IntoSpaceAgain Posted August 15, 2021 Share Posted August 15, 2021 That's really interesting. All the years I've used EEX and I had never noticed that behaviour before, probably because I normally use the hotkey and rarely need higher than 4-way symmetry. Thanks LGG, and sorry for making what turned out to be a false report. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 15, 2021 Author Share Posted August 15, 2021 1 hour ago, IntoSpaceAgain said: That's really interesting. All the years I've used EEX and I had never noticed that behaviour before, probably because I normally use the hotkey and rarely need higher than 4-way symmetry. Thanks LGG, and sorry for making what turned out to be a false report. Not a problem, it took me a few minutes to realize what was going on. Quote Link to comment Share on other sites More sharing options...
glorsh66 Posted August 22, 2021 Share Posted August 22, 2021 Does it work with the latest version of the game? Is it compatible with MechJeb? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 22, 2021 Author Share Posted August 22, 2021 1 hour ago, glorsh66 said: Does it work with the latest version of the game? Is it compatible with MechJeb? Yes and Yes Quote Link to comment Share on other sites More sharing options...
glorsh66 Posted August 22, 2021 Share Posted August 22, 2021 For some reason, It seems not to work in my case. I started a new career game. I see a button "EEX"; but when I click on it, nothing happens. Do I need to upgrade my hangar or something like that? Or is it a bug? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 22, 2021 Author Share Posted August 22, 2021 2 hours ago, glorsh66 said: For some reason, It seems not to work in my case. I started a new career game. I see a button "EEX"; but when I click on it, nothing happens. Do I need to upgrade my hangar or something like that? Or is it a bug? Probably neither. But, no logs, no support. Read this BEFORE asking for support: http://forum.kerbalspaceprogram.com/index.php?/topic/83212-how-to-get-support-read-first/ Quote Link to comment Share on other sites More sharing options...
Starseeker Posted September 1, 2021 Share Posted September 1, 2021 Hmm, for some reason, using v3.4.3.5 on 1.12.2, whenever I first load into the editor after starting the game, none of the stock keyboard shortcuts (angle snap toggle, symmetry key, etc) work until I hit the "reset symmetry mode & angle snap keys" button. Feels like this is unintended behavior; is this a known issue? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 1, 2021 Author Share Posted September 1, 2021 9 minutes ago, Starseeker said: Hmm, for some reason, using v3.4.3.5 on 1.12.2, whenever I first load into the editor after starting the game, none of the stock keyboard shortcuts (angle snap toggle, symmetry key, etc) work until I hit the "reset symmetry mode & angle snap keys" button. Feels like this is unintended behavior; is this a known issue? Known problem, no idea what's happening, which is why I added that option Quote Link to comment Share on other sites More sharing options...
Starseeker Posted September 1, 2021 Share Posted September 1, 2021 11 minutes ago, linuxgurugamer said: Known problem, no idea what's happening, which is why I added that option Ah, gotcha! Well, at least there's a workaround Quote Link to comment Share on other sites More sharing options...
SpaceFace545 Posted September 5, 2021 Share Posted September 5, 2021 @linuxgurugamer I'm having an issue were the mod does nothing except having the icon in the toolbar. The icon also doesn't do anything either. Log: https://www.dropbox.com/s/wgrl6pwehyv4sf2/KSP.log?dl=0 Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 5, 2021 Author Share Posted September 5, 2021 (edited) 18 minutes ago, SpaceFace545 said: @linuxgurugamer I'm having an issue were the mod does nothing except having the icon in the toolbar. The icon also doesn't do anything either. Log: https://www.dropbox.com/s/wgrl6pwehyv4sf2/KSP.log?dl=0 Did you try the reset keys option? You need to install ClickThroughBlocker Edited September 5, 2021 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
Araym Posted September 9, 2021 Share Posted September 9, 2021 Stupid question (for sure/very probably): it is possible to set a 5x simmetry? If yes, how??? I can kind-of-do-it by setting "angle snap" to 72° (360°/5), but obviously I have then to place part singulary. I would like to have the odd one in the simmetry selection...... Quote Link to comment Share on other sites More sharing options...
