linuxgurugamer Posted August 30, 2018 Author Share Posted August 30, 2018 14 minutes ago, Lisias said: I'm on it. However, my vessels are quivering when they are near the Karman Line, and I never saw that before. The parts "flickers" and "tremble", and it appears to affect the face's normals on rendering. I'm trying to figure out if my change is related, if it's a colateral effect from Kerbal Joint Reinforcement, or it's something new and completely unrelated with this! EEX is only active in the Editor (ie; Editor Extensions), so it's not this mod. Please define what you are referring to as the Karman line, since it is not necessarily 70km. Also, a video might be useful Quote Link to comment Share on other sites More sharing options...
Lisias Posted August 30, 2018 Share Posted August 30, 2018 (edited) 3 hours ago, linuxgurugamer said: EEX is only active in the Editor (ie; Editor Extensions), so it's not this mod. I was thinking on collateral effects - something that should not have a autoStrutMode set , even to off. However, I just used EEX to autostrut everything to Grandparent, and the texture flickering persisted - while the parts didn't trembled. So, yeah. EEX appears to be unrelated, and I'm facing something new. I will post a video by night, I found more people talking about it and this will be interesting to fix. — EDIT — It's not related to the altitude. It's related about acceleration and speed. I got the quivering/flickering effect on high atmosphere by doing a low slope ascent. The magical speed appears to be ~1600m/s (+/- 100), and only under >2G acceleration. This is going to be interesting! Edited August 30, 2018 by Lisias new info Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 6, 2018 Author Share Posted September 6, 2018 New release, 3.3.19.7 Removed unnecessary line from AssemblyVersion.tt: <#@ assembly name="EnvDTE" #> From @Lisias : Amending 4x4cheessecake fix for the Mass AutoStrut problem. This allows to "recover" a mangled vessel. Quote Link to comment Share on other sites More sharing options...
Cratzz Posted September 20, 2018 Share Posted September 20, 2018 Looking forward for this to be updated for v1.4.5 (latest update does not) Quote Link to comment Share on other sites More sharing options...
JH4C Posted September 20, 2018 Share Posted September 20, 2018 5 hours ago, Cratzz said: Looking forward for this to be updated for v1.4.5 (latest update does not) It's supported 1.4.5 for a while now; what makes you think it doesn't? Quote Link to comment Share on other sites More sharing options...
Teslamax Posted September 20, 2018 Share Posted September 20, 2018 (edited) Feature request: add button or keypress to horizontally center the craft in the VAB technically this would move the root part to a position directly above the exact center of the circle on the floor in the VAB do not change the height of the root part above the floor (the vertical component of the root part's location) P.S. The VAB editor spawns the first part of any craft at it's center. I don't understand why a simple means of re-centering (horizontally) the craft wasn't a built-in part of the game. There are too many ways to accidentally move your root part out of position. Thus your craft isn't centered when on the pad. Edited September 26, 2018 by Teslamax reiterate precise desired outcome Quote Link to comment Share on other sites More sharing options...
Cratzz Posted September 20, 2018 Share Posted September 20, 2018 (edited) 3 hours ago, JH4C said: It's supported 1.4.5 for a while now; what makes you think it doesn't? False alarm, i forgot the dependency Edited September 20, 2018 by Cratzz Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 21, 2018 Author Share Posted September 21, 2018 (edited) Oops Edited September 22, 2018 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted September 21, 2018 Share Posted September 21, 2018 Huh! You mismatched Filter Extensions with Editor Extensions ... Quote Link to comment Share on other sites More sharing options...
eberkain Posted September 22, 2018 Share Posted September 22, 2018 13 hours ago, Gordon Dry said: Huh! You mismatched Filter Extensions with Editor Extensions ... I think he just posted in the wrong thread. I see a new release on the github for filter extensions. For someone with like 100+ mods to maintain, its bound to happen every now and then. Quote Link to comment Share on other sites More sharing options...
Jacke Posted September 22, 2018 Share Posted September 22, 2018 (edited) 14 minutes ago, eberkain said: I think he just posted in the wrong thread. I see a new release on the github for filter extensions. For someone with like 100+ mods to maintain, its bound to happen every now and then. I'll second @eberkain as can be checked by looking at the release info on GitHub for both of these @linuxgurugamer mods. Filter Extensions is version 3.2.2.4 released yesterday. Editor Extensions is still version 3.3.19.7 released 16 days ago. Edited September 22, 2018 by Jacke Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted September 22, 2018 Share Posted September 22, 2018 @Jacke @eberkain Yesterday there was a new release on Spacedock for Editor Extensions, the zip contained the latest Filter Extensions. This is cleaned up now. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 22, 2018 Author Share Posted September 22, 2018 7 hours ago, Gordon Dry said: @Jacke @eberkain Yesterday there was a new release on Spacedock for Editor Extensions, the zip contained the latest Filter Extensions. This is cleaned up now. And, I finally added An entry for Filter Extensions on spacedock Quote Link to comment Share on other sites More sharing options...
