internerd Posted January 9, 2015 Share Posted January 9, 2015 Ahh, I didn't even think of offset. Now I feel dumb. Link to comment Share on other sites More sharing options...
MachXXV Posted January 11, 2015 Author Share Posted January 11, 2015 I too have this problem, but i think i know why : often i have struts / fuel lines connecting parts at oblique angles and U key appears to do nothing. However, when i connected two wings with parallel surfaces, it properly aligned both ends to be perpendicular. I guess EE does not "know" (yet ?) how to solve connection alignement between two surfaces at extreme engles.thats basically it - it tries to send the strut out perpendicular to the spot on the surface it's attached to. if that direction doesn't hit anything, it leaves the strut as-is. Next version I want to have it go along a straight line between the parts regardless of the surface angle, but that takes a little math that I need to work on first.- - - Updated - - -Well, it seems I was about to dig something up for the crash but honestly whether or not this is useful at all I wouldn't know. At least I found some information. I was holding down 'g' I think, forming a pWing when the game crashed. Here's the end of the output_text.logI'll try that - so far I haven't had any luck getting it to crash using pwings, but I'll keep trying to catch it in the act. Link to comment Share on other sites More sharing options...
B787_300 Posted January 11, 2015 Share Posted January 11, 2015 Hey Mach, Would it be possible for the Struts to take on predefined angles if attached to the sides of boosters to the main core? Link to comment Share on other sites More sharing options...
Carraux Posted January 14, 2015 Share Posted January 14, 2015 (edited) <deletedduetoaskingaquestiontoodumb> Edited January 14, 2015 by Carraux Link to comment Share on other sites More sharing options...
TK421d Posted January 14, 2015 Share Posted January 14, 2015 i really miss the old "v" key vertical symmetry is there no way to toggle it on/off any more instead of the place then align method? Link to comment Share on other sites More sharing options...
KerBlammo! Posted January 15, 2015 Share Posted January 15, 2015 i really miss the old "v" key vertical symmetry is there no way to toggle it on/off any more instead of the place then align method?Seconded. Would be nice to have it back the way it was if possible. Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted January 15, 2015 Share Posted January 15, 2015 It's not. Squad removed that vertical snap from the settings (that's all EE ever did, toggle that option on and off). Link to comment Share on other sites More sharing options...
Jacke Posted January 15, 2015 Share Posted January 15, 2015 It's not. Squad removed that vertical snap from the settings (that's all EE ever did, toggle that option on and off).In a bit more detail, the old vertical snap was a function in the old stock editor that wasn't mapped to a key or a UI feature. (Why, Squad?!? Why?!?) All EE did was add in the key mapping to toggle it on and off.I actually find the new vertical snap to be an improvement. Link to comment Share on other sites More sharing options...
Rosco P. Coltrane Posted January 16, 2015 Share Posted January 16, 2015 I'm facing a problem here. Any idea how to vertically snap stuff with rotated parts like we used to do in the "old days"?Say for example the following wheel. I used to put the thing there, and then "V" to center it vertically at the end of the beam. But with the new editor now vertical snap aligns the thing with the horizontal center (which was the vertical center before I rotated the part). Link to comment Share on other sites More sharing options...
taniwha Posted January 16, 2015 Share Posted January 16, 2015 Rosco P. Coltrane: simple: order of operations. Also, remember the re-root tool Link to comment Share on other sites More sharing options...
Rosco P. Coltrane Posted January 16, 2015 Share Posted January 16, 2015 Order of operation as in place the wheel on the beam and then rotate the beam? Will try that later... darn day job. What's the deal with this re-rooting you speak of? You mean making the beam the root and then place the wheel? Link to comment Share on other sites More sharing options...
Rosco P. Coltrane Posted January 17, 2015 Share Posted January 17, 2015 Well, I figured it out. You just place the part and then switch to offset mode with some medium to high angle set up and move it and it will snap to the center... The old "V" method was far superior, but what you gonna do. Link to comment Share on other sites More sharing options...
Bomoo Posted January 20, 2015 Share Posted January 20, 2015 Well, crap. Now how am I gonna satisfy my OCD cravings without vertical snap? Put that goodness back in, Squad! P.S. My EE doesn't seem to budge when I try using the keys for horizontal snap and strut/fuel align either. Or reset camera. Is that something on my end or a known issue? Link to comment Share on other sites More sharing options...
