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[1.12.x] Editor Extensions Redux released (with SelectRoot merge. StripSymmetry & NoOffsetLimits)


linuxgurugamer

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  On 3/20/2022 at 5:13 PM, Ayelmar said:

Oops.... :huh: 

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?

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You can load it in a text editor and search for "Failed", "Exception", "Error", "Crash" etc then look for what file/object/mod was being dealt with and what the messages say.  Then consider very carefully what *changed* from when it worked to when it broke.  Given all that something typically jumps out.  KSP.log can also be useful

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  On 3/20/2022 at 5:13 PM, Ayelmar said:

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?

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CKAN is a really good mod manager, takes car of all the problems of mods.

Regarding parsing the Player.log, not really.  Look for exceptions, look for errors, etc.  After a while you will learn what to look for.

For practice, when you see someone else post a log file, download it and follow the thread, if anyone analyzes it they will post a message about it, usually with some sort of description

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Is there an option or potentially a mod that allows to change all the auto-struts at the same time in flight, just like this mod allows in the VAB/SPH? Or maybe a way to delete all auto-struts in flight (and I don't mean manually by clicking each part and changing it to none).

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  On 3/21/2022 at 7:10 AM, caipi said:

Is there an option or potentially a mod that allows to change all the auto-struts at the same time in flight, just like this mod allows in the VAB/SPH? Or maybe a way to delete all auto-struts in flight (and I don't mean manually by clicking each part and changing it to none).

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Not that I know of

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  On 3/21/2022 at 7:10 AM, caipi said:

Is there an option or potentially a mod that allows to change all the auto-struts at the same time in flight, just like this mod allows in the VAB/SPH? Or maybe a way to delete all auto-struts in flight (and I don't mean manually by clicking each part and changing it to none).

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You might ask at the forum below for the Windows KML file editor.  I'm running linux so don't know if it can do it or not, but it seems like it might.

 

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  • 4 weeks later...
  On 9/1/2021 at 9:15 PM, linuxgurugamer said:

Known problem, no idea what's happening, which is why I added that option

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If it helps to add a data point, I recently experienced this problem and I can pinpoint exactly what I changed to make it happen. It was all working fine, until I installed Filter Extensions. After that, X and C stopped working. Installed both mods from CKAN. Interestingly, uninstalling FIlter Extensions didn't help. The reset keys button fixed it though. 

Editor Extensions version: 3.4.3.5, Filter extensions (plugin) version - 3.2.7

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  • 1 month later...

Hi everyone. New to the game. Gameplay wose. I bought it years ago. My first purchase of a PC game however i then got overwelmed by other games and never got to it until now. Ive installed this mod. I can see changes its made like upto 20x item placements etc. But the snapping doesnt seem to work. I see the menu n settings etc. But it sits at no snapping then jumps to 15 percent. And thats all. But i remember when i first started the save it had 1, 5 10 22.5 etc etc. I do have other mods installed. Big one is the KSP mod that changes the tech tree dramatically. But im wondering if that has conflicted with this mod? I just cant snap precisely as i used to. Any help with this? I can sens a list of mods installed later. Not at PC at the moment.

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unknown.png

@Rallam259Try pressing the reset mode and snap keys button. Sometimes they just stop working, till you reset them.

Then C or shift-C should cycle the snap angle, X and shift-X should cycle the symmetry amount. Alt-C should toggle snapping on/off, and alt-X should toggle between single/multiple symmetry.

Edited by Rodger
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  On 6/7/2022 at 11:46 AM, Rodger said:

unknown.png

@Rallam259Try pressing the reset mode and snap keys button. Sometimes they just stop working, till you reset them.

Then C or shift-C should cycle the snap angle, X and shift-X should cycle the symmetry amount. Alt-C should toggle snapping on/off, and alt-X should toggle between single/multiple symmetry.

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You absolute star thanj you for all that. Ill try it when i get home many thanks.

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  • 1 month later...
  • 3 months later...

