Oxygentlemen Posted June 29, 2017 Share Posted June 29, 2017 how about we start from the beginning. how is the correct way to install the files i got from downloading this mod? and are there any special conditions which prevent the mod from working? Link to comment Share on other sites More sharing options...
TheRagingIrishman Posted June 29, 2017 Share Posted June 29, 2017 4 minutes ago, Oxygentlemen said: how about we start from the beginning. how is the correct way to install the files i got from downloading this mod? and are there any special conditions which prevent the mod from working? Download the zip. It should be called Kronal_Vessel_Viewer_Continued-0.0.7. Unzip it. You should have a folder called GameData with a folder called KronalUtils inside of it. Put the KronalUtils folder inside your ksp installs GameData folder. Link to comment Share on other sites More sharing options...
Ineedbettername Posted July 4, 2017 Share Posted July 4, 2017 Hello, I have problem with functions, there are only three (Color Adjust, FXAA, Part Config), others are not showing. Link to comment Share on other sites More sharing options...
Drew Kerman Posted July 5, 2017 Share Posted July 5, 2017 On July 4, 2017 at 6:00 AM, Ineedbettername said: Hello, I have problem with functions, there are only three (Color Adjust, FXAA, Part Config), others are not showing. There should only be one missing from older KVV versions and that is the outline-tracing (can't remember the name) which is a shader that doesn't work with KSP 1.2+ so it's no longer included until LGG can get some help fixing it Link to comment Share on other sites More sharing options...
Bit Fiddler Posted July 16, 2017 Share Posted July 16, 2017 would it be possible to get a function button, that with a single click will take several screen shots to get all the views of the craft. such that we could paste them into gimp and create things like this... it could actually be a new "Page" on the controls I guess, that we could select the 6 views with checkboxes and then it would snap those selected views for us to work with. it would read the ortho graphic or perspective toggle that is already there to determine that aspect. and it would position the camera exactly centered on the COM, and at the exact same distance for each view. and secondly the "zoom" buttons that set the distance. if this would not just be clickies, but let us enter a number in a text field that would be great as well. this way I can set this distance at say 10M for every craft I photograph in this way, and it will make all the pictures be "in scale" to each other for every other craft. Link to comment Share on other sites More sharing options...
Drew Kerman Posted July 17, 2017 Share Posted July 17, 2017 16 hours ago, Bit Fiddler said: would it be possible to get a function button, that with a single click will take several screen shots to get all the views of the craft. such that we could paste them into gimp and create things like this... we don't have to make LGG or the mod itself work extra to manage this for us. What's actually needed is just a way to snap views to certain axis relative to the orientation of the root part Link to comment Share on other sites More sharing options...
Bit Fiddler Posted July 17, 2017 Share Posted July 17, 2017 that would work too. it is just since the mod is already doing virtual camera shots it could just as easily do this without our having to rotate and setup the shots manually. I would however be just as happy with a way to get exact rotations and exact distance as you said. Link to comment Share on other sites More sharing options...
Mr. Sandman Posted July 21, 2017 Share Posted July 21, 2017 Hello , would it be possible if KVV had a camera rotation with degrees?I mean , it would be nice if there was a window to select the exact degree you want (Like 90 degrees), so you don't have to try to find the perfect angle to take the screenshot.This is just a request , obviously. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 21, 2017 Author Share Posted July 21, 2017 Put it as an issue on github, please Link to comment Share on other sites More sharing options...
MerlinsMaster Posted August 10, 2017 Share Posted August 10, 2017 So you can adjust the pitch and the roll of the craft, but not the yaw. Am I missing something, or is there no way to do this? Link to comment Share on other sites More sharing options...
ThreePounds Posted August 10, 2017 Share Posted August 10, 2017 43 minutes ago, MerlinsMaster said: So you can adjust the pitch and the roll of the craft, but not the yaw. Am I missing something, or is there no way to do this? Have you tried moving the vessel by selecting it with SHIFT held down and using WASDQE to move it about in the editor itself? Link to comment Share on other sites More sharing options...
MerlinsMaster Posted August 10, 2017 Share Posted August 10, 2017 No, I had not thought of that. That might work. This may be off topic, but how did you create that blueprint effect that you have in your banner? Link to comment Share on other sites More sharing options...
