swfo Posted February 12, 2021 Share Posted February 12, 2021 KLM just saved a large Moho mission I spent a lot of time building in orbit (stuck Docking Port Sr.). Just popped in to say thanks. Cheers, mate! Quote Link to comment Share on other sites More sharing options...
Mythos Posted March 5, 2021 Author Share Posted March 5, 2021 (edited) I just released v0.9, see OP. Finally there is some support for Linux and Mac users, but for now it ist only a CLI and no GUI. Download the KML_Mono.zip in that case. Windows users can use the CLI as well, of course. Get the combined GUI and CLI version with KML_Windows.zip. To learn more about CLI, check the COMMANDLINE.md introduction. There was some trouble recently about IDs being broken in certain contracts, so I included some checks and automatic repairs for that. This is now fixed as well, thanks for that again: On 4/12/2020 at 8:35 PM, Krazy1 said: You probably know this but it gives warnings for Kerbals sitting in external command chairs "part not attached to parent part" but I just ignored those. Edited March 5, 2021 by Mythos Quote Link to comment Share on other sites More sharing options...
Curveball Anders Posted March 5, 2021 Share Posted March 5, 2021 30 minutes ago, Mythos said: Finally there is some support for Linux and Mac users, but for now it's only a CLI and no GUI. You Sir is a Hero! Quote Link to comment Share on other sites More sharing options...
Krazy1 Posted March 6, 2021 Share Posted March 6, 2021 Thanks for the update. Also I was able to salvage my savegame from 1.10 to work in 1.11. https://imgur.com/a/diItFta Quote Link to comment Share on other sites More sharing options...
Mythos Posted March 6, 2021 Author Share Posted March 6, 2021 5 hours ago, Krazy1 said: salvage my savegame from 1.10 to work in 1.11. https://imgur.com/a/diItFta Nice tutorial Quote Link to comment Share on other sites More sharing options...
Tacombel Posted March 8, 2021 Share Posted March 8, 2021 Perhaps is not the best place to ask, but as I used this tool to try to solve the problem, I will star here. I added a module to my muna base using KIS, but I couldn't get it properly aligned, so I edited the ship with KML and pasted the rotation parameter from the parent, but nothing changed. Ideas? Quote Link to comment Share on other sites More sharing options...
Mythos Posted March 8, 2021 Author Share Posted March 8, 2021 45 minutes ago, Tacombel said: I added a module to my muna base using KIS, but I couldn't get it properly aligned, so I edited the ship with KML and pasted the rotation parameter from the parent, but nothing changed. Ideas? You found the 'PART' that you added and changed its 'rotation' attribute? Probably doesn't make sense to use the value from its parent but have to play around alot (some maths might help), and also very likely have to mess with the 'position' attribute as well. But you should definitely notice some changes, when you look at the right part and also actually did load your changes back into KSP (I always edit quicksaves, easiest to let KSP run and load after you're done in KML). Quote Link to comment Share on other sites More sharing options...
Tacombel Posted March 8, 2021 Share Posted March 8, 2021 59 minutes ago, Mythos said: You found the 'PART' that you added and changed its 'rotation' attribute? Probably doesn't make sense to use the value from its parent but have to play around alot (some maths might help), and also very likely have to mess with the 'position' attribute as well. But you should definitely notice some changes, when you look at the right part and also actually did load your changes back into KSP (I always edit quicksaves, easiest to let KSP run and load after you're done in KML). I will try some significant amount change and experiment . I thought it would be an absolute reference. Finding the part was really easy. Your tool is really great, it took me perhaps 5 minutes to get used to it. Quote Link to comment Share on other sites More sharing options...
Mythos Posted March 8, 2021 Author Share Posted March 8, 2021 1 hour ago, Tacombel said: I thought it would be an absolute reference. Actually, I don't know. I went so far to replace parts with similar ones (liquid only tank vs. L+O), but considered messing around with position and rotation as too cumbersome. So if I plan to attach something via KIS or the new vanilla feature, I would try to rely on node attachment. But now we have that vanilla feature, probably even more peoply try things like that and I see the need for doing some additional precise number correction. So please report your research results Quote Link to comment Share on other sites More sharing options...