Hello there. I'm looking for a very particular feature in the editor. I want to change symmetry settings(mode and number)  after the part is placed.
Scenario: I have a rocket and adding a booster to its side. But after I perfectly placed and rotated the booster I understand I need more of them. Currently I have to click on the part(and remove it by this), change the symmetry settings and place it back. The problem is that it breaks the position and rotation settings. It would be better if I can select a part(like CTRL-click) without removing it from the ship. And then change the mode and\or copy number so it will apply with the existing position and rotation.

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Curious if anyone else has had issues with this in 1.12, as for me, this mod (specifically the ReRoot setting) is seemingly the culprit of a nasty bug with merged craft.

For reproducing, i:
1. Stacked 3 capsules together, with the root being the center one so no attach node was exposed, and saved
2. made a second craft which was just one capsule
3. merged the first craft back in from the craft menu
4. used the reroot tool to select one of the end capsules to expose a usable node
5. the merged craft breaks, losing multiple parts, and when attempting to connect it in this state it will fail and take the active crafts attach node with it

And if you try to pick up the broken and still ghosted second craft after the failed placement, it will drag other parts around with it even though the initial attachment failed.
Step 4 can also be done even if the craft being merged in does have an exposed node and you try to re-root to a different one

Unable to reproduce in stock, and disabling ReRoot was successful in every attempt i made at preventing the problem

KSP.log

Player.log

---

Day later edit; it also seems like merging in any craft that has a docking port as a root part breaks as well, even with reroot disabled. have not tested this in stock however

Edited by StickyScissors
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  • 5 months later...
  On 3/21/2022 at 7:10 AM, caipi said:

Is there an option or potentially a mod that allows to change all the auto-struts at the same time in flight, just like this mod allows in the VAB/SPH? Or maybe a way to delete all auto-struts in flight (and I don't mean manually by clicking each part and changing it to none).

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I've done this editing the vessel record in the savefile with a bounded search and replace only on the lines for that vessel ( VESSEL {...name = <vessname>...}).  How to do this conveniently depends on your editor of choice.  MAKE A BACKUP OF YOUR SAVEFILE.  In vi/vim,  find the vessel ( search for "name = <vesselname>" that has a VESSEL open brace a few lines prior ),   go back to the preceding open brace '{' of the VESSEL record, press 'v' to start a block, press '%' to go to the matching close brace '}'.  You now have a block highlighted.  Now do a ':s/autostrutmode = None/autostrutmode = Heaviest/i'.   Same general approach in any editor.  Especially the MAKE A BACKUP OF YOUR SAVEFILE part.

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  • 2 months later...
  On 6/17/2023 at 6:29 PM, mateusviccari said:

Every time I enter VAB I have to press that "Reset mode and snap keys" for the keyboard shortcuts to work. What might be the cause of this?

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Is it really every time, or just most?  It's something that I may look into, but need to be able to replicate it.

  On 6/17/2023 at 9:03 PM, Krazy1 said:

Me too, almost every time. This was rare before, but with my 1.12.5 JNSQ install it's happening the majority of the time. 

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It only happens occasionally for me with my JNSQ.

Wierd

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  On 6/17/2023 at 10:39 PM, linuxgurugamer said:

Is it really every time, or just most?  It's something that I may look into, but need to be able to replicate it.

It only happens occasionally for me with my JNSQ.

Wierd

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Yes, every time. Just leaving VAB and entering again is enough for the keys to stop working. I also started experiencing this very recently. Since this mod hasn't been updated in a while, I suspect some other mod might be causing the issue. Here's my mod list:

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  On 6/17/2023 at 10:39 PM, linuxgurugamer said:

It only happens occasionally for me with my JNSQ.

Wierd

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Eh, actually it was maybe 1/2 of the time 2 months ago, now maybe 1/5. No obvious pattern... so I wasn't going to mention it. Prior installs were <3%. Mod list from player.log 

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New release, 3.4.4

  • Moved initiation of cached values for the toggles from being initted at class instantiation to in the Start
     

I think this might fix the problem of the key toggles for Symmetry mode and Angle snap of being set to null.  Please let me know if it happens after you install this version

LGG

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