Torih Posted June 26, 2015 Share Posted June 26, 2015 Think its more than just that. Since its showing version 2.3 as the latest (in fact now I check it again today its now version 2.2). When it had previously had 2.8. Odd. Link to comment Share on other sites More sharing options...
Red Iron Crown Posted June 26, 2015 Share Posted June 26, 2015 You should really be discussing this over in the CKAN thread. Link to comment Share on other sites More sharing options...
FlexGunship Posted June 27, 2015 Share Posted June 27, 2015 (edited) Think its more than just that. Since its showing version 2.3 as the latest (in fact now I check it again today its now version 2.2). When it had previously had 2.8. Odd.Confirmed. Looks like an accidental recommit. Don't know if ckan can fix it. MachXXV may have to recommit the current version.EDIT: Okay, maybe it's an issue with ckan after all. Looks like ckan sees commits of "x.10" as being LESS than "x.9". It's treating version numbers as decimal numbers. That sucks for a lot of modders. (In this case, ckan thinks 2.12 is less than 2.8). Edited June 27, 2015 by FlexGunship Link to comment Share on other sites More sharing options...
Umbrae Posted June 27, 2015 Share Posted June 27, 2015 maybe it's an issue with ckan after all. Looks like ckan sees commits of "x.10" as being LESS than "x.9". It's treating version numbers as decimal numbers. That sucks for a lot of modders. (In this case, ckan thinks 2.12 is less than 2.8).Read that last part again, in what numbering system is 2.12 greater than 2.8? The problem is not with CKAN, but with the EE version numbers. Looking at the github releases it went 2.2, 2.3, 2.4, 2.5, 2.6, 2.7, 2.8, 2.9 2.11, 2.12... Yea CKAN is going to have a problem with that, and so is anything else that can count. The version number did not increase. I would think this version should be named 3.12, not 2.12 which is less than 2.8, or even the old 2.2 version I currently have installed.I was checking this thread to see what was going on as even the fist post in this thread showed me an older version number than what I already had. Link to comment Share on other sites More sharing options...
Superfluous J Posted June 27, 2015 Share Posted June 27, 2015 in what numbering system is 2.12 greater than 2.8Software versions.You start with 0.1. Then you have 0.2, then 0.3. When you get to 0.9 and make a new version, it goes to 0.10These aren't decimals. They're full numbers that happen to be separated by periods.2.12 is not smaller than 2.8 for the same reason that June 27th (6-27) is not "negative 21" Link to comment Share on other sites More sharing options...
Torih Posted June 27, 2015 Share Posted June 27, 2015 I wondered if it was related to the version number, maybe ckan is reading wrongly them as decimals. No reply over in the ckan thread yet. In any case done a manual install in the meantime, so least I've got editor back up and running Link to comment Share on other sites More sharing options...
SkyMarshal Posted June 27, 2015 Share Posted June 27, 2015 CKAN got confused due to some overly promiscuous compatibility tags. Should be fixed. Is the latest version 1.0.4 compatible? Link to comment Share on other sites More sharing options...
rottielover Posted June 29, 2015 Share Posted June 29, 2015 is anyone else having an issue with the strut / fuel alignment? When I hover over the struts or fuel pipes and press U nothing happens. Did the key-bind change from what's stated in the OP? Link to comment Share on other sites More sharing options...
A_name Posted July 1, 2015 Share Posted July 1, 2015 Sorry if this is a known issue. When pressing X, Shift+X and Alt+X for symmetry the behavior is not as expected. It does some funky stuff, such as jump from 1R to 8R, then back to 2R. Any help is appreciated. Link to comment Share on other sites More sharing options...
drtedastro Posted July 1, 2015 Share Posted July 1, 2015 I am also having some 'twerky' issues. Alt X or Alt C to reset to base number sometimes fastforwards to different number.Have not been able to to track down precisely, but when i can reproduce I will submit pic's and logs.anyway, thanks for great mod. Love it... Link to comment Share on other sites More sharing options...
Superfluous J Posted July 1, 2015 Share Posted July 1, 2015 I've had that problem forever. Never really though of it as a bug though it obviously is one.In my experience, what happens is you're in symmetry mode - say - 5 and your mouse passes over something that was put on in symmetry mode - say - 2. The game changes symmetry mode to 2 but EE still thinks it's 5. So when you hit X or shift-X again, it goes to 4 or 6. I never use alt-x (though I should) so I don't know what it'd do in that case. Link to comment Share on other sites More sharing options...
Fizwalker Posted July 1, 2015 Share Posted July 1, 2015 I only had those issues when I used the version for 1.0.2 in 1.0.4 and given the lack of information in those "Bug reports," that could be what they're experiencing. Anyway, going to try the current version in 1.0.4. I wish I'd understood what this mod did years ago.... >.> Link to comment Share on other sites More sharing options...
iStickyDuck Posted July 4, 2015 Share Posted July 4, 2015 Tried using in 1.0.4 and on the symmetry and angle snap is working. None of the keybinds work at all Link to comment Share on other sites More sharing options...
brettuzzi Posted July 6, 2015 Share Posted July 6, 2015 Tried using in 1.0.4 and on the symmetry and angle snap is working. None of the keybinds work at all It must be an incompatible mod or a strange bug for you; my keybindings are working fine on 1.0.4 (and I'm running 28 other mods). Link to comment Share on other sites More sharing options...
iStickyDuck Posted July 7, 2015 Share Posted July 7, 2015 Other mods I'm using are MechJeb, InfernalRobotics and DockingAlignment... Don't see how any are incompatible as I've used them together before Link to comment Share on other sites More sharing options...
Jacke Posted July 10, 2015 Share Posted July 10, 2015 Didn't part symmetry used to go higher than 20? I'm on EE 2.12 and right now it maxes out at 20. Is there some limitation of the editor now? Link to comment Share on other sites More sharing options...
Red Iron Crown Posted July 11, 2015 Share Posted July 11, 2015 Didn't part symmetry used to go higher than 20? I'm on EE 2.12 and right now it maxes out at 20. Is there some