Enceos Posted April 5, 2016 Share Posted April 5, 2016 Hi @Mythos, if you add the search functionality, would you mind making it for vessels and kerbals the same type as the part search bar in KSP 1.1 editors. You type stuff into the searchbar and the list automatically filters on the fly. Quote Link to comment Share on other sites More sharing options...
Mythos Posted April 28, 2016 Author Share Posted April 28, 2016 (edited) Released v0.7, see OP On 05.04.2016 at 8:38 PM, Enceos said: if you add the search functionality, would you mind making it for vessels and kerbals the same type as the part search bar in KSP 1.1 editors. You type stuff into the searchbar and the list automatically filters on the fly The search was not intended to be a filter, so it does not change the usual view. But the search window accepts instantaneous text input and will start to search on the fly. Current limitations: Type at least 3 letters, wait a second after last keystroke, display only first 100 results. Edited April 28, 2016 by Mythos Quote Link to comment Share on other sites More sharing options...
Phers Posted April 29, 2016 Share Posted April 29, 2016 Can i use this to extract a ship from a scenario and save it as a craft file? thanks in advance. Quote Link to comment Share on other sites More sharing options...
Mythos Posted April 29, 2016 Author Share Posted April 29, 2016 2 hours ago, Phers said: Can i use this to extract a ship from a scenario and save it as a craft file? No (not yet) Quote Link to comment Share on other sites More sharing options...
Enceos Posted April 29, 2016 Share Posted April 29, 2016 (edited) 7 hours ago, Mythos said: No (not yet) That's gonna be very difficult I think. There's only one mod which could pull that off, the "recover to VAB" option of Kerbal Construction Time. Works fine for stock vessels and simple parts, but not friendly with heavily modded installs. Edited April 29, 2016 by Enceos Quote Link to comment Share on other sites More sharing options...
Enceos Posted April 30, 2016 Share Posted April 30, 2016 (edited) @Mythos Really love the new search feature. There's just one more thing which forces me to go and edit the save in Notepad++. Have you thought of adding the copy/paste/duplicate options to the rightclick menu of the nodes in the KML tree? Edited April 30, 2016 by Enceos Quote Link to comment Share on other sites More sharing options...
Mythos Posted April 30, 2016 Author Share Posted April 30, 2016 28 minutes ago, Enceos said: Have you thought of adding the copy/paste/duplicate options to the rightclick menu of the nodes in the KML tree? Yes, I think I've listed that first on the TODO Quote Link to comment Share on other sites More sharing options...
Enceos Posted April 30, 2016 Share Posted April 30, 2016 1 minute ago, Mythos said: Yes, I think I've listed that first on the TODO Lovely! :3 You can't imagine how much your tool makes life easier for modders. Quote Link to comment Share on other sites More sharing options...
DeadManWalking Posted May 7, 2016 Share Posted May 7, 2016 Best tool ever! Must-have for heavily modded games. In just the last few hours of game-play I've fixed multiple broken docking ports, several ghost clone EVA kerbals, and a borked engine / tank combo. No usability or corruption issues at all. 10*'s would buy again. I can't thank you enough! Quote Link to comment Share on other sites More sharing options...
Elkram Posted May 11, 2016 Share Posted May 11, 2016 Your tool is awesome, it fixed my docking ports. Thanks for your work! Quote Link to comment Share on other sites More sharing options...
Mythos Posted June 4, 2016 Author Share Posted June 4, 2016 Fixed a bug about blank message and not doing anything on repair of a one-sided same-vessel docking problem. Now it will reset that dock to ready. In his case this was one small step to resolve his misconstruction problem, but I did the rest by hand - using KML as editor of course : On 02.06.2016 at 4:49 PM, schneida said: but If I right click and say "Repair docking" I get a blank message and after saving the problem still exists... Besides that I'm still writing unit tests to prepare fore some code cleanup and my time is rare at the moment. Next feature will still be copy & paste. Quote Link to comment Share on other sites More sharing options...
Enceos Posted June 11, 2016 Share Posted June 11, 2016 (edited) @Mythos I believe you've been digging into this, how do I change the PreAttached docking ports to the Docked state? Edited June 11, 2016 by Enceos Quote Link to comment Share on other sites More sharing options...
