Drew Kerman Posted September 11, 2014 Share Posted September 11, 2014 Stock Toolbar support. delete the toolbar folder if you don't like using it.Not sure what this means. I didn't see any additions to the stock toolbar, nor a toolbar folder to delete other than blizzy's, which isn't stock and has already been supported. Link to comment Share on other sites More sharing options...
Guest Posted September 11, 2014 Share Posted September 11, 2014 He meant that if you don't want Blizzy's toolbar, you can delete it now and still use IR. Link to comment Share on other sites More sharing options...
Master Tao Posted September 11, 2014 Share Posted September 11, 2014 You've been able to delete blizzy's toolbar for a while, but now if you delete it, IR will add a button to the stock toolbar instead. Link to comment Share on other sites More sharing options...
sirkut Posted September 11, 2014 Author Share Posted September 11, 2014 Not sure what this means. I didn't see any additions to the stock toolbar, nor a toolbar folder to delete other than blizzy's, which isn't stock and has already been supported.If you remove the toolbar, go into the editor, place an IR part you don't we the IR button on the bottom right of the editor? Link to comment Share on other sites More sharing options...
undercoveryankee Posted September 11, 2014 Share Posted September 11, 2014 yeah, that much i gathered, my point was and forgot to mention: why is it enabled for first part use? KSP decides whether a part is allowed to be a root part based on its attachment settings. If the attachment settings qualify, there's no way to say "attaches all of these ways as long as it's not the root part." So disqualifying it as a root part would mean limiting other things that do work as well. Link to comment Share on other sites More sharing options...
Poofer Posted September 11, 2014 Share Posted September 11, 2014 interesting, oh well. Link to comment Share on other sites More sharing options...
Drew Kerman Posted September 11, 2014 Share Posted September 11, 2014 If you remove the toolbar, go into the editor, place an IR part you don't we the IR button on the bottom right of the editor?I get it now. The way it's written, to me it seemed like you were saying stock toolbar functionality is now default, and to use blizzy's you have to delete a folder Link to comment Share on other sites More sharing options...
sirkut Posted September 11, 2014 Author Share Posted September 11, 2014 (edited) I apologize for the confusion. I'm uploading 0.19a. I made a few minor mistakes. ie. rotation values isnt' show, rotationDelta is which is useless to the users and kOS users. :/Update is now complete. Grab it from one of the two links provided. Enjoy. Edited September 11, 2014 by sirkut Link to comment Share on other sites More sharing options...
Darren9 Posted September 11, 2014 Share Posted September 11, 2014 I love the new features, I'm having trouble coordinating start position and joint limits though. The ">" and ">>" buttons in the Position Editor seem far superior to the slider bars that set the rotation limits, I can't get reliable single degree increments on any part with 180* or more of movement with the slider bars, only every 3 or 4 degrees. Could it be possible to have a similar button system replace those sliders? Alternatively could you change the "Step Increments" to 1, 5 and 10, the 0.1 increment seems useless (to me, and the smallest Position Editor increment is 1) and a 5 degree increment looks like it could have every step available rather than skipping steps like the 0.1 and 1 do. Also the default game part rotation is 5 degree steps.Thanks for more great stuff Link to comment Share on other sites More sharing options...
sirkut Posted September 12, 2014 Author Share Posted September 12, 2014 I love the new features, I'm having trouble coordinating start position and joint limits though. The ">" and ">>" buttons in the Position Editor seem far superior to the slider bars that set the rotation limits, I can't get reliable single degree increments on any part with 180* or more of movement with the slider bars, only every 3 or 4 degrees. Could it be possible to have a similar button system replace those sliders? Alternatively could you change the "Step Increments" to 1, 5 and 10, the 0.1 increment seems useless (to me, and the smallest Position Editor increment is 1) and a 5 degree increment looks like it could have every step available rather than skipping steps like the 0.1 and 1 do. Also the default game part rotation is 5 degree steps.Thanks for more great stuff The 0.1 is there for a reason when you tweakscale the parts to very small sizes. I will see about the possibility of expanding the position editor GUI with more features but that will come later. I'm going to be extremely busy for a few weeks and I don't believe coding will be in my future for a few days.And thank you for using the mod! Hopefully the most requested feature has been laid to rest. now it will be "what if we had this, what if we could do this." Link to comment Share on other sites More sharing options...
