ola Posted December 20, 2014 Share Posted December 20, 2014 Great! Thanks! Any chance of a CKAN release for 0.90, perhaps? Link to comment Share on other sites More sharing options...
Mystique Posted December 20, 2014 Share Posted December 20, 2014 (edited) Is "T" hotkey stock or EE now? Problem is that once I use it, I have to switch between node and radial attachment for each part and unable to reset it to default state.Thanks for update, I was really missing those option, they felt like stock features already Edited December 20, 2014 by Mystique Link to comment Share on other sites More sharing options...
philly_idle Posted December 20, 2014 Share Posted December 20, 2014 Whow, that was quick! Thanks for your hard work!22.5 degree angle snap is in there now as well.Perfect! Link to comment Share on other sites More sharing options...
RainDreamer Posted December 20, 2014 Share Posted December 20, 2014 Woot, can't live without this. Link to comment Share on other sites More sharing options...
MDBenson Posted December 20, 2014 Share Posted December 20, 2014 Yus!! My one go-to editor tool is ALREADY updated. Excellent work! Link to comment Share on other sites More sharing options...
marc40k Posted December 20, 2014 Share Posted December 20, 2014 Thanks, thanks, thanks, thanks, thanks for 0.90, thanks!! Link to comment Share on other sites More sharing options...
Kaiz0r Posted December 20, 2014 Share Posted December 20, 2014 Thank you for the 0.90 update! This makes building a lot more fun again! Link to comment Share on other sites More sharing options...
MachXXV Posted December 21, 2014 Author Share Posted December 21, 2014 Is "T" hotkey stock or EE now? Problem is that once I use it, I have to switch between node and radial attachment for each part and unable to reset it to default state.Thanks for update, I was really missing those option, they felt like stock features already I moved that function from Alt+R to T, since it was interfering with the new stock R hotkey that toggles between radial/mirror symmetry.Next update should have custom key mappings as well.T does two things - it toggles between the global surface and node attachment settings, and the part's own setting. I think I might disable the global setting change in the next update - I was undecided as to if it was useful, and with your example it might be more trouble than it's worth. Just being able to toggle your selected part's attachment node seems like the right way to go. Link to comment Share on other sites More sharing options...
Apollo13 Posted December 21, 2014 Share Posted December 21, 2014 Appreciate the update, mate. Link to comment Share on other sites More sharing options...
LABHOUSE Posted December 21, 2014 Share Posted December 21, 2014 How can I increase vab size? I cannot find the hotkey for that in the read me but you mentioned it on the second or third page that it is implemented. Link to comment Share on other sites More sharing options...
allmhuran Posted December 21, 2014 Share Posted December 21, 2014 Darnit, vertical snap was my most used feature of editor extensions, makes multipoint docking and many other things much easier. What was squad thinking?? Link to comment Share on other sites More sharing options...
AccidentalDisassembly Posted December 21, 2014 Share Posted December 21, 2014 (edited) I moved that function from Alt+R to T, since it was interfering with the new stock R hotkey that toggles between radial/mirror symmetry.Next update should have custom key mappings as well.T does two things - it toggles between the global surface and node attachment settings, and the part's own setting. I think I might disable the global setting change in the next update - I was undecided as to if it was useful, and with your example it might be more trouble than it's worth. Just being able to toggle your selected part's attachment node seems like the right way to go.I think the global stuff is probably a good thing to disable - right now, it seems like if you mess with the attachment rules for one part, then forever after you have to keep toggling back and forth to do what you want.E.g. turning on surface attach for a part that doesn't normally - then you pick up the next part, which you want to stack attach, now you have to turn stack back on (I think...) Edited December 21, 2014 by AccidentalDisassembly Link to comment Share on other sites More sharing options...
MachXXV Posted December 21, 2014 Author Share Posted December 21, 2014 How can I increase vab size? I cannot find the hotkey for that in the read me but you mentioned it on the second or third page that it is implemented.That doesn't work currently - the way the VAB and SPH are rendered now changed, so that's on the list of things to re-do. Link to comment Share on other sites More sharing options...
BrutalRIP Posted December 21, 2014 Share Posted December 21, 2014 Is "T" hotkey stock or EE now? Problem is that once I use it, I have to switch between node and radial attachment for each part and unable to reset it to default state.Thanks for update, I was really missing those option, they felt like stock features already yeah im also getting this problem it can become quite irritating Link to comment Share on other sites More sharing options...
MachXXV Posted December 22, 2014 Author Share Posted December 22, 2014 I've got something working, but in a slightly different way - you place the part, hover over the part with your mouse, hit V, and it will snap itself to the center. I'm also looking at being able to align the part to the top/bottom of the other part as well.So far i haven't been able to get it to work the old way - I was able to force it to the center, but once you let go of the mouse the game editor would place it in that position instead.I should have an update available tomorrow (still need to do more testing to make sure the mod doesn't make ships explode) Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted December 22, 2014 Share Posted December 22, 2014 (edited) I've got something working, but in a slightly different way - you place the part, hover over the part with your mouse, hit V, and it will snap itself to the center.I am perfectly okay with that. It surprised me how much I used Vsnap, actually - I don't really do asparagus designs any more but just stuff like putting solar panels in the middle of a probe core.. so much easier to hit V and be done with it than slide it up/down minutely and still be wrong anyway.. Looking forward to the update, sir!EDIT: Ouch.. pWings new update uses the T key binding to change the wing tip which conflicts with this.. although, now I think of it, it shouldn't be too bad - pWings' T is used when the part is placed and EE's T is used before that.. though it'd still toggle it for the next part you place.. Hrm.. could make the hotkeys configurable or something? Edited December 22, 2014 by ObsessedWithKSP Link to comment Share on other sites More sharing options...
