Random Annoying Guy Posted October 5, 2020 Share Posted October 5, 2020 On 8/9/2020 at 6:15 PM, Latios said: This mod is perfect , but I noticed that some parts of air intake and jet engines is "transparent" .I have installed all the dependencies, and other functions of the mod is working perfectly, any solutions?(I'm new to the forum and I don't know how to insert pictures ,can anyone help?) restock is unsupported Quote Link to comment Share on other sites More sharing options...
Soyuzturtle Posted October 27, 2020 Share Posted October 27, 2020 I don't have a clue what this means and what i'm supposed to do. Some help would definitely be appreciated Quote Link to comment Share on other sites More sharing options...
HansAcker Posted October 27, 2020 Share Posted October 27, 2020 (edited) 48 minutes ago, Soyuzturtle said: I don't have a clue what this means and what i'm supposed to do The message means that your installation of Kronal Vessel Viewer includes an additional subdirectory "KVV". Move the KronalVesselViewer folder from GameData/KVV to GameData/ Edited October 27, 2020 by HansAcker Quote Link to comment Share on other sites More sharing options...
Soyuzturtle Posted October 27, 2020 Share Posted October 27, 2020 1 hour ago, HansAcker said: The message means that your installation of Kronal Vessel Viewer includes an additional subdirectory "KVV". Move the KronalVesselViewer folder from GameData/KVV to GameData/ Thanks! Its all working now Quote Link to comment Share on other sites More sharing options...
roxik0 Posted November 7, 2020 Share Posted November 7, 2020 (edited) Hello his majesty @linuxgurugamer One question or maybe bug: I got this during flight "NullReferenceException KronalUtils.KVrVesselShot.CalcShipBounds () (at <8b98d01f9efa41b0bb26a9dc6b11f14a>:0) KronalUtils.KVrVesselShot.UpdateShipBounds () (at <8b98d01f9efa41b0bb26a9dc6b11f14a>:0) KronalUtils.KVrVesselShot.PartModified (GameEvents+HostTargetAction`2[A,B] data) (at <8b98d01f9efa41b0bb26a9dc6b11f14a>:0) EventData`1[T].Fire (T data) (at <948fceea813942b7ac6b6d1b2dc2d0a3>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) EventData`1:Fire(HostTargetAction`2) Part:setParent(Part) ShipConstruct:LoadShip(ConfigNode, UInt32, Boolean, String&) ShipConstruct:LoadShip(ConfigNode, UInt32) ShipConstruct:LoadShip(ConfigNode) ShipConstruction:RestoreBackup(Int32) EditorLogic:RestoreState(Int32) EditorLogic:UndoRedoInputUpdate() KerbalFSM:UpdateFSM() EditorLogic:Update()"using KSP 1.10.1 On Linux. I think that it's because I;m using mod "Kerbal Krash System" So it,s possiible that one of debris collide with ground and caused some part recalculation however i don;t know why KVV tries to calculate something during flight scene.. Have a nice day and thank you for whole your hard work.. Edited November 8, 2020 by roxik0 Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 8, 2020 Share Posted November 8, 2020 8 hours ago, roxik0 said: Hello her majesty @linuxgurugamer One question or maybe bug: I got this during flight "NullReferenceException KronalUtils.KVrVesselShot.CalcShipBounds () (at <8b98d01f9efa41b0bb26a9dc6b11f14a>:0) KronalUtils.KVrVesselShot.UpdateShipBounds () (at <8b98d01f9efa41b0bb26a9dc6b11f14a>:0) KronalUtils.KVrVesselShot.PartModified (GameEvents+HostTargetAction`2[A,B] data) (at <8b98d01f9efa41b0bb26a9dc6b11f14a>:0) EventData`1[T].Fire (T data) (at <948fceea813942b7ac6b6d1b2dc2d0a3>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) EventData`1:Fire(HostTargetAction`2) Part:setParent(Part) ShipConstruct:LoadShip(ConfigNode, UInt32, Boolean, String&) ShipConstruct:LoadShip(ConfigNode, UInt32) ShipConstruct:LoadShip(ConfigNode) ShipConstruction:RestoreBackup(Int32) EditorLogic:RestoreState(Int32) EditorLogic:UndoRedoInputUpdate() KerbalFSM:UpdateFSM() EditorLogic:Update()"using KSP 1.10.1 On Linux. I think that it's because I;m using mod "Kerbal Krash System" So it,s possiible that one of debris collide with ground and caused some part recalculation however i don;t know why KVV tries to calculate something during flight scene.. Have a nice day and thank you for whole your hard work.. Not me, you want @Kerbas_ad_astra Quote Link to comment Share on other sites More sharing options...