ThreePounds Posted August 10, 2017 Share Posted August 10, 2017 Just now, MerlinsMaster said: No, I had not thought of that. That might work. This may be off topic, but how did you create that blueprint effect that you have in your banner? It's an effect I do in photoshop. I convert it to grayscale, run the find edge filter and switch the layer mode to negative multiplication. Link to comment Share on other sites More sharing options...
MerlinsMaster Posted August 10, 2017 Share Posted August 10, 2017 Sweet. Thanks for the tip. Link to comment Share on other sites More sharing options...
ThreePounds Posted August 25, 2017 Share Posted August 25, 2017 Hello @linuxgurugamer! Thanks for taking this amazing mod under your wings and even fixing some long standing performance issues. It's a joy to use and a valuable tool for creating art work! However, there's always been something that bothered me. Not an issue but something I am curious about. When KVV takes a screenshot, it adds "front_" to the beginning of the name of the file it creates. But no matter how I turn the craft using the gui or by moving the craft with WASDQE in the editor, it's all it ever says. Is there a "hidden" feature of KVV that I am not aware of? Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 25, 2017 Author Share Posted August 25, 2017 5 minutes ago, Three_Pounds said: Hello @linuxgurugamer! Thanks for taking this amazing mod under your wings and even fixing some long standing performance issues. It's a joy to use and a valuable tool for creating art work! However, there's always been something that bothered me. Not an issue but something I am curious about. When KVV takes a screenshot, it adds "front_" to the beginning of the name of the file it creates. But no matter how I turn the craft using the gui or by moving the craft with WASDQE in the editor, it's all it ever says. Is there a "hidden" feature of KVV that I am not aware of? Nope, nothing hidden. For whatever reason, that is hard-coded in the code Link to comment Share on other sites More sharing options...
qvazzar Posted September 7, 2017 Share Posted September 7, 2017 It is possible to Offset fairings from Procedural Fairings mod? I have no idea how to do it. Link to comment Share on other sites More sharing options...
ThreePounds Posted September 7, 2017 Share Posted September 7, 2017 What happens if you try to offset them using the offset tool (alpha 2)? I know you could even detach them from their node on the fairing if you lock their shape first (in the action menu of the fairing piece). Link to comment Share on other sites More sharing options...
qvazzar Posted September 7, 2017 Share Posted September 7, 2017 (edited) What the offset tool you talking about? If you about vanilla tool then it can't move them on a middle/long distance. They're too close to craft. upd: Oh wait, i forgot about the shift key... Edited September 7, 2017 by qvazzar Link to comment Share on other sites More sharing options...
ThreePounds Posted September 7, 2017 Share Posted September 7, 2017 5 minutes ago, qvazzar said: What the offset tool you talking about? If you about vanilla tool then it can't move them on a middle/long distance. They're too close to craft. upd: Oh wait, i forgot about the shift key... Do you have the result you wanted now or should I keep looking for a work around? I keep forgetting how stupid the stock editor is since this is one of the mods I use: Link to comment Share on other sites More sharing options...
qvazzar Posted September 7, 2017 Share Posted September 7, 2017 1 minute ago, Three_Pounds said: Do you have the result you wanted now or should I keep looking for a work around? I keep forgetting how stupid the stock editor is since this is one of the mods I use: Yes, i do. You can stop looking for a work around. And thank you for help. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 10, 2017 Author Share Posted October 10, 2017 New release, 0.0.8: Updated for KSP 1.3.1 Link to comment Share on other sites More sharing options...
Raptor9 Posted October 15, 2017 Share Posted October 15, 2017 Awesome! Thanks @linuxgurugamer! Link to comment Share on other sites More sharing options...
Skywalket Posted November 11, 2017 Share Posted November 11, 2017 Here is an example of what I see in the FXAA tab. Is this correct? Link to comment Share on other sites More sharing options...
ROCKETGOOSE Posted November 15, 2017 Share Posted November 15, 2017 Hello! I'm a long time player, but new to the forums. I've used KVV in the past and it's great! However currently when I open the KVV window all I get is a black screen. I have quite a lot of mods so if anyone knows of any mods which cause this it would be really helpful. Link to comment Share on other sites More sharing options...
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