SpannerMonkey(smce) Posted November 29, 2016 Share Posted November 29, 2016 13 minutes ago, HalcyonSon said: Umm... hate to tell you, but your naming and propulsion are all wrong. That ship most closely resembles the US Navy's LCS-2 Independence class, which have four waterjets and are roughly 127m in length. The scaling, particularly in the superstructure, is also off but it is only a game And you know what it would be difficult for me to care any less, , all it is is a vague resemblance of an LCS nothing more was never intended to be, and was just a handy subject on which to test the plugin,,, and spends most of it's lives being blown to bits and sunk Link to comment Share on other sites More sharing options...
HalcyonSon Posted November 29, 2016 Share Posted November 29, 2016 2 hours ago, SpannerMonkey(smce) said: And you know what it would be difficult for me to care any less, , all it is is a vague resemblance of an LCS nothing more was never intended to be, and was just a handy subject on which to test the plugin,,, and spends most of it's lives being blown to bits and sunk Sounds about right for the LCS after all! Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 30, 2016 Author Share Posted November 30, 2016 17 hours ago, HalcyonSon said: Umm... hate to tell you, but your naming and propulsion are all wrong. That ship most closely resembles the US Navy's LCS-2 Independence class, which have four waterjets and are roughly 127m in length. The scaling, particularly in the superstructure, is also off but it is only a game @HalcyonSon This thread is about the KVV mod, not about specific vessels. Link to comment Share on other sites More sharing options...
cy4n Posted December 2, 2016 Share Posted December 2, 2016 I cannot thank you enough for this. Link to comment Share on other sites More sharing options...
nobodyhasthis2 Posted December 2, 2016 Share Posted December 2, 2016 Wow. Honestly this one comes as a surprise @linuxgurugamer. Have been watching the development of this with great interest. Others have tried to get this working again. Did not expect for a working version for KSP 1.2 to drop any time soon. Then you swoop in and "hey presto" it is done. Absolutely brilliant work!!! Link to comment Share on other sites More sharing options...
stali79 Posted December 10, 2016 Share Posted December 10, 2016 (edited) Loving this mod, makes taking vanity shots of my ships for publishing on KerbalX so much easier. I have a few things that I would like to raise as suggestions. 1) I am noticing that the lighting in the KVV window will vary depending on WHERE the vessel is in the SPH/VAB AND if its ventral or dorsal view. Is there any way to have say a universal light or something to even out the lighting? You will see what I mean in the screenshots. 2) The ability to select specific angles to auto rotate to, such as Ventral, Dorsal, Front, Back, Lateral. I think these would make things easier as you don't have to eyeball your front, rear and lateral views. Spoiler http://imgur.com/a/Zv3Oi Edited December 10, 2016 by stali79 Link to comment Share on other sites More sharing options...
Flagg0096 Posted December 22, 2016 Share Posted December 22, 2016 I wonder how to make the color of my ship just like the sample picture in your post, i mean that cartoon like color. It looks really cool, how should I adjust the color settings? Link to comment Share on other sites More sharing options...
Dirty Frank Posted December 29, 2016 Share Posted December 29, 2016 I love the idea of this mod, but can't get it to work. I've saved the files to the game data folder like the other mods I use. When KSP launches it asks me if I'd like to keep KVV updated, however once I'm in game there is no KVV button in the VAB. Any ideas? KSP 1.2.2 Link to comment Share on other sites More sharing options...
Li0n Posted December 31, 2016 Share Posted December 31, 2016 On 29/12/2016 at 5:36 AM, Dirty Frank said: I love the idea of this mod, but can't get it to work. I've saved the files to the game data folder like the other mods I use. When KSP launches it asks me if I'd like to keep KVV updated, however once I'm in game there is no KVV button in the VAB. Any ideas? KSP 1.2.2 Try reinstalling ? Start by deleting your KronalUtils folder in GameData, re-download and copy the downloaded folder back to GameData. Link to comment Share on other sites More sharing options...
Dirty Frank Posted January 1, 2017 Share Posted January 1, 2017 19 hours ago, Li0n said: Try reinstalling ? Start by deleting your KronalUtils folder in GameData, re-download and copy the downloaded folder back to GameData. Tried that twice actually, even downloaded it from the alternate source. Same results. Each time I reinstalled it asked if I wanted to keep KVV updated, so it recognizes the mod is there, but still no button in the VAB. Link to comment Share on other sites More sharing options...
Li0n Posted January 1, 2017 Share Posted January 1, 2017 3 hours ago, Dirty Frank said: Tried that twice actually, even downloaded it from the alternate source. Same results. Each time I reinstalled it asked if I wanted to keep KVV updated, so it recognizes the mod is there, but still no button in the VAB. Works fine for me on 1.2.2 so I suspect it's a conflict with another mod. Can you post your output.log and a screenshot of your GameData folder ? Link to comment Share on other sites More sharing options...