Tacombel Posted March 8, 2021 Share Posted March 8, 2021 Don't know what is happening, but changing the rotation parameter has no effect. Quote Link to comment Share on other sites More sharing options...
Mythos Posted March 8, 2021 Author Share Posted March 8, 2021 3 minutes ago, Tacombel said: Don't know what is happening, but changing the rotation parameter has no effect. Did you try changing any of the three vector entries independently? Quote Link to comment Share on other sites More sharing options...
Tacombel Posted March 8, 2021 Share Posted March 8, 2021 1 minute ago, Mythos said: Did you try changing any of the three vector entries independently? Yea, I am changing all four, because it is a quaternion system, whatever that is (converter) with no effect. Individually or several at a time. Quote Link to comment Share on other sites More sharing options...
Tacombel Posted March 8, 2021 Share Posted March 8, 2021 Something is reseting the values. If a modify, save new sfs, load in game, save again and load in KML, the values are the original. The new values don't persist. Some mod is going rogue, I think. Quote Link to comment Share on other sites More sharing options...
Mythos Posted March 8, 2021 Author Share Posted March 8, 2021 But somewhere the orientation of parts has to be stored and loaded from. And I don't see any other suspects. Need more research. Quote Link to comment Share on other sites More sharing options...
Tacombel Posted March 8, 2021 Share Posted March 8, 2021 33 minutes ago, Mythos said: But somewhere the orientation of parts has to be stored and loaded from. And I don't see any other suspects. Need more research. This is like magic. I made a test ship with two tanks and a probe and the same happens, so it is not related to the parts I am using. The only thing I can think of is that one of the other parameters is kind of a checksum. Quote Link to comment Share on other sites More sharing options...
Mythos Posted March 8, 2021 Author Share Posted March 8, 2021 I made this test craft. The solar panels are from top to bottom: rotation = 0,0,0,1 rotation = -1.54268047E-08,1.17178317E-07,-0.130526081,0.991444886 rotation = 0,0.130526081,0,-0.991444886 rotation = 0.130526081,0,0,-0.991444886 Your Quaternion Converter (zachbennett.com) seems to work: x, y, z = 180, 180, 0 (didn't rotate capsule and tank, seems to have mounted the panels on the west side, while east would be y = 0) x, y, z = 165, -180, 0 (x is the angle w.r.t. ground here and -180 shouldn't make any difference from +180) x, y, z = 180, 165, 0 (changed heading y) x, y, z = 180, 180, -15 (rotated along the expansion axis of the panel) Ok then let's invent some new rotation, e.g. now pointing 45° upward: x, y, z = 135, 180, 0 This converts to: rotation = 0,0,0.38268,-0.92388 Which I did set to all panels via KML. Saved in KML, reloaded in KSP: Works! 1 hour ago, Tacombel said: The only thing I can think of is that one of the other parameters is kind of a checksum. No it's not. So lets fall back to the basic questions: Is your power cable plugged in? Did you really save in KML? Did you really reload in KSP? Quote Link to comment Share on other sites More sharing options...
Tacombel Posted March 8, 2021 Share Posted March 8, 2021 2 hours ago, Mythos said: So lets fall back to the basic questions: Is your power cable plugged in? Did you really save in KML? Did you really reload in KSP? I think it is Just to check, you do a save, change it with KML and load again, all without exiting KSP, right? Definitely, something is playing with my install. Next I plan to change the persistent.sfs, as to load it directly. Quote Link to comment Share on other sites More sharing options...
Mythos Posted March 8, 2021 Author Share Posted March 8, 2021 1 minute ago, Tacombel said: Just to check, you do a save, change it with KML and load again, all without exiting KSP, right? Yes, that's what I do. In KSP just a normal F5 to quicksave.sfs, open that file in KML, overwrite it with KML (you'll get a message and it also creates a backup file, does it?), do F9 in KSP. In that case it doesn't even matter if you pause KSP, as it never overwrites quicksave.sfs on its own. That's what you have to keep in mind about persistence.sfs. Quote Link to comment Share on other sites More sharing options...