roxik0 Posted November 8, 2020 Share Posted November 8, 2020 11 hours ago, linuxgurugamer said: Not me, you want @Kerbas_ad_astra Yes sorry I simply take author name from CKAN... my fault Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 8, 2020 Share Posted November 8, 2020 21 minutes ago, roxik0 said: Yes sorry I simply take author name from CKAN... my fault Not a problem, next time just look at the thread author Quote Link to comment Share on other sites More sharing options...
AeroSky Posted December 22, 2020 Share Posted December 22, 2020 Is this 1.10.1 compatible? Quote Link to comment Share on other sites More sharing options...
Latios Posted January 15, 2021 Share Posted January 15, 2021 On 10/6/2020 at 2:56 AM, Random Annoying Guy said: restock is unsupported But it seems that almost all the intake seems "transparent" ,regardless of which mod they form. Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted January 15, 2021 Share Posted January 15, 2021 1 hour ago, Latios said: But it seems that almost all the intake seems "transparent" ,regardless of which mod they form. If its with ReStock, could mebbe be an issue with ReStock using a depthmask on the intakes? vOv Quote Link to comment Share on other sites More sharing options...
tg626 Posted August 20, 2021 Share Posted August 20, 2021 (edited) Have to switch off Colors and FXAA to get anything to appear, otherwise it's just pink where the vessel should appear. I also can't rotate or change views (aside from Orthographic on/off) Is there an updated version I missed? Or are we waiting on an update? I've been away from KSP for awhile... NM, somehow I was using a SUPER old version. Edited August 21, 2021 by tg626 Can't delete it... :( Quote Link to comment Share on other sites More sharing options...
Fletch4 Posted September 24, 2021 Share Posted September 24, 2021 does this work in 1.12.2? Quote Link to comment Share on other sites More sharing options...
Friznit Posted September 24, 2021 Share Posted September 24, 2021 Mostly yes with the exception that it doesn't support depth mask, which is used by some restock parts and increasingly by other mods, mostly on things like experiment parts. Quote Link to comment Share on other sites More sharing options...
Uohcnam Posted September 25, 2021 Share Posted September 25, 2021 On 5/10/2020 at 2:28 AM, Miruzuki said: Hey guys, is here any possibility to do presice rotation? Rotate 45/90/180 degrees, or type the exact value? Using arrow buttons is really inconvenient, because you never do it accurately. Hi Guy. Up this thread. I'd like to have precise rotation too ! Is it possible? Regards Quote Link to comment Share on other sites More sharing options...
Tivec Posted October 20, 2021 Share Posted October 20, 2021 On 9/25/2021 at 6:47 PM, Uohcnam said: Hi Guy. Up this thread. I'd like to have precise rotation too ! Is it possible? Regards I took a look at the source for rotation, and unfortunately it's a non-trivial change to have precise angles. Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted October 21, 2021 Share Posted October 21, 2021 12 hours ago, Tivec said: I took a look at the source for rotation, and unfortunately it's a non-trivial change to have precise angles. thanks for the check. Maybe we're coming at this the wrong way. is it possible for the camera to allow the vehicle to rotate? I haven't messed with KSP for a while now but I recall changing the vessel orientation would only change the lighting in the KVV window Quote Link to comment Share on other sites More sharing options...
Tivec Posted October 21, 2021 Share Posted October 21, 2021 5 hours ago, Drew Kerman said: thanks for the check. Maybe we're coming at this the wrong way. is it possible for the camera to allow the vehicle to rotate? I haven't messed with KSP for a while now but I recall changing the vessel orientation would only change the lighting in the KVV window As far as I understand, KVV works on a camera that is "locked" to an angle rotation around the vessels forward vector, so if you turn the vessel the vector moves the camera around. To make this work with snapping rotation or similar, the camera would need to be separated from the vessel completely. I will fork the code and give it a look, but no promises. Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted October 22, 2021 Share Posted October 22, 2021 21 hours ago, Tivec said: I will fork the code and give it a look, but no promises. cool, but don't worry if it's not workable. Getting the rotation with KVV controls to place the vessel at 90° offsets isn't impossible, it's just hard to do Quote Link to comment Share on other sites More sharing options...
