JonnyOThan Posted September 21 Author Share Posted September 21 Fixed: https://github.com/FirstPersonKSP/FreeIva/commit/445e0898d7e7bd0e85563bfb4d844186c6838aca Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted September 23 Author Share Posted September 23 Version 0.2.19.0 is now available! Notable Changes Added es-es localization (thanks 9field and masertank!) Added support for Stockalike Mining Extension Added support for Kerbal Changelog Added passthrough for mk2 cargo bays Now compatible with Deferred rendering Bug Fixes Fixed centrifuges not working properly with Kerbalism Fixed potential NRE spam with certain combinations of mods NeistAir: Fixed broken passthrough configs Fix a B9PartSwitch error when using Mk2Rebalance Fix a B9PartSwitch error when using GalacticTrading Quote Link to comment Share on other sites More sharing options...
Luxorens Posted September 25 Share Posted September 25 is there a way to disable the hatches inside a space station, constantly opening them is very annoying Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted September 26 Author Share Posted September 26 19 hours ago, Luxorens said: is there a way to disable the hatches inside a space station, constantly opening them is very annoying You could probably do it with some MM patches that sets hideDoorWhenConnected to true in all the hatch props. Quote Link to comment Share on other sites More sharing options...
OldMold Posted October 2 Share Posted October 2 With the 2.19 update, the windows are opaque white: https://imgur.com/a/ylFy3j6 KSP.log Reverting to 2. 18.4 fixes the issue. Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted October 2 Author Share Posted October 2 1 hour ago, OldMold said: With the 2.19 update, the windows are opaque white: https://imgur.com/a/ylFy3j6 KSP.log Reverting to 2. 18.4 fixes the issue. Try updating deferred, you're not on the latest version. Quote Link to comment Share on other sites More sharing options...
OldMold Posted October 2 Share Posted October 2 That fixed it! Totally missed that deferred updated. Quote Link to comment Share on other sites More sharing options...
MrPuug Posted October 11 Share Posted October 11 Hope to see support for Extraplanetary Launchpads Soon! Quote Link to comment Share on other sites More sharing options...
GKSP Posted November 2 Share Posted November 2 Any support for the mod Grounded? Could be neat to walk around inside a bus I guess. Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted November 2 Author Share Posted November 2 On 10/11/2024 at 10:09 AM, MrPuug said: Hope to see support for Extraplanetary Launchpads Soon! I took a look at this one and it’s not very straightforward. There’s only like two parts with IVAs, one of them isn’t positioned correctly and the other has a big tube where the hatches would be. 7 hours ago, GKSP said: Any support for the mod Grounded? Could be neat to walk around inside a bus I guess. Haven’t heard of this, I’ll take a look. Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted November 2 Share Posted November 2 Hi - I'm wondering if you've ever seen the (older) mod called WhoAmI? It does two things, but I just wanted to ask about one of them, which is: It just does a PostScreenMessage each time you switch Kerbals with "V" to show the name of the newly-active Kerbal, and the part they're in. This strikes me as functionality that would mesh well with FreeIVA. The original mod just took a hard left turn in terms of being adopted, but this feature is sort of a one-liner, so I thought I'd ask about it for FreeIVA. Quote Link to comment Share on other sites More sharing options...
Poppa Wheelie Posted November 2 Share Posted November 2 I see that inside my station hubs, each hatch has a switchable label. I can switch it to display labels such as "Airlock", "Pod", "Bridge", etc. There are 23 built-in label options. How do I edit these label options? Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted November 2 Author Share Posted November 2 3 hours ago, Poppa Wheelie said: I see that inside my station hubs, each hatch has a switchable label. I can switch it to display labels such as "Airlock", "Pod", "Bridge", etc. There are 23 built-in label options. How do I edit these label options? These are part of ASET props: https://github.com/StoneBlue/ASET-Consolidated-Props/blob/52e87e25d03fdf7c5af1e2601e7a564ee148a693/GameData/ASET/ASET_Props/Misc/ASET_WallLabel/ASET_WallLabel.cfg#L22 Quote Link to comment Share on other sites More sharing options...