Mythos Posted June 12, 2016 Author Share Posted June 12, 2016 (edited) 17 hours ago, Enceos said: how do I change the PreAttached docking ports to the Docked state? Does it not detach in game? You need to edit both ports: MODULE (ModuleDockingNode) -> state = PreAttached -> one goes to "Docked (dockee)" and the other one to "Docked (docker)" (I'd prefer the one who's parent to be dockee) Lookup the uid attribute from each part. Put the opposite one to MODULE (ModuleDockingNode) -> dockUId = <insert here> Create a new node "DOCKEDVESSEL" under MODULE (ModuleDockingNode) and provide the attributes, describing the vessel on same side as the dock: vesselName = <dockee should have the name of your vessel, docker should have the name of docked vessel (since it's still preattached be creative)> vesselType = <sorry can't use the "type = Ship" from vessel node, you need to give numbers> 0: Debris, 1: SpaceObject, 2: Unknown, 3: Probe, 4: Rover, 5: Lander, 6: Ship, 7: Station, 8: Base, 9: EVA rootUid = <the root part uid of the vessel on this side of docking, on dockee side put uid of part [0], on docker side put uid of the docker part> On docker side go to MODULE (ModuleDockingNode) -> EVENTS -> Let Undock have "active = True" and Decouple have "active = False" Delete the node attachment to the other dock on both sides. Each one should have in the part "attN = <top, bottom or whatever>, <part number of the opposite dock part>". Delete that whole attribute and only that one. You can skip part 3 and 4 but need to do 1, 2, 5 to let KML realize how it should look like. KML can then fix part 3 and 4 for you (using not very creative docked vessel name and type - should be changed in game afterwards). Edit: Well, I said delete the attribute that says "attn = ..." but you can't do with current KML because it's not able to rebuild the structure yet and therefor delete is disabled. But you can change the number to -1. KML will then advise to save and reload, which you should do, and afterwards you will be able to delete that attribute in KML. Edited June 12, 2016 by Mythos Was a little confused obout sides of DOCKEDVESSEL Quote Link to comment Share on other sites More sharing options...
Enceos Posted June 12, 2016 Share Posted June 12, 2016 @Mythos Brilliant! Thank you very much for this detailed explanation. I stumbled upon a need to change that because the "Redock Vessel" feature of KIS doesn't like preattached nodes, only docked ones. Quote Link to comment Share on other sites More sharing options...
Mythos Posted June 12, 2016 Author Share Posted June 12, 2016 Was a little confused, but now corrected how DOCKEDVESSEL works. It's describing the vessel on same side as the dock part. Quote Link to comment Share on other sites More sharing options...
Trevisan Posted June 18, 2016 Share Posted June 18, 2016 Can you guys help me or just give a little hand? I cant dock a station with a small crew vessel in my current campaign. I tried to fix the docking ports, but when I look into the save file, both docking ports are already tagged as "Ready". I dont know what to do now, I really don't want to lose that save file... Quote Link to comment Share on other sites More sharing options...
Mythos Posted June 18, 2016 Author Share Posted June 18, 2016 5 hours ago, Trevisan said: I cant dock a station with a small crew vessel Can you give some more details? It sounds like you have 2 vessels, than can not dock together. Such kind of problems often happen because of clipping or having another part attached to the dock (and visually moved by offset tool), construction problems in general. Docking problems caused by corrupted game status usually look like having some vessels docked and undock is either unable to click or just doing nothing. Quote Link to comment Share on other sites More sharing options...