Tivec Posted October 22, 2021 Share Posted October 22, 2021 8 hours ago, Drew Kerman said: cool, but don't worry if it's not workable. Getting the rotation with KVV controls to place the vessel at 90° offsets isn't impossible, it's just hard to do It already turns the view by 1 degree, it could simply be changed to a divisor of 90 (like 22.5), maybe on separate buttons. Quote Link to comment Share on other sites More sharing options...
Araym Posted October 26, 2021 Share Posted October 26, 2021 Hello, fellow kerbonauts. I'm in a strange situation: I'm used to make some blueprints from KVV, but, dunno how, in my latest attempt (after a while not using it), suddenly this yellow scale appeared on top of my plane, once I turne KVV on: Does anyone know how to disable it??? Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted October 27, 2021 Share Posted October 27, 2021 19 hours ago, Araym said: Does anyone know how to disable it??? I thought it was from RCS Build Aid but looking at the toolbar at the bottom it doesn't seem active at the moment. HRMMM been several months since I played KSP and I can't recall other than that. I know it is another mod and I know it can be disabled with that mod still installed Quote Link to comment Share on other sites More sharing options...
Kerbas_ad_astra Posted October 28, 2021 Author Share Posted October 28, 2021 On 10/26/2021 at 3:28 AM, Araym said: Hello, fellow kerbonauts. I'm in a strange situation: I'm used to make some blueprints from KVV, but, dunno how, in my latest attempt (after a while not using it), suddenly this yellow scale appeared on top of my plane, once I turne KVV on: Does anyone know how to disable it??? 23 hours ago, Drew Kerman said: I thought it was from RCS Build Aid but looking at the toolbar at the bottom it doesn't seem active at the moment. HRMMM been several months since I played KSP and I can't recall other than that. I know it is another mod and I know it can be disabled with that mod still installed I remember getting that myself, and I think it is related to RCSBA. It might be disabled by pressing the number '5' or '6', but likewise, it's been a long time. Updating this mod for KSP 1.12 is on my todo list, including looking at step rotations, but things have been busy lately, and diving into the code is as much a learning experience for me as it is for any of you... Quote Link to comment Share on other sites More sharing options...
Araym Posted October 28, 2021 Share Posted October 28, 2021 On 10/27/2021 at 4:52 AM, Drew Kerman said: I thought it was from RCS Build Aid but looking at the toolbar at the bottom it doesn't seem active at the moment. HRMMM been several months since I played KSP and I can't recall other than that. I know it is another mod and I know it can be disabled with that mod still installed 7 hours ago, Kerbas_ad_astra said: I remember getting that myself, and I think it is related to RCSBA. It might be disabled by pressing the number '5' or '6', but likewise, it's been a long time. Updating this mod for KSP 1.12 is on my todo list, including looking at step rotations, but things have been busy lately, and diving into the code is as much a learning experience for me as it is for any of you... Indeed was something related to an external mod, probably a glitch, because after a few tries (clicking on various other icons, exit/entering the vab, etc etc, but with no really a clue), KVV reverted itself to normal. After your advice, I'll keep an eye on RCSBA, in case it will appear again! Thanks for your help Quote Link to comment Share on other sites More sharing options...
Tivec Posted October 28, 2021 Share Posted October 28, 2021 9 hours ago, Kerbas_ad_astra said: Updating this mod for KSP 1.12 is on my todo list, including looking at step rotations So glad to hear it, and... 9 hours ago, Kerbas_ad_astra said: diving into the code is as much a learning experience for me as it is for any of you ... yes, I can imagine. I hate coming back to projects after they've been resting. "Was I drunk when I did that?" So, an idea for the rotational system is to not use direct rotations by single degrees as the button is held, but instead grab the transform you use and modify the quaternion via eulerAngles (https://docs.unity3d.com/ScriptReference/Quaternion-eulerAngles.html). You can still have repeating buttons and 1 degree on the normal arrows, but you can also directly set snap angles quite easily that way. I'd personally suggest 22.5 degree steps, gives the most flexibility for snapped shots Loving the mod though, and it works great for me on 1.12, though I understand others have problems with certain parts. Quote Link to comment Share on other sites More sharing options...
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