Red Dwarf Posted September 25, 2023 Share Posted September 25, 2023 (edited) Is it possible to add attachment nodes through cfg editing? I've noticed that the stock hitchhiker and lab parts have nodes on their external doors that are compatible with freeiva, and it would be really useful if I could add that functionality to other parts. Edited September 25, 2023 by Red Dwarf Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted September 25, 2023 Author Share Posted September 25, 2023 (edited) 2 hours ago, Red Dwarf said: Is it possible to add attachment nodes through cfg editing? I've noticed that the stock hitchhiker and lab parts have nodes on their external doors that are compatible with freeiva, and it would be really useful if I could add that functionality to other parts. It sure is, here's one example: https://github.com/pizzaoverhead/FreeIva/blob/662cda3a1ed9a2a5e1bba39d5179d7ebaccf62a0/GameData/FreeIva/Squad/PartCfgs/crewCabin.cfg#L16 The first set of 3 numbers in the cfg are the position, the 2nd set of 3 is the normal (the vector perpendicular to the surface), and the last number is the node size. I'd suggest using the blender plugin for finding the right coords. You can import the part .mu file, create an empty axes, position it where you want the node, then click "show model transform" and copy the coords from the output log. Edited September 25, 2023 by JonnyOThan Quote Link to comment Share on other sites More sharing options...
Red Dwarf Posted September 26, 2023 Share Posted September 26, 2023 (edited) 21 hours ago, JonnyOThan said: It sure is, here's one example: https://github.com/pizzaoverhead/FreeIva/blob/662cda3a1ed9a2a5e1bba39d5179d7ebaccf62a0/GameData/FreeIva/Squad/PartCfgs/crewCabin.cfg#L16 The first set of 3 numbers in the cfg are the position, the 2nd set of 3 is the normal (the vector perpendicular to the surface), and the last number is the node size. I'd suggest using the blender plugin for finding the right coords. You can import the part .mu file, create an empty axes, position it where you want the node, then click "show model transform" and copy the coords from the output log. Is the highlighted line the only thing controlling whether a hatch can be moved through? I've been doing my testing on the short 3.75m hab from SSPX. I've figured out how to correctly place the attachment node, but the hatch is still registering as obstructed. In the hitchhiker, the eva option is replaced with an "open door" option. This is the edited cfg. I basically just copied the highlighted lines from the hitchhiker cfg and changed the names/parameters to match the new model. Quote @PART[sspx-habitation-375-2]:HAS[!MODULE[ModuleFreeIva]]:FOR[FreeIva] { MODULE { name = ModuleFreeIva } } @PART[sspx-habitation-375-2]:FOR[FreeIva] { MODEL { model = FreeIva/SSPX/Configs/sspx-habitation-375-2 } node_stack_airlock = 0.0, 0.0, 1.85, 0.0, 0.0, 1.0, 0 } @INTERNAL[sspx-habitation-375-2-iva]:HAS[!MODULE[InternalModuleFreeIva]]:FOR[FreeIva] { MODEL { model = FreeIva/SSPX/Spaces/sspx-habitation-375-2-iva } MODULE { name = InternalModuleFreeIva shellColliderName = shellCollider } @PROP[NF_HTCH_IVA_Basic],0 { MODULE { name = HatchConfig attachNodeId = bottom } } @PROP[NF_HTCH_IVA_Basic],1 { MODULE { name = HatchConfig attachNodeId = top } } @PROP[NF_HTCH_EVA_Basic] { MODULE { name = HatchConfig airlockName = Airlock } } } Edited September 26, 2023 by Red Dwarf Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted September 26, 2023 Author Share Posted September 26, 2023 (edited) 15 minutes ago, Red Dwarf said: Is the highlighted line the only thing controlling whether a hatch can be moved through? No, the highlighted line is what creates the attach node. The hatches could be configured manually, where they specify what airlock to use and what attachnode they are connected to. If there's no manual configuration then they will look for nearby and aligned attachnodes and airlocks. The very last @PROP[NF_HTCH_EVA_Basic] looks like it has manual configuration (the HatchConfig module). You could add attachNodeId = <your attachnode here> to that block, or try just removing the MODULE block entirely and see if the automatic detection system works. Note that if your attach node is named node_stack_airlock, then you'd strip off the "node_stack_" part and just write `attachNodeId = airlock` Edited September 26, 2023 by JonnyOThan Quote Link to comment Share on other sites More sharing options...
