Hyomoto Posted April 2, 2014 Share Posted April 2, 2014 The problem with the CoM disappearing is once tweakables were added, engines that have electricity exposed as tweakable cause this. It's a problem with NovaPunch, B9 and probably some others. Basically, any author either not present or too lazy to update their engines the the latest standards caused this bug. A simple module manager 'catch-all' patch will fix it but I can't seem to find mine, probably because I stopped using out of date packs. However, the B9 community has quite a few patches to fix all the broken parts and you should be able to find it there. Link to comment Share on other sites More sharing options...
NathanKell Posted April 2, 2014 Share Posted April 2, 2014 //Starwaster/NathanKell@PART[*]:HAS[@MODULE[ModuleEngines],@RESOURCE[ElectricCharge]]{ @RESOURCE[ElectricCharge] { %isTweakable = false %hideFlow = true }} Link to comment Share on other sites More sharing options...
Ratzap Posted April 2, 2014 Share Posted April 2, 2014 Since the author seems to be awol, I've recompiled the source for this against 0.23.5 assemblies. It didn't compile cleanly straight off the bat so don't be surprised if there are problems with the old package. The license is open so I'll put up the source + DLL if anyone's interested in the new compile. If I can reproduce the problem with electric tweakables I may fix it (if it's easy to find - CBA spending a load of time at it). Link to comment Share on other sites More sharing options...
DevL Posted April 2, 2014 Share Posted April 2, 2014 Since the author seems to be awol, I've recompiled the source for this against 0.23.5 assemblies. It didn't compile cleanly straight off the bat so don't be surprised if there are problems with the old package. The license is open so I'll put up the source + DLL if anyone's interested in the new compile. If I can reproduce the problem with electric tweakables I may fix it (if it's easy to find - CBA spending a load of time at it).Please do. Link to comment Share on other sites More sharing options...
Hyomoto Posted April 2, 2014 Share Posted April 2, 2014 Since the author seems to be awol, I've recompiled the source for this against 0.23.5 assemblies. It didn't compile cleanly straight off the bat so don't be surprised if there are problems with the old package. The license is open so I'll put up the source + DLL if anyone's interested in the new compile. If I can reproduce the problem with electric tweakables I may fix it (if it's easy to find - CBA spending a load of time at it).There is definitely interest in that, so yes please. Also, the problem with the tweakables is simple to reproduce, either remove the line NathanKell's patch from a good engine, or use an engine from B9 or NovaPunch (ideally a simple one, no need to compound the issue). To reproduce: put engine on ship, right click engine, CoM disappears. You can then fix it by deleting that engine and placing a new one, the bug doesn't happen until you right-click the offending part.I wouldn't lose any sleep over it though, the problem is with KSP and out-of-date mods. ModuleManager can already be used to band-aid it. Link to comment Share on other sites More sharing options...
Ratzap Posted April 2, 2014 Share Posted April 2, 2014 I don't have either B9 or NovaPunch installed atm (big mods while developing plugins = loooong ass starts between changes). Save me the hassle, here is the DLL and source, drop the DLL in and tell me if it fixes it for you please https://dl.dropboxusercontent.com/u/71576136/KSP/EditorExtensions.dllhttps://dl.dropboxusercontent.com/u/71576136/KSP/EditorExtensions.csI also changed the plugin to use KSPAddonFixed so it doesn't clobber any other older plugins. Link to comment Share on other sites More sharing options...
Padishar Posted April 2, 2014 Share Posted April 2, 2014 You can then fix it by deleting that engine and placing a new one, the bug doesn't happen until you right-click the offending part.You can also "fix" it by simply dragging the electric charge slider on the tweakable window. When you do this the value will change from NaN back to 0.0 and the calculations involving mass will work again. Link to comment Share on other sites More sharing options...
MachXXV Posted April 2, 2014 Author Share Posted April 2, 2014 I don't have either B9 or NovaPunch installed atm (big mods while developing plugins = loooong ass starts between changes). Save me the hassle, here is the DLL and source, drop the DLL in and tell me if it fixes it for you please https://dl.dropboxusercontent.com/u/71576136/KSP/EditorExtensions.dllhttps://dl.dropboxusercontent.com/u/71576136/KSP/EditorExtensions.csI also changed the plugin to use KSPAddonFixed so it doesn't clobber any other older plugins.I'm back from my AWOLness - and thanks for saving me some work - I'll get this merged today. I also posted a link to the github repo on the main post. Link to comment Share on other sites More sharing options...
Ratzap Posted April 2, 2014 Share Posted April 2, 2014 I'm back from my AWOLness - and thanks for saving me some work - I'll get this merged today. I also posted a link to the github repo on the main post.Excellent. I'm sure you did but I'm notoriously blind with links. Link to comment Share on other sites More sharing options...
Hyomoto Posted April 2, 2014 Share Posted April 2, 2014 I don't have either B9 or NovaPunch installed atm (big mods while developing plugins = loooong ass starts between changes). Save me the hassle, here is the DLL and source, drop the DLL in and tell me if it fixes it for you please https://dl.dropboxusercontent.com/u/71576136/KSP/EditorExtensions.dllhttps://dl.dropboxusercontent.com/u/71576136/KSP/EditorExtensions.csI also changed the plugin to use KSPAddonFixed so it doesn't clobber any other older plugins.I'll definitely use this, but I also don't use B9 or NP, perhaps for the same reasons you updated the dll. As I said though, I don't think it is caused by editor extensions, it happens in the base game as far as I know. Link to comment Share on other sites More sharing options...