MachXXV Posted December 22, 2014 Author Share Posted December 22, 2014 EDIT: Ouch.. pWings new update uses the T key binding to change the wing tip which conflicts with this.. although, now I think of it, it shouldn't be too bad - pWings' T is used when the part is placed and EE's T is used before that.. though it'd still toggle it for the next part you place.. Hrm.. could make the hotkeys configurable or something?They will be configurable, my current build is using a config file to set the hotkey, and I'm adding a UI window to adjust them. Link to comment Share on other sites More sharing options...
NathanKell Posted December 22, 2014 Share Posted December 22, 2014 Pwings keys can be changed in its cfg. Link to comment Share on other sites More sharing options...
zarakon Posted December 22, 2014 Share Posted December 22, 2014 Would it be possible to put in a small change to the offset gizmo's snap behavior?http://forum.kerbalspaceprogram.com/threads/104196-Offset-Gizmo-snaps-in-directions-other-than-desired-movementCurrently when you try to move a part in one direction with snap enabled, it will also snap to all 3 dimensions of the 3d grid. I think it would be better if it only snapped along the current vector of movement, and it seems like it might be an easy change to make Link to comment Share on other sites More sharing options...
Scorptrio Posted December 23, 2014 Share Posted December 23, 2014 I've got something working, but in a slightly different way - you place the part, hover over the part with your mouse, hit V, and it will snap itself to the center. I'm also looking at being able to align the part to the top/bottom of the other part as well.I really appreciate all the work you are putting into keeping this mod current. Back in the early versions of KSP, before there was Editor Extensions, or at least before I knew about it, I would actually save my design, exit out of the game, toggle vertical snap in the cfg file and get back into the game to continue working, then repeat the process. Vertical snap is the most valuable "gizmo" they could have, as it is perfect for so many things like lining up radial decouplers and boosters, centering parts on structural elements, getting the launch clamps into the perfect places all the way around, placing stage separator motors so that they are balanced, placing RCS on symmetrical probes or just needing to keep the center of mass on a sub-assembly near the center etc. and if you want perfectly placed multi-symmetrical onion or asparagus staging, it's a must. All my rockets fly true when they are based on vertical snaps, and I wouldn't want to build ships without them. Keep up the great work, it is really anticipated and appreciated! Link to comment Share on other sites More sharing options...
MachXXV Posted December 23, 2014 Author Share Posted December 23, 2014 Would it be possible to put in a small change to the offset gizmo's snap behavior?http://forum.kerbalspaceprogram.com/threads/104196-Offset-Gizmo-snaps-in-directions-other-than-desired-movementCurrently when you try to move a part in one direction with snap enabled, it will also snap to all 3 dimensions of the 3d grid. I think it would be better if it only snapped along the current vector of movement, and it seems like it might be an easy change to makeThis is actually more complicated than it seems (To me as well). From what I've found so far, the Gizmos aren't controllable via the API. I'm looking into writing custom part placement logic, effectively making my own gizmo that can intelligently place the part along another part taking into account its rotation and collision meshes. Not sure how long it will take, but I'm starting the research.- - - Updated - - -v2.1 is out, several changes so be sure to read the notes on the main post or the github download page Link to comment Share on other sites More sharing options...
MachXXV Posted December 23, 2014 Author Share Posted December 23, 2014 All my rockets fly true when they are based on vertical snaps, and I wouldn't want to build ships without themI feel the same, that's why I wanted to get vertical snap back as well! (and looking into some new alignment options) Link to comment Share on other sites More sharing options...
Hyomoto Posted December 23, 2014 Share Posted December 23, 2014 Skaboom! EE is back, baby! Link to comment Share on other sites More sharing options...
advice_dawgg Posted December 23, 2014 Share Posted December 23, 2014 (edited) Thankyou so much for bringing this mod back, ive been refreshing with great anticipation!However, unfortunately i have come across a bug.When i try to open the "load vessel' menu in the VAB, an empty UI outline pops up but there is no interface. And i cannot cancel, quit or use any other button.Output log spams this:[EXC 15:03:34.130] ArgumentException: GUILayout: Mismatched LayoutGroup.Repaint UnityEngine.GUILayoutUtility.BeginLayoutGroup (UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options, System.Type LayoutType) UnityEngine.GUILayout.BeginScrollView (Vector2 scrollPosition, Boolean alwaysShowHorizontal, Boolean alwaysShowVertical, UnityEngine.GUIStyle horizontalScrollbar, UnityEngine.GUIStyle verticalScrollbar, UnityEngine.GUIStyle background, UnityEngine.GUILayoutOption[] options) UnityEngine.GUILayout.BeginScrollView (Vector2 scrollPosition, UnityEngine.GUILayoutOption[] options) CraftBrowser.drawList (Int32 id) UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style)[EXC 15:03:34.137] IndexOutOfRangeException: Array index is out of range. CraftBrowser.drawList (Int32 id) UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style)[ERR 15:03:34.138] GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced)Thanks Edited December 23, 2014 by advice_dawgg Link to comment Share on other sites More sharing options...
MachXXV Posted December 23, 2014 Author Share Posted December 23, 2014 Thankyou so much for bringing this mod back, ive been refreshing with great anticipation!However, unfortunately i have come across a bug.When i try to open the "load vessel' menu in the VAB, an empty UI outline pops up but there is no interface. And i cannot cancel, quit or use any other button.thanks, I was just able to reproduce the error, not sure how I managed to miss this. I'm looking into it now. Link to comment Share on other sites More sharing options...
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