DirtyFace83 Posted March 18, 2021 Share Posted March 18, 2021 Was playing around with this amazing tool, in particular the 'Refill all resources', but I noticed that for the various life support mods there is waste output, which is supposed to be empty or at least needs some not full-ness in order to do things like recycling etc. How difficult/time consuming would it be to add a 'Empty all resources' function that basically works inversely to how the 'Refill' works? (if this is already a thing, I'm not finding it) Quote Link to comment Share on other sites More sharing options...
Mythos Posted March 18, 2021 Author Share Posted March 18, 2021 11 minutes ago, DirtyFace83 said: How difficult/time consuming would it be to add a 'Empty all resources' function that basically works inversely to how the 'Refill' works? I don't think anyone wants to empty all resources, only that one specific waste resource. I'm not used to life support, is this one resource of many in a single part? Or is it one part per resource? I would suggest that you use the refill all feature and then go to the waste part and change the numbers manually. Just go down to the RESOURCE node unter the PART and change to "amount = 0". Quote Link to comment Share on other sites More sharing options...
DirtyFace83 Posted March 18, 2021 Share Posted March 18, 2021 2 minutes ago, Mythos said: I don't think anyone wants to empty all resources, only that one specific waste resource. I'm not used to life support, is this one resource of many in a single part? Or is it one part per resource? I would suggest that you use the refill all feature and then go to the waste part and change the numbers manually. Just go down to the RESOURCE node unter the PART and change to "amount = 0". Right, that's what I ended up doing, and everything works as intended. I was just wondering if it was witihn the scope of this tool to add 'Empty all '$resource$' resources in all parts of this vessel' is all. Really useful tool though, and I agree that LS mods are kind of an outside case. Quote Link to comment Share on other sites More sharing options...
Tacombel Posted March 18, 2021 Share Posted March 18, 2021 (edited) 50 minutes ago, DirtyFace83 said: Was playing around with this amazing tool, in particular the 'Refill all resources', but I noticed that for the various life support mods there is waste output, which is supposed to be empty or at least needs some not full-ness in order to do things like recycling etc. How difficult/time consuming would it be to add a 'Empty all resources' function that basically works inversely to how the 'Refill' works? (if this is already a thing, I'm not finding it) Most mods continue working when the waste resource is full, just dumping the excess. In some of them, like kerbalism, you have to select dump excesses in the paw for it to work. Edited March 18, 2021 by Tacombel Quote Link to comment Share on other sites More sharing options...
Mythos Posted March 18, 2021 Author Share Posted March 18, 2021 (edited) 20 minutes ago, DirtyFace83 said: 'Empty all '$resource$' resources in all parts of this vessel' This would make quite a long context menu with a lot of items no one uses. Was just looking in the saves I got from others, there is one with 'Supplies', but none hase something like 'Waste'. Ist that how it's called? Maybe add empty for this resource only? 7 minutes ago, Tacombel said: In other cases you can dump what you want with tools like hyperedit, Crew manifest or TAC fuel manager. No need to edit the save. That's an argument, that it would not be worth to include in KML. Edited March 18, 2021 by Mythos Quote Link to comment Share on other sites More sharing options...
DirtyFace83 Posted March 18, 2021 Share Posted March 18, 2021 1 minute ago, Mythos said: This would make quite a long context menu with a lot of items no one uses. Was just looking in the saves I got from others, there is one with 'Supplies', but none hase something like 'Waste'. Ist that how it's called? Maybe add empty for this resource only? The post above yours by @Tacombel made a good point about how to manage those waste resources without needing to edit anything. And as you said above, in almost all cases where someone wants to edit a save file for editing resources it's to add something, not remove it, and the tool works just fine as it is. Quote Link to comment Share on other sites More sharing options...
Bogey71 Posted April 5, 2021 Share Posted April 5, 2021 How does this work? Just downloaded it, extracted into a folder and when trying to start the application you first get a security warning from Windows. Ignored it and then a hint of a screen flashes up for some milliseconds and is gone again... Quote Link to comment Share on other sites More sharing options...
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