Ki-Tarn Posted April 6, 2014 Share Posted April 6, 2014 Silly question as it's not listed in the readme file. Where do I put the DLL and will I need the CS file too. Does it go in base ksp_win folder or a GameData subfolder? Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted April 7, 2014 Share Posted April 7, 2014 (edited) Silly question as it's not listed in the readme file. Where do I put the DLL and will I need the CS file too. Does it go in base ksp_win folder or a GameData subfolder?The dll goes in Kerbal Space Program\GameData\EditorExtensions. You don't NEED the .cs file, I think that's just the source and is required for uploads to the forums here.EDIT: What is a CS file?Files that contain the .cs file extension are files that contain source code. The source code in a .cs file has been written in the C# or C# .NET programming language. So yes, it's just what the dll was written in and how, there's no need aside from curiosity to have it in the folder (only reason it's included is because as I said, it's a rule on the forums). Edited April 7, 2014 by ObsessedWithKSP Link to comment Share on other sites More sharing options...
NeoMorph Posted April 7, 2014 Share Posted April 7, 2014 OH MY GOD...I was just mourning this mod just today when I wanted a bunch more oxygen tanks around my station and the stock limit was 8 (I think) and I had to redo them over and over because I couldn't line them up perfectly lol.Thank you... Link to comment Share on other sites More sharing options...
BloodyRain2k Posted April 8, 2014 Share Posted April 8, 2014 Why is Tab still the key to switch the mode? I always get stuck then in the description input box and so I need to recompile it myself and use Y (german layout) instead Link to comment Share on other sites More sharing options...
HoopyFrood Posted April 23, 2014 Share Posted April 23, 2014 I'm really confused about this plugin. I assumed vertical snap would allow you to ensure accurate vertical positioning of parts when not using a specified symmetry. Am I wrong? This is my only installed plugin and it seems to snap parts only at the middle of the surface. Link to comment Share on other sites More sharing options...
TMS Posted April 23, 2014 Share Posted April 23, 2014 I'm really confused about this plugin. I assumed vertical snap would allow you to ensure accurate vertical positioning of parts when not using a specified symmetry. Am I wrong? This is my only installed plugin and it seems to snap parts only at the middle of the surface.Yep, the mod takes advantage of an unused (under-developed) config setting within stock KSP.That setting is called "vsnap" and basically does exactly what you've just described - it snaps placement to the mid-point of a given part. Unfortunately, KSP's stock functionality doesn't set fine-grain vertical points at which the editor can snap to. Link to comment Share on other sites More sharing options...
KerbMav Posted April 23, 2014 Share Posted April 23, 2014 I remember being able to scroll through the part pages in VAB/SPH with the mousewheel - where did that come from? Link to comment Share on other sites More sharing options...
BloodyRain2k Posted April 23, 2014 Share Posted April 23, 2014 I remember being able to scroll through the part pages in VAB/SPH with the mousewheel - where did that come from?Part Catalog Link to comment Share on other sites More sharing options...
HoopyFrood Posted April 23, 2014 Share Posted April 23, 2014 Yep, the mod takes advantage of an unused (under-developed) config setting within stock KSP.That setting is called "vsnap" and basically does exactly what you've just described - it snaps placement to the mid-point of a given part. Unfortunately, KSP's stock functionality doesn't set fine-grain vertical points at which the editor can snap to.Ah, ok. Well, it is still useful, especially for snapping things onto smaller parts. Just not quite as useful as I thought. Link to comment Share on other sites More sharing options...
Justin Kerbice Posted May 1, 2014 Share Posted May 1, 2014 @MachXXV: nice extension, two questions:1. is there any way to make symetry count increase/decrease more user-friendly ? Because clicking to make +1/-1 at a time is just too bad (using X/shift-X is the same, there is not kind of repeat key enabled), and add a key/button to reset count (when you reach 100... you're in trouble).Also, when number is > 50, decrease by one put it to 49 (you can get more than 50 by taking a part and continue clicking on symmetry button).2. is there any way to add node selection on snapping ?There is serious issues with big nodes and overlapping nodes which confuse the editor, and snapping sensibility is very badly set (a single node can get all "snapping force", the others are one single pixel move sensitive)Thanks. Link to comment Share on other sites More sharing options...
marce Posted May 12, 2014 Share Posted May 12, 2014 Hiany ideas why my multiplier display changed from 1x, 2x, 3x etc. to 'M'? I can go up to 'MM' resulting in 2x symmetry but that's it.Thanks! Link to comment Share on other sites More sharing options...
DevL Posted May 12, 2014 Share Posted May 12, 2014 Hiany ideas why my multiplier display changed from 1x, 2x, 3x etc. to 'M'? I can go up to 'MM' resulting in 2x symmetry but that's it.http://i.imgur.com/bITBoNL.jpg?1Thanks!You've switched from VAB to SPH mode. Press tab to switch back. Link to comment Share on other sites More sharing options...
marce Posted May 12, 2014 Share Posted May 12, 2014 You've switched from VAB to SPH mode. Press tab to switch back.Hell, sometimes I'm an idiot...Thanks! Link to comment Share on other sites More sharing options...
royying Posted May 19, 2014 Share Posted May 19, 2014 I suggest to add a UI to toggle the functionsIt is hard to memorize all function hotkeys Link to comment Share on other sites More sharing options...
datobbs Posted May 31, 2014 Share Posted May 31, 2014 Can someone upload the mod somewhere or can the author upload it to http://kerbal.curseforge.com/ksp-mods?KerbalSpacePort is no longer available.Thanks in advance! Link to comment Share on other sites More sharing options...
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