Dirty Frank Posted January 1, 2017 Share Posted January 1, 2017 Well, the only other mod I'm running right now is Kerbal Engineer. So, I uninstalled both, then reinstalled them at the same time. Now they both appear in VAB, so, I think you were right, must have been something getting mixed up between them. Thank you very much LiOn, for your time and suggestions!! Works great now! Now I have to go make some blueprints! Link to comment Share on other sites More sharing options...
meyerweb Posted January 17, 2017 Share Posted January 17, 2017 I’d really love an option to label each part. An easy-to-lay-out approach could be to put a number next to each part, and then add a legend to one side, or the bottom, listing each part name next to the corresponding number. (If this exists and I overlooked it, my apologies!) Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 17, 2017 Author Share Posted January 17, 2017 50 minutes ago, meyerweb said: I’d really love an option to label each part. An easy-to-lay-out approach could be to put a number next to each part, and then add a legend to one side, or the bottom, listing each part name next to the corresponding number. (If this exists and I overlooked it, my apologies!) I'd really love that also. Are you willing to write the code? Seriously, I didn't write this, I'm only maintaining it. If someone would write the code, I'd gladly incorporate it Link to comment Share on other sites More sharing options...
meyerweb Posted January 24, 2017 Share Posted January 24, 2017 On 1/17/2017 at 0:30 PM, linuxgurugamer said: I'd really love that also. Are you willing to write the code? Seriously, I didn't write this, I'm only maintaining it. If someone would write the code, I'd gladly incorporate it I wish I could! kOS and Javascript are about the upper limit of my programming abilities, I’m afraid. Link to comment Share on other sites More sharing options...
Toonu Posted February 2, 2017 Share Posted February 2, 2017 (edited) The mod isn't working for me, or the button just isn't there. I haven't kerbalism in install so it shouldn't be problem. Want any logs? What can cause dissapeared icon? Oh, sorry for post, I was in hurry and haven't time for reading the posts above. I'll try reinstall my mods then...even when I have 100 of them. Edited February 2, 2017 by Toonu Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 3, 2017 Author Share Posted February 3, 2017 21 hours ago, Toonu said: The mod isn't working for me, or the button just isn't there. I haven't kerbalism in install so it shouldn't be problem. Want any logs? What can cause dissapeared icon? Oh, sorry for post, I was in hurry and haven't time for reading the posts above. I'll try reinstall my mods then...even when I have 100 of them. Always provide a log. It can't hurt, and if available I can look at it immediately. Link to comment Share on other sites More sharing options...
Toonu Posted February 3, 2017 Share Posted February 3, 2017 Actually reinstall helped. But thanks for efforts. One question, why is Kerbalism incopatible? I haven't problem with that, just curious...because I wanted that mod... Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 3, 2017 Author Share Posted February 3, 2017 1 hour ago, Toonu said: Actually reinstall helped. But thanks for efforts. One question, why is Kerbalism incopatible? I haven't problem with that, just curious...because I wanted that mod... I have no idea why, just that when it's installed, it has lots of segfaults. It is very intrusive, and is probably trying to do something which this mod wasn't designed to do, but I have no idea what. Link to comment Share on other sites More sharing options...
eberkain Posted February 6, 2017 Share Posted February 6, 2017 Any way to make it compatible with Kerbalism? Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 6, 2017 Author Share Posted February 6, 2017 6 hours ago, eberkain said: Any way to make it compatible with Kerbalism? You are more than welcome to look at it. I did, but Kerbalism is so intrusive that I just gave up. I have no idea what it's doing or how. Link to comment Share on other sites More sharing options...
Jebs_SY Posted February 6, 2017 Share Posted February 6, 2017 Roverdude has also problems with Kerbalism. Seems Kerbalism is a pretty heavy modded mod, so the compatibility is not easy. Link to comment Share on other sites More sharing options...
Drew Kerman Posted February 7, 2017 Share Posted February 7, 2017 On 11/24/2016 at 0:10 PM, linuxgurugamer said: Note that I have been unable to get the Edge Detect shaders to work properly, so I've disabled that option. Frankly, I'm not sure they ever worked. If someone who has knowledge here wishes to help, please contact me Oh they definitely worked. This was a setting I used for every image I took because it allowed me to expand the width of the edges, which allowed me to better define parts in my blueprints and even let me color them differently like this: In addition to the colored stages, the close-up of the payload in the upper-right the image is enhanced by thicker than normal black lines outlining the part details, which I get by setting the Edge Detect Normal Power to 1.28 Maybe @blackrack or @Waz could provide some help with the shaders. Would very much like to see this back in for v1.2.2 Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 7, 2017 Author Share Posted February 7, 2017 2 hours ago, Drew Kerman said: Maybe @blackrack or @Waz could provide some help with the shaders. Would very much like to see this back in for v1.2.2 I've contacted them, will see if they respond Link to comment Share on other sites More sharing options...
Non-Newtonian Posted February 7, 2017 Share Posted February 7, 2017 12 hours ago, Drew Kerman said: Oh they definitely worked. This was a setting I used for every image I took because it allowed me to expand the width of the edges, which allowed me to better define parts in my blueprints and even let me color them differently like this: In addition to the colored stages, the close-up of the payload in the upper-right the image is enhanced by thicker than normal black lines outlining the part details, which I get by setting the Edge Detect Normal Power to 1.28 Maybe @blackrack or @Waz could provide some help with the shaders. Would very much like to see this back in for v1.2.2 I use KVV in combination with Gimp to achieve the same result. Also by doing it this way I believe you're able to achieve more than KVV currently offers. I know it's not a one stop shop deal, but I think the results are more than satisfactory. Still kudos to linuxgurugamer for maintaining this mod among the plethora of other mods under his maintenance. Respect, Link to comment Share on other sites More sharing options...
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