offset by the move tool the struts will always snap diagonal even when they were initially placed relatively straight Video, please Quote Link to comment Share on other sites More sharing options...
Jikahn Posted March 27, 2017 Share Posted March 27, 2017 Request: Turn off hotkey functionality while typing in text boxes. Quote Link to comment Share on other sites More sharing options...
eberkain Posted March 27, 2017 Share Posted March 27, 2017 31 minutes ago, Jikahn said: Request: Turn off hotkey functionality while typing in text boxes. I rebound mine to numpad buttons because of this. Quote Link to comment Share on other sites More sharing options...
GonDragon Posted March 29, 2017 Share Posted March 29, 2017 Is there any way to use the stock icons for symmetry? I rather prefer the stock icons, than the nR, M and MM (even if I loose some extra nR symmetry added by the mod). Quote Link to comment Share on other sites More sharing options...
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