Trevisan Posted June 18, 2016 Share Posted June 18, 2016 Sure. Thanks for your help Bellow is a couple of screenshots of the current situation: The station and the resupply ship are aligned and ready to dock, but they just bump into each other and keep at it. I haven't clipped any part on both vessels. The only "unusual" thing about the station is that the docking port is the root part. And looking into the save file, both ports are already marked as "state = Ready" but still they wont dock. This is the Station docking port Module straight from my current save: MODULE { name = ModuleDockingNode isEnabled = True crossfeed = True stagingEnabled = False state = Ready dockUId = 0 dockNodeIdx = 0 EVENTS { Undock { active = False guiActive = True guiActiveUncommand = False guiIcon = Undock guiName = Undock category = Undock guiActiveUnfocused = True unfocusedRange = 2 externalToEVAOnly = True } UndockSameVessel { active = False guiActive = True guiActiveUncommand = False guiIcon = Undock guiName = Undock category = Undock guiActiveUnfocused = True unfocusedRange = 2 externalToEVAOnly = True } Decouple { active = False guiActive = True guiActiveUncommand = False guiIcon = Decouple Node guiName = Decouple Node category = Decouple Node guiActiveUnfocused = True unfocusedRange = 2 externalToEVAOnly = True } SetAsTarget { active = True guiActive = False guiActiveUncommand = False guiIcon = Set as Target guiName = Set as Target category = Set as Target guiActiveUnfocused = True unfocusedRange = 200 externalToEVAOnly = False } UnsetTarget { active = False guiActive = False guiActiveUncommand = False guiIcon = Unset Target guiName = Unset Target category = Unset Target guiActiveUnfocused = True unfocusedRange = 200 externalToEVAOnly = False } EnableXFeed { active = False guiActive = True guiActiveEditor = True guiActiveUncommand = False guiIcon = Enable Crossfeed guiName = Enable Crossfeed category = Enable Crossfeed guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } DisableXFeed { active = True guiActive = True guiActiveEditor = True guiActiveUncommand = False guiIcon = Disable Crossfeed guiName = Disable Crossfeed category = Disable Crossfeed guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } MakeReferenceTransform { active = True guiActive = True guiActiveUncommand = False guiIcon = Control from Here guiName = Control from Here category = Control from Here guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } ToggleStaging { active = True guiActive = False guiActiveEditor = True guiActiveUncommand = False guiIcon = Disable Staging guiName = Port: Enable Staging category = Disable Staging guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } } ACTIONS { UndockAction { actionGroup = None } DecoupleAction { actionGroup = None } EnableXFeedAction { actionGroup = None } DisableXFeedAction { actionGroup = None } ToggleXFeedAction { actionGroup = None } } } I noticed the dockUId = 0 value, is it normal? Quote Link to comment Share on other sites More sharing options...
Enceos Posted June 18, 2016 Share Posted June 18, 2016 @Trevisan Actually the fastest way to solve this problem is to detach these ports via KIS and place them into a KIS container. They will reset their settings and be ready for reattaching and docking. If the station docking port is a root part you can hover over its first child part and cut it from the docking port via "H" button. It will become a parent part and the docking port will come off, ready for grabbing. Quote Link to comment Share on other sites More sharing options...
Trevisan Posted June 18, 2016 Share Posted June 18, 2016 @Enceos Will try that when I got home. Any Idea what cause this bug? Quote Link to comment Share on other sites More sharing options...
Mythos Posted June 18, 2016 Author Share Posted June 18, 2016 5 hours ago, Trevisan said: I noticed the dockUId = 0 value, is it normal? I've often seen old dockUId values hanging around from previous docking situations. That's no problem when the state is ready. But you are right, that is not necessary and you could try to delete it. The rest of your MODULE content looks fine. Having the dock as root part should also be no problem. Can you upload the savefile anywhere? Or you should try what Enceos said. Quote Link to comment Share on other sites More sharing options...
Trevisan Posted June 19, 2016 Share Posted June 19, 2016 Thanks again, guys. Finally got some time to play KSP did what Enceos said and it worked. But before stowing the ports in a KIS container, I uninstalled two mods, and I guess they must be to blame for that (mod Incompatibility). One Mod adds a Mechjeb module to every command pod and the other adds a Kerbal Engineering Remix module to them. I'll have to do m]further testing in order to figure out what happening and to make sure this issue does not happen again. @Mythos Do you have any suggestion? Pastebin wont allow due to the size limitation for free accounts Quote Link to comment Share on other sites More sharing options...
Mythos Posted June 25, 2016 Author Share Posted June 25, 2016 On 19.06.2016 at 5:23 PM, Trevisan said: Do you have any suggestion? Sorry for my late answer. As long as your problem is solved now I'm happy. I'd rather not dig into analysis of a solved problem as my time is rare at the moment. Quote Link to comment Share on other sites More sharing options...
Trevisan Posted June 27, 2016 Share Posted June 27, 2016 On 6/25/2016 at 7:48 PM, Mythos said: Sorry for my late answer. As long as your problem is solved now I'm happy. I'd rather not dig into analysis of a solved problem as my time is rare at the moment. No problem at all. I literally know that feel. Tried to dock another ship after and the issue still persists, it must have been something to do with the docking ports themselves. Quote Link to comment Share on other sites More sharing options...
luizopiloto Posted June 29, 2016 Share Posted June 29, 2016 can you make a linux ver.? Quote Link to comment Share on other sites More sharing options...
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