Red Dwarf Posted September 26, 2023 Share Posted September 26, 2023 Solved one problem, only to be confronted by a new one It looks like there is a tunnel in the model which would allow for moving through to the attached crew tube, but the internal wall texture is blocking access to it. This is the only thing that's changed from the previous cfg. If making this work goes beyond cfg editing, it's probably a lost cause for me to do on my own. Quote @PROP[NF_HTCH_EVA_Basic] { MODULE { name = HatchConfig attachNodeId = airlock airlockName = Airlock } Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted September 26, 2023 Author Share Posted September 26, 2023 2 hours ago, Red Dwarf said: It looks like there is a tunnel in the model which would allow for moving through to the attached crew tube, but the internal wall texture is blocking access to it. The visual wall and the physical blocker are not the same thing. One is a render mesh and one is a collider. You need to cut holes in both of these to make this work (this is why FreeIva as a whole is technically challenging). Cutting a hole in the visual model is not very difficult. You need to find the name of the mesh in the model file (importing it with blender is the best approach here). Then in the HatchConfig module you can add cutoutTargetTransformName = <mesh name> For the collider, you'll need to edit the .mu file I created (FreeIva/SSPX/Spaces/sspx-habitation-375-2-iva) to cut out a hole where the hatch goes through. Quote Link to comment Share on other sites More sharing options...
ElonsMusk Posted October 14, 2023 Share Posted October 14, 2023 Dude the rotating habitats have functional gravity??? I'm blown away. When this mod started I thought "this is cool but what I imagine can't be possible in KSP...". Boy was I wrong. Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted October 14, 2023 Author Share Posted October 14, 2023 7 hours ago, ElonsMusk said: Dude the rotating habitats have functional gravity??? I'm blown away. When this mod started I thought "this is cool but what I imagine can't be possible in KSP...". Boy was I wrong. Not only that, but you can grab certain objects and throw them around. They react to accelerations of the vessel, and the artificial gravity in the centrifuges. Centrifugal force from the vessel rotating is not yet modeled though. Oh and it all works with VR :p Quote Link to comment Share on other sites More sharing options...
Motokid600 Posted October 19, 2023 Share Posted October 19, 2023 (edited) I found FreeIVA spamming NREs during testing of a new install. https://www.dropbox.com/scl/fi/7yf36g4kwcxnte0l8stsc/Player.log?rlkey=xra0vzg74ar19vkg161zt945n&dl=0 NullReferenceException: routine is null at UnityEngine.MonoBehaviour.StopCoroutine (UnityEngine.Coroutine routine) [0x00009] in <12e76cd50cc64cf19e759e981cb725af>:0 at FreeIva.FreeIva.LateUpdate () [0x00017] in <571a4b40afea4458999efde31f8b5cd5>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) Mod List Possible culprits. Reviva, ASET, DE_IVAExtension, MOARdv, MOARdvPlus ? Edited October 19, 2023 by Motokid600 Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted October 19, 2023 Author Share Posted October 19, 2023 (edited) 15 hours ago, Motokid600 said: I found FreeIVA spamming NREs during testing of a new install. https://www.dropbox.com/scl/fi/7yf36g4kwcxnte0l8stsc/Player.log?rlkey=xra0vzg74ar19vkg161zt945n&dl=0 NullReferenceException: routine is null at UnityEngine.MonoBehaviour.StopCoroutine (UnityEngine.Coroutine routine) [0x00009] in <12e76cd50cc64cf19e759e981cb725af>:0 at FreeIva.FreeIva.LateUpdate () [0x00017] in <571a4b40afea4458999efde31f8b5cd5>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) Mod List Possible culprits. Reviva, ASET, DE_IVAExtension, MOARdv, MOARdvPlus ? Thanks for the report! Huh, I'm not really sure what could have caused that. Do you have any mods that relate to or did you do anything weird with the kerbal portraits? I can guarantee it's not directly caused by any of the mods you listed. What command pod were you using when this happened? Can you share a screenshot? (for future reference I'd prefer to use ksp.log instead of player.log when a crash isn't involved) I'm pretty sure I could avoid the exception spam but I'd like to know how it got into that state. Edited October 19, 2023 by JonnyOThan Quote Link to comment Share on other sites More sharing options...