AccidentalDisassembly Posted September 12, 2014 Share Posted September 12, 2014 Question - does the new version allow tweakscaling up and down to any/all sizes? Should I bother trying out more expansive tweakscale cfgs again? Link to comment Share on other sites More sharing options...
sirkut Posted September 12, 2014 Author Share Posted September 12, 2014 Question - does the new version allow tweakscaling up and down to any/all sizes? Should I bother trying out more expansive tweakscale cfgs again?You'll have to do the expansive tweakscale cfgs for now. Allowing for more than the allotted sizes from past versions was beyond the scope of this release. I spent almost a month, almost daily, getting the parts to move in the editor so you will understand if I didn't look into that feature. marce contributed the electrical use feature. BloodyRain2k contributed support of the stock toolbar.ps. If you are going to support electrical charge, you will need to add those values to the CFGs too. Link to comment Share on other sites More sharing options...
AccidentalDisassembly Posted September 12, 2014 Share Posted September 12, 2014 (edited) You'll have to do the expansive tweakscale cfgs for now. Allowing for more than the allotted sizes from past versions was beyond the scope of this release. I spent almost a month, almost daily, getting the parts to move in the editor so you will understand if I didn't look into that feature. marce contributed the electrical use feature. BloodyRain2k contributed support of the stock toolbar.ps. If you are going to support electrical charge, you will need to add those values to the CFGs too.Yeah, no problem with writing the cfgs - the thing is, unless something has changed, tweakscale behaves very strangely with IR parts. Parts will not work when scaled to anything but 1.0 size or smaller, or in some cases, 2.0x size also works. But not 2.1x, 3x, 4x, 1.7x, etc. Any other scale factor tended to do very weird things, and it didn't *seem* to be an issue with the tweakscale cfgs themselves that I wrote. Possibly something in the way tweakscale does exponents, or... something, but the same thing happens when explicitly defining masses/movement rates/whatever via TWEAKSCALEEXPONENTS{}. I completely understand you didn't have infinite time & energy to devote to that though =) Will see what happens. Edited September 12, 2014 by AccidentalDisassembly Link to comment Share on other sites More sharing options...
sirkut Posted September 12, 2014 Author Share Posted September 12, 2014 That is probably related to TweakScale and not necessariy IR. I'll look into it when things quiet down a little here. Link to comment Share on other sites More sharing options...
Drew Kerman Posted September 12, 2014 Share Posted September 12, 2014 I managed to generate a buttload of log spam when trying to close the part movement window at one point. No recollection of what I might have done to do that, but I also noticed duplicates in the IR window and that it would blank when I moused over it - I'm guessing I absent-mindedly used Undo. Still, here's the output_log. Selecting a new craft, exiting out of the VAB and returning brought things back to normal.Also I found a bug in the VAB movement of parts when setting up movement limits. If you move a part, say a hinge, to 45 degrees and then reduce its max movement limit to 35, when you go to move back the part to 0 it will stop at 10 because it will think it's already at max limit (45) when it starts moving again. Easy to work around, once you know it's thereOh, and all this was with 0.19, haven't downloaded 0.19a yet Link to comment Share on other sites More sharing options...