Thygrrr Posted September 24, 2018 Share Posted September 24, 2018 Hey, is there a way to change the "position" snapping when using the position tool (both local and absolute?) I'd like it to be at least half, if not a quarter of what it currenntly is. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 25, 2018 Author Share Posted September 25, 2018 On 9/24/2018 at 9:16 AM, Thygrrr said: Hey, is there a way to change the "position" snapping when using the position tool (both local and absolute?) I'd like it to be at least half, if not a quarter of what it currenntly is. It seems to be dependent on the sngle snap. Try changing that, I usually turn off the angle snap when adjusting the position Quote Link to comment Share on other sites More sharing options...
Thygrrr Posted September 26, 2018 Share Posted September 26, 2018 Holding Shift cuts it in half, but a quarter would be so much better. Angle snap turns it in or off, but the angle snap amount doesn't do anything for translation - only when rotating things. I'll try to glimpse the code and maybe provide a PR, though I know next to nothing about KSP modding (but am experienced with Unity) Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 26, 2018 Author Share Posted September 26, 2018 19 hours ago, Thygrrr said: Angle snap turns it in or off, but the angle snap amount doesn't do anything for translation - only when rotating things I wasn't sure about that, it's not something I do myself. Quote Link to comment Share on other sites More sharing options...
Sharpy Posted October 4, 2018 Share Posted October 4, 2018 Can I request a feature? Would it be possible to add re-enabling autostrut toggles (i.e. make it possible to switch autostruts off) on wheels or landing legs? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 9, 2018 Author Share Posted October 9, 2018 On 10/4/2018 at 10:49 AM, Sharpy said: Can I request a feature? Would it be possible to add re-enabling autostrut toggles (i.e. make it possible to switch autostruts off) on wheels or landing legs? Not sure I understand what you want Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted October 9, 2018 Share Posted October 9, 2018 I guess he means the forced autostruts on wheels/gears. Quote Link to comment Share on other sites More sharing options...
Sharpy Posted October 9, 2018 Share Posted October 9, 2018 (edited) Yeah. In every part of the craft you have the option to toggle between "autostrut:none, heaviest, root, grandparent". But in legs and wheels you see "Autostrut: heaviest (locked)" and can't change it. That makes vehicles like this one impossible without use of the select few parts that bypass the autostrut. (currently, the complete list of parts that allow that is 1. Lynx hitch, 2. Lynx flexible tunnel, and the new 3. trailer hitches from the beta version of KAS.) Had I used the classic stock hinges based on Spider engines, the above would never work, being completely rigid as every wheel would be autostrutted to heaviest without any chance to move it respective to other parts. Edited October 9, 2018 by Sharpy Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 9, 2018 Author Share Posted October 9, 2018 On 10/4/2018 at 10:49 AM, Sharpy said: Can I request a feature? Would it be possible to add re-enabling autostrut toggles (i.e. make it possible to switch autostruts off) on wheels or landing legs? I'll have to look at it, I don't think that EEx does anything special with autostruts for specific types of parts Quote Link to comment Share on other sites More sharing options...
Sharpy Posted October 9, 2018 Share Posted October 9, 2018 9 minutes ago, linuxgurugamer said: I'll have to look at it, I don't think that EEx does anything special with autostruts for specific types of parts Yeah - that's why 'feature request', not a bug report or such. The feature would allow breaking another built-in editor restriction (the forced autostrut) - akin to surface-attaching node-attach-only parts, so I think EEX is the perfect mod to host it. Thanks! Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted October 16, 2018 Share Posted October 16, 2018 Just confirming that this version does no more work on KSP 1.5 - it shows a message in VAB, the icon is there but the functionality is totally disabled. So it behaves stock. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 16, 2018 Author Share Posted October 16, 2018 18 minutes ago, Gordon Dry said: Just confirming that this version does no more work on KSP 1.5 - it shows a message in VAB, the icon is there but the functionality is totally disabled. So it behaves stock. Not surprising Quote Link to comment Share on other sites More sharing options...
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