Poppa Wheelie Posted November 2 Share Posted November 2 5 hours ago, JonnyOThan said: These are part of ASET props Found it, edited it, worked great. Thanks! Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted November 4 Author Share Posted November 4 On 11/2/2024 at 9:14 AM, OrbitalManeuvers said: Hi - I'm wondering if you've ever seen the (older) mod called WhoAmI? It does two things, but I just wanted to ask about one of them, which is: It just does a PostScreenMessage each time you switch Kerbals with "V" to show the name of the newly-active Kerbal, and the part they're in. This strikes me as functionality that would mesh well with FreeIVA. The original mod just took a hard left turn in terms of being adopted, but this feature is sort of a one-liner, so I thought I'd ask about it for FreeIVA. I just popped around a couple seats and realized that something is already showing the kerbal names. I’m not sure if that’s stock or a FreeIva feature I forgot about. Assuming it’s the latter, is there any functionality you’re missing? It doesn’t show the trait or level so that seems easy enough to add. Also I kind of doubt that mod is gonna get any updates so you can always just use the previous version. On 11/2/2024 at 12:31 AM, GKSP said: Any support for the mod Grounded? Could be neat to walk around inside a bus I guess. So I went and built models and cfgs for all of the Grounded parts before actually checking them out in game. Since they don’t have attach nodes between the crewed parts I’m not sure that’s going to work. I could add the nodes but it feels pretty weird to fundamentally change how things snap together just for FreeIva support. Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted November 4 Share Posted November 4 1 hour ago, JonnyOThan said: I just popped around a couple seats and realized that something is already showing the kerbal names. The mystery deepens, as this doesn't happen for me. I'm on 1.12.3, btw. I removed WhoAmI and left FreeIVA. When I'm in IVA view, and all Kerbals are in their seats, pressing "V" to cycle through them doesn't display anything on screen. This is what I've been using WhoAmI for. I'm on 0.2.19 of FreeIVA. So you get text on screen with each press of V? I do get Kerbal names from FreeIVA for certain things ... sitting down, looking at another Kerbal for Switch To, but nothing just from cycling through the seated ones. Quote Link to comment Share on other sites More sharing options...
Altersufisch Posted November 6 Share Posted November 6 Could you add a version with less hatches? maby there only could be htches on the doking ports? Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted November 6 Author Share Posted November 6 3 hours ago, Altersufisch said: Could you add a version with less hatches? maby there only could be htches on the doking ports? Hatches are the key to how the separate parts connect to each other. If you don't want to be bothered opening them all, you can write a MM patch to force them all to open (and possibly hide) whenever they have a connected part. Quote Link to comment Share on other sites More sharing options...
Altersufisch Posted November 7 Share Posted November 7 On 11/6/2024 at 3:19 PM, JonnyOThan said: Hatches are the key to how the separate parts connect to each other. If you don't want to be bothered opening them all, you can write a MM patch to force them all to open (and possibly hide) whenever they have a connected part. but I dont now how to do something like that Quote Link to comment Share on other sites More sharing options...
Altersufisch Posted November 11 Share Posted November 11 On 11/6/2024 at 3:19 PM, JonnyOThan said: Hatches are the key to how the separate parts connect to each other. If you don't want to be bothered opening them all, you can write a MM patch to force them all to open (and possibly hide) whenever they have a connected part. Can you do that for me please ? Quote Link to comment Share on other sites More sharing options...
soldanithiago Posted November 13 Share Posted November 13 Hello! I am having headaches sometimes, trying to go back to an external view of a ship. When I enter in the IVA mode, I can't get out, pressing C or V... Is there a way to solve this? Maybe setting a keyboard shortcut to toggle Internal/External view? Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted November 14 Author Share Posted November 14 19 hours ago, soldanithiago said: Hello! I am having headaches sometimes, trying to go back to an external view of a ship. When I enter in the IVA mode, I can't get out, pressing C or V... Is there a way to solve this? Maybe setting a keyboard shortcut to toggle Internal/External view? This often happens if you have mods that lock you into IVA mode. QuickIVA and ThroughTheEyes have options for this. Sometimes these mods break in a way that permanently removes your key binding for camera switching, so make sure those are still set up in the key settings. Quote Link to comment Share on other sites More sharing options...
Raxo Posted Friday at 03:20 AM Share Posted Friday at 03:20 AM Always clipping through parts, No option to open hatch. Only have this mod installed but nothing else. Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted Friday at 12:52 PM Author Share Posted Friday at 12:52 PM 9 hours ago, Raxo said: Always clipping through parts, No option to open hatch. Only have this mod installed but nothing else. Please post your KSP.log somewhere. My discord (linked in the OP) is probably a better place to get help since the forums are so flaky. Problems like this are basically always an incorrect installation, so I’d suggest using CKAN if you weren’t. Quote Link to comment Share on other sites More sharing options...
Eclipse 32 Posted Sunday at 06:50 PM Share Posted Sunday at 06:50 PM bug alert! i built a station with SSPXr, but there are no ports. just empty voids. where there should be ports between parts, there's just patches of wall with no collisions. Quote Link to comment Share on other sites More sharing options...
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