SMILIE Posted September 12, 2014 Share Posted September 12, 2014 Did you change the name of the closed hinge on purpose?name = IRHingeClosedScaleable2It nearly destroyed my asteroid space station, luckily I had a backup of the savefile! Link to comment Share on other sites More sharing options...
sirkut Posted September 12, 2014 Author Share Posted September 12, 2014 Did you change the name of the closed hinge on purpose?name = IRHingeClosedScaleable2It nearly destroyed my asteroid space station, luckily I had a backup of the savefile!I must have changed it by accident when I was tackling a transform issue I was dealing with, my apologies that it slipped by. Link to comment Share on other sites More sharing options...
m1sz Posted September 12, 2014 Share Posted September 12, 2014 this new update is awesome!!!!!!!!!!!!!!!I can't hold my self, must do a transformer robot now!!! back to ksp! Link to comment Share on other sites More sharing options...
Daveroski Posted September 12, 2014 Share Posted September 12, 2014 (edited) Look here,I'm not one of those jingoists that kicks off a party just because a chap makes something in his garden shed that they wanted to make in the first place.I don't have a cellar full of vintage gratitude to give away to any old boy that used a talent he likes to use.I don't feel impelled to write nice letters to people I don't know, and wouldn't help if I saw them passed out in the street.Just so you understand that if there are any nice feelings for Tom, Richard, or who ever that other fellow is, they usually have to pry them out with a stick.I had a problem.I had assigned myself a task on KSP which upon reflection might have been a tad indulgent.The mission necessitated getting something rather bulky into a small space, getting it out of that space in a different environment and then packing the blighter up and putting it back so I could return to KSP leaving nothing behind but the frustration of the outward jaunt.The mission was successful. Not in a small part due to your flipping hinge and your flipping slider. (Look, now you made me a gutter-mouth)I used muscles that had long ago atrophied and smiled. Most uncomfortable.Now, I know that you put a lot of effort and time into this project of yours. I know you get a lot of flack from people who don't appreciate that. Fist impulse, Serves you flipping well right.On reflection, You made me feel something. I have an urge. To touch your hand. Yes. And shake it vigorously. I know, I know.. Perverted, but you were obviously asking for it.Well done, I say.Yes it happened. Now, like me, you must try to get over it.Get back to work and let's pretend this never happened ok?Bravo! (buggerit I'm a mess now) Edited September 12, 2014 by Daveroski Silly Censoring Link to comment Share on other sites More sharing options...
BahamutoD Posted September 12, 2014 Share Posted September 12, 2014 (edited) Yay! The in-editor movement with constraints was a bit strange at first (things turning one way in the editor, then the other way in flight; limits not copying over to the symmetry part), but removing and reattaching it a couple times helped for some reason.I put this together! Being able to move the wings in the SPH helped to know where the CoL is in each configuration. Edited September 12, 2014 by BahamutoD Link to comment Share on other sites More sharing options...
Wren Posted September 12, 2014 Share Posted September 12, 2014 yay! The in-editor movement with constraints was a bit strange at first (things turning one way in the editor, then the other way in flight; limits not copying over to the symmetry part), but removing and reattaching it a couple times helped for some reason.I put this together! Being able to move the wings in the sph helped to know where the col is in each configuration.http://giant.gfycat.com/perfectsoreboto.gifo.owowsers! Link to comment Share on other sites More sharing options...
cttw Posted September 12, 2014 Share Posted September 12, 2014 That looks like it could make proper hypersonic designs easier to land. Link to comment Share on other sites More sharing options...
sirkut Posted September 12, 2014 Author Share Posted September 12, 2014 Thanks for all the kind words guys. It makes me keep going with this project.BahamutoD, I'll had a config parameter in the next release that will fix the direction issue if they are swapped. Link to comment Share on other sites More sharing options...
petros_a_l Posted September 12, 2014 Share Posted September 12, 2014 Any chance of letting us choose the stock toolbar even if we have blizzy78's installed (for other mods)? Link to comment Share on other sites More sharing options...
sirkut Posted September 12, 2014 Author Share Posted September 12, 2014 Any chance of letting us choose the stock toolbar even if we have blizzy78's installed (for other mods)?Maybe but I will make it a config flag like I did with the electric charge flag since I don't like having both on the screen. Link to comment Share on other sites More sharing options...
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