Motokid600 Posted October 19, 2023 Share Posted October 19, 2023 (edited) Ill try it again and report back. In the meantime I was using the ReStock Mk1 command pod. Nothing with portraits. I tried again and could not repeat the NullRef spam. No changes. I only found one NRE in reference to FreeIVA [EXC 17:32:34.910] NullReferenceException: Object reference not set to an instance of an object MeshCutter2..ctor (UnityEngine.MeshFilter target) (at <571a4b40afea4458999efde31f8b5cd5>:0) FreeIva.MeshCutter.ApplyCut (UnityEngine.Transform targetTransform, System.Collections.Generic.IEnumerable`1[T] cutParameters) (at <571a4b40afea4458999efde31f8b5cd5>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) FreeIva.MeshCutter:ApplyCut(Transform, IEnumerable`1) FreeIva.MeshCutter:CutInternalModel(InternalModel, List`1) FreeIva.InternalModuleFreeIva:ExecuteMeshCuts() FreeIva.InternalModuleFreeIva:OnLoad_Finalize() FreeIva.InternalModuleFreeIva:OnDisable() UnityEngine.GameObject:SetActive(Boolean) PartLoader:LoadInternalSpace(UrlConfig) <CompileInternalSpaces>d__79:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) <CompileAll>d__13:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) KSP.log Using the stock AeroEquus craft on a sub-orbital flight from launch to landing. Imgur is having issues at the moment so no pic yet, sorry. Edited October 19, 2023 by Motokid600 Quote Link to comment Share on other sites More sharing options...
ElonsMusk Posted November 2, 2023 Share Posted November 2, 2023 Thrilled that K&K is supported! I'm curious if the K&K Base Bi-Coupler could be converted to allow FreeIVA. ConnectedLivingSpace allows the passage, and I had a really neat design idea would need FreeIVA on that part. If it's simple I could do it myself, mostly curious if it's even possible. Thanks again for all your efforts! Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted November 2, 2023 Author Share Posted November 2, 2023 1 hour ago, ElonsMusk said: Thrilled that K&K is supported! I'm curious if the K&K Base Bi-Coupler could be converted to allow FreeIVA. ConnectedLivingSpace allows the passage, and I had a really neat design idea would need FreeIVA on that part. If it's simple I could do it myself, mostly curious if it's even possible. Thanks again for all your efforts! Ah thanks for the heads up. Usually I try to make sure that I cover everything that CLS supports, if a mod already has CLS configs. Adding this is certainly possible (it would look something similar to the bicouplers/tricouplers from stock) but it requires a custom model. If you feel like trying your hand at it go ahead, but I'll see if I can squeeze it in soon. Quote Link to comment Share on other sites More sharing options...
ElonsMusk Posted November 2, 2023 Share Posted November 2, 2023 53 minutes ago, JonnyOThan said: Ah thanks for the heads up. Usually I try to make sure that I cover everything that CLS supports, if a mod already has CLS configs. Adding this is certainly possible (it would look something similar to the bicouplers/tricouplers from stock) but it requires a custom model. If you feel like trying your hand at it go ahead, but I'll see if I can squeeze it in soon. If it's not too much trouble that's great news! Modelling is not my forte No rush of course. My last attempt at KSP models was IVA stuff; this seems simpler, maybe I could give it a go. Anyway thank you, as always! Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted November 3, 2023 Author Share Posted November 3, 2023 6 hours ago, ElonsMusk said: If it's not too much trouble that's great news! Modelling is not my forte No rush of course. My last attempt at KSP models was IVA stuff; this seems simpler, maybe I could give it a go. Anyway thank you, as always! Well, I took a look at them and those parts are so thin it's actually not possible to pass through them in freeiva - the ceiling and floor are so close together you can't squeeze through. Sorry. Quote Link to comment Share on other sites More sharing options...