IntoSpaceAgain Posted September 9, 2021 Share Posted September 9, 2021 2 hours ago, Araym said: Stupid question (for sure/very probably): it is possible to set a 5x simmetry? If yes, how??? I can kind-of-do-it by setting "angle snap" to 72° (360°/5), but obviously I have then to place part singulary. I would like to have the odd one in the simmetry selection...... You can get 5x symmetry by using the hotkey (X by default). Quote Link to comment Share on other sites More sharing options...
margon Posted September 28, 2021 Share Posted September 28, 2021 Stupid question Nº2 (for sure/very probably or already asked): I noticed when you move a part with the move tool in snap mode it relocate 0.200 units in the desired direction. Is it posible to fine tune that amount to 0.1 or 0.05 ? Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted September 29, 2021 Share Posted September 29, 2021 5 hours ago, margon said: Stupid question Nº2 (for sure/very probably or already asked): I noticed when you move a part with the move tool in snap mode it relocate 0.200 units in the desired direction. Is it posible to fine tune that amount to 0.1 or 0.05 ? check out Quote Link to comment Share on other sites More sharing options...
margon Posted September 29, 2021 Share Posted September 29, 2021 (edited) 17 hours ago, Drew Kerman said: check out just wonderful, I don't know how I lived all these years without this mod. Thanks Drew. Edited September 29, 2021 by margon Quote Link to comment Share on other sites More sharing options...
StickyScissors Posted December 17, 2021 Share Posted December 17, 2021 On 6/23/2021 at 4:00 PM, MR L A said: Hey Linuxgurugamer! Thanks for the help previously, only just seen your reply I do have a feature request if I may be so bold... A button to change the Fairing Expansion setting Its state isn't remember by the game unfortunately, and those of us with fairing-heavy builds (see https://kerbalx.com/The_Black_Badger/craft (not mine, but a darn good example)), its incredibly annoying having to turn all the fairings off again I appreciate its a bit niche though thanks! Backing this. have began building with fairings heavily and this is the one thing i wish i had Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted December 17, 2021 Share Posted December 17, 2021 On 9/28/2021 at 11:15 PM, margon said: move a part with the move tool in snap mode You can also press SHIFT while moving. Or was ist ALT? Hmm, when I build something in VAB I just use it. Quote Link to comment Share on other sites More sharing options...
Black-Talon Posted February 14, 2022 Share Posted February 14, 2022 (edited) Thanks for maintaining this@linuxgurugamer, curious for your thoughts on the ease/complexity of adding the ability to snap to "the other" horizontal axis (Mod+H perhaps). This comes up most for me when I'm putting surface mount things on the end of a cylinder, surface mounting multiple parachutes on the top of a crew capsule (landing pod) for instance. In many cases I'd like to center the part I'm placing without using the attach node. Anyway, temped to take a peek at the code and see if I can locate this and see if the same "snap horizontal/vertical" functionality could be applied to the 3rd axis easily but I'm being lazy and asking first. Curious for your thoughts! And thanks again for keeping this working! -Talon Edited February 14, 2022 by Black-Talon silly brain typing the words Quote Link to comment Share on other sites More sharing options...
darthgently Posted February 15, 2022 Share Posted February 15, 2022 4 hours ago, Black-Talon said: Thanks for maintaining this@linuxgurugamer, curious for your thoughts on the ease/complexity of adding the ability to snap to "the other" horizontal axis (Mod+H perhaps). This comes up most for me when I'm putting surface mount things on the end of a cylinder, surface mounting multiple parachutes on the top of a crew capsule (landing pod) for instance. In many cases I'd like to center the part I'm placing without using the attach node. Anyway, temped to take a peek at the code and see if I can locate this and see if the same "snap horizontal/vertical" functionality could be applied to the 3rd axis easily but I'm being lazy and asking first. Curious for your thoughts! And thanks again for keeping this working! -Talon On a related note, the mod Precision Editor (Précise Editor?) really helps with stuff like this also Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 15, 2022 Author Share Posted February 15, 2022 7 hours ago, Black-Talon said: Thanks for maintaining this@linuxgurugamer, curious for your thoughts on the ease/complexity of adding the ability to snap to "the other" horizontal axis (Mod+H perhaps). This comes up most for me when I'm putting surface mount things on the end of a cylinder, surface mounting multiple parachutes on the top of a crew capsule (landing pod) for instance. In many cases I'd like to center the part I'm placing without using the attach node. Anyway, temped to take a peek at the code and see if I can locate this and see if the same "snap horizontal/vertical" functionality could be applied to the 3rd axis easily but I'm being lazy and asking first. Curious for your thoughts! And thanks again for keeping this working! -Talon Also Hanger Grid Quote Link to comment Share on other sites More sharing options...
Black-Talon Posted February 16, 2022 Share Posted February 16, 2022 Thank you both - using those so I'll count those as the best options. Quote Link to comment Share on other sites More sharing options...