AlmightyR Posted January 23, 2015 Share Posted January 23, 2015 Well, crap. Now how am I gonna satisfy my OCD cravings without vertical snap? Put that goodness back in, Squad! P.S. My EE doesn't seem to budge when I try using the keys for horizontal snap and strut/fuel align either. Or reset camera. Is that something on my end or a known issue?Same here...Vertical/Horizontal snaps do nothing... Link to comment Share on other sites More sharing options...
pellinor Posted January 23, 2015 Share Posted January 23, 2015 Now that we have gizmos with fancy direction arrows, red/green/blue snap might be the most convenient UI. Link to comment Share on other sites More sharing options...
Aegrim Posted January 27, 2015 Share Posted January 27, 2015 Rosco the old tool used to do that too.Use placement angle or w/e it is, and place it to the side so it's off centre but if in the middle how you want, then use horizonal snap to get it into the middle.- - - Updated - - -Is it possible to make a button that will snap a part directly over the COM? Link to comment Share on other sites More sharing options...
taniwha Posted January 27, 2015 Share Posted January 27, 2015 Aegrim: vessel CoM? That would be nice. There have been a few times I wanted to do such. Link to comment Share on other sites More sharing options...
Aegrim Posted January 27, 2015 Share Posted January 27, 2015 Aegrim: vessel CoM? That would be nice. There have been a few times I wanted to do such.I've got nice balanced sky crane to go over my unbalanced rover, but i can't get it perfectly over the CoM so it flips over :/ Link to comment Share on other sites More sharing options...
Superfluous J Posted February 2, 2015 Share Posted February 2, 2015 Would there be a way to (Or is it already in there and I'm not seeing it on the features list) get the stock rotate widget to respect the angle you set in Editor Extensions? Right now it's either 15 degrees (no matter what EE has set) or smooth (if EE is set to smooth rotate). I want exactly 10 degrees which seems impossible. Link to comment Share on other sites More sharing options...
Red Iron Crown Posted February 2, 2015 Share Posted February 2, 2015 Would there be a way to (Or is it already in there and I'm not seeing it on the features list) get the stock rotate widget to respect the angle you set in Editor Extensions? Right now it's either 15 degrees (no matter what EE has set) or smooth (if EE is set to smooth rotate). I want exactly 10 degrees which seems impossible.Hold shift when rotating with angle snap on, it snaps to finer steps then though I'm not sure of the exact angle. (Stock behavior, not EE.) Link to comment Share on other sites More sharing options...
Superfluous J Posted February 2, 2015 Share Posted February 2, 2015 Hold shift when rotating with angle snap on, it snaps to finer steps then though I'm not sure of the exact angle. (Stock behavior, not EE.)Oh sweet I'll try that. I think I remember reading that when 0.90 came out.Hopefully it's 5 degrees. I needed 10 degrees and ended up eyeballing it. Two 5's would have been perfect. Link to comment Share on other sites More sharing options...
Jacke Posted February 3, 2015 Share Posted February 3, 2015 (edited) Oh sweet I'll try that. I think I remember reading that when 0.90 came out.Hopefully it's 5 degrees. I needed 10 degrees and ended up eyeballing it. Two 5's would have been perfect.If you use Part Angle Display mod, you can see how much you've tilted a part just before attaching it with the old method of picking the part up and holding shift and then using the WASDQE keys tilt it by small increments. The mod has a window where you can adjust the amount for each tick above and below the standard 5 degrees.The 3 mods I consider essential in the editor are Editor Extensions (this one), Part Angle Display, and RCS Build Aid. Edited February 3, 2015 by Jacke Link to comment Share on other sites More sharing options...
Jumpyyoza Posted February 7, 2015 Share Posted February 7, 2015 Linux kerbal hates it when you try to use the Alt key to do stuff so is there any alternate download for this wonderful mod? Link to comment Share on other sites More sharing options...
Padishar Posted February 7, 2015 Share Posted February 7, 2015 Linux kerbal hates it when you try to use the Alt key to do stuff so is there any alternate download for this wonderful mod?I have just submitted a pull request that changes the alt and shift key detection to use the configured "modifier" and "editor fine" keys. That should work much better on Linux where the modifier key defaults to the right shift key. Link to comment Share on other sites More sharing options...
MindS1 Posted February 10, 2015 Share Posted February 10, 2015 Fantastic mod! An essential add-in to any Kerbal game!If you're looking for ideas, I'm sure it would be fairly simple to add a key that centers the active vessel (not the camera) in the VAB/SPH.Thanks! Link to comment Share on other sites More sharing options...
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