ElonsMusk Posted November 3, 2023 Share Posted November 3, 2023 15 hours ago, JonnyOThan said: Well, I took a look at them and those parts are so thin it's actually not possible to pass through them in freeiva - the ceiling and floor are so close together you can't squeeze through. Sorry. Oh that's a shame. Understandable, however. Thank you for taking a look! While I'm in your notifications, I noticed this today. Deep freeze has CLS support. Not sure if it's on your to-do list but just wanted to point it out in case it got missed. Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted November 3, 2023 Author Share Posted November 3, 2023 (edited) 2 hours ago, ElonsMusk said: Deep freeze has CLS support What version of FreeIva are you on? DeepFreeze support was added in 0.2.17. If you have that version, please post your logs. Edited November 3, 2023 by JonnyOThan Quote Link to comment Share on other sites More sharing options...
ElonsMusk Posted November 3, 2023 Share Posted November 3, 2023 26 minutes ago, JonnyOThan said: What version of FreeIva are you on? DeepFreeze support was added in 0.2.17. If you have that version, please post your logs. That's my mistake. I'm on .2.16 I'll upgrade. Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted November 3, 2023 Author Share Posted November 3, 2023 Soon! Quote Link to comment Share on other sites More sharing options...
TwoCalories Posted November 5, 2023 Share Posted November 5, 2023 (edited) Is there a way to undo grabbing and throwing props, as in, putting them back in their original spot? Edited November 5, 2023 by TwoCalories tyop Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted November 5, 2023 Author Share Posted November 5, 2023 11 hours ago, TwoCalories said: Is there a way to undo grabbing and throwing props, as in, putting them back in their original spot? Going eva and returning should do it, or save/load or switching scenes. Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted November 6, 2023 Author Share Posted November 6, 2023 FreeIVA 0.2.18.0 is now available as a prerelease build. Please test this out and report any issues here or on discord. Make sure to include your KSP.log file. https://github.com/pizzaoverhead/FreeIva/releases/tag/0.2.18.0 Notable Changes Added support for Lonesome Robots Collection Added support for Tiktaalik Dreaming Props Added support for Pathfinder French localization (thanks @tony48 !) Added support for RealChute's stack chute Added support for Cormorant Aeronology Centrifugal acceleration from rotating parts is now simulated Boarding a part from EVA now starts you unbuckled just inside the hatch. You can press C to immediately return to your seat, or disable this behavior in the settings.cfg file. Bug Fixes Etc. Fix JSI EVA hatches in certain cockpits Fixed several issues in OPT Fixed several bugs that could result in exception spamming, loss of control, or inability to unbuckle Better support for WildBlue props Stock 0.625m decoupler and separator are now passable to be consistent with Connected Living Space Fixed several issues in Tantares Hatches that are set to auto-hide when connected no longer hide their paired hatch if it has an animation Hatches in jr docking port and benjee’s docking ports are now set to hide when connected Fixed texture on the back of Near Future Props EVA hatch Fixed cutout and depth mask in SSPX 3.75m greenhouse Added ladder support to Habtech Props bunkbed Quote Link to comment Share on other sites More sharing options...
Hal9000kerman Posted November 6, 2023 Share Posted November 6, 2023 I'm... not even sure how to explain this. Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted November 6, 2023 Author Share Posted November 6, 2023 (edited) 5 hours ago, Hal9000kerman said: I'm... not even sure how to explain this. Please post your log file. Also even if you think an issue is obvious, just use a few words to explain what’s going on. I can’t read minds. this looks like the KSA layout for SOCK but the seats are missing. Are you missing habtech props? Edited November 6, 2023 by JonnyOThan Quote Link to comment Share on other sites More sharing options...
Hal9000kerman Posted November 6, 2023 Share Posted November 6, 2023 11 hours ago, JonnyOThan said: Please post your log file. Also even if you think an issue is obvious, just use a few words to explain what’s going on. I can’t read minds. this looks like the KSA layout for SOCK but the seats are missing. Are you missing habtech props? Yeah sorry about that. I probably should have been more descriptive. Obviously, the models for the 2 front seats in the upper deck and all 3 seats in the lower deck were missing (even though the crew slots for them were still there). Jeb's model is still there but Bill's is absent for some reason. I unbuckled Jeb, and floated throughout the cockpit (I had the zero-g cheat on at the time) and he was able to sort-of no-clip back in. I maneuvered Jeb back to his "seat", and he returned to the same weird horizontal no-clip position. Also, I do have habtech props. Log: https://www.dropbox.com/s/8r885s466tj3s6o/KSP.log?dl=0 Quote Link to comment Share on other sites More sharing options...
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