Ayelmar Posted March 20, 2022 Share Posted March 20, 2022 (edited) With KSP 1.12.3, and a lull in classes because of spring break, I've decided to jump back into KSP for a bit, but I've noticed a weird issue and I'm wondering if anyone else has encountered this, and hopefully has a fix. For some reason, M.O.L.E. (and I'm guessing the rest of the Wild Blue mods) isn't playing well with Editor Extensions Redux (plus Click Through Blocker and Toolbar Controller). I've downloaded the latest versions of each mod on Spacedock and/or Git, but whenever EEx is installed, the "Manage Operations" and "Reconfigure Storage" options in the VAB just don't work. In fact, on the M.O.L.E. module, the "Manage Operations" button is completely missing, and clicking the "Reconfigure Storage" button has no apparent effect. However, removing EEx/Click Through Blocker/Toolbar Controller returns the Wild Blue modules to normal function. Other than EEx and M.O.L.E., I'm running with MechJeb, MechJebForAll, Navyfish Docking Port Alignment Indicator, PortraitStats, and ShipManifest. Also, the two expansions, Making History and Breaking Ground. (I did a clean reinstall of KSP 1.12.3 with MH and BG, added M.O.L.E., and then started adding my other "main" mods one by one until M.O.L.E. broke....) (Logs at https://www.dropbox.com/s/x0vrkc3a2spax8o/Ayelmar KSP Logs.zip?dl=0) Sadly, I kind of came to rely on BOTH sets of mods in the past (1.10.x and before).... If anyone has a workaround or a proper fix for this, I'd really appreciate learning how (even if spring break is rapidly drawing to a close....) (Crossposting this to the M.O.L.E. topic as well....) Edited March 20, 2022 by Ayelmar Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 20, 2022 Author Share Posted March 20, 2022 (edited) I haven’t looked at the logs yet, How did you install the mods? Edit: Looked at the logs, this has nothing to do with EEX. This is the error from the log file: Environment Info Win32NT 7FFFFFFFFFFFFFFF Args: KSP_x64.exe Mod DLLs found: Stock assembly: Assembly-CSharp v0.0.0.0 ModuleManager v4.1.3.0 ModuleManager v4.1.3.0 There should only be one. I have no idea what this is: tem.Buffers v4.0.3.0 / v4.6.28619.01 @BuiltBy: dlab14-DDVSOWINAGE069 @Branch: release/2.1 @SrcCode: https://github.com/dotnet/corefx/tree/7601f4f6225089ffb291dc7d58293c7bbf5c5d4f / v4.6.28619.01 You are missing some dependencies: AssemblyLoader: Assembly 'StageRecovery' is missing 2 dependencies (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) and [DragCubeSystem]: Drag cubes not found or cannot be read for part Part. Generating New drag cubes. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) DragCubeSystem: Creating drag cubes for part 'WBI.SolarBatteryModule' (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Uploading Crash Report NullReferenceException: Object reference not set to an instance of an object at ModuleDeployablePart.AssumeDragCubePosition (System.String name) [0x00088] in <39c0323fb6b449a4aaf3465c00ed3c8d>:0 at DragCubeSystem+<RenderDragCubes>d__34.MoveNext () [0x001de] in <39c0323fb6b449a4aaf3465c00ed3c8d>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <12e76cd50cc64cf19e759e981cb725af>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) UnityEngine.MonoBehaviour:StartCoroutineManaged2(IEnumerator) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) <RenderDragCubesCoroutine>d__31:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) UnityEngine.MonoBehaviour:StartCoroutineManaged2(IEnumerator) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) <SetupDragCubeCoroutine>d__46:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) UnityEngine.MonoBehaviour:StartCoroutineManaged2(IEnumerator) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) <CompileParts>d__56:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) So besides everything else, you obviously did NOT install via CKAN, because you are missing the SpaceTuxLibrary required by StageRecovery (and it IS mentioned in the OP, I just checked) Edited March 20, 2022 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
Ayelmar Posted March 20, 2022 Share Posted March 20, 2022 (edited) Oops.... And thank you! The missing SpaceTuxLibrary seems to have been the culprit, but I got rid of the extraneous ModuleManager just to be more complete. (I overlooked the added dependency on StageRecovery....) I've always (since I bought KSP 10+ years ago) just installed manually, unzipping the package and copying everything into the GameData folder, mainly because I have multiple installs of each release of KSP, with different combinations of mods. On a side note, is there a guide you'd recommend on how to parse the Player.log files? Edited March 20, 2022 by Ayelmar Quote Link to comment Share on other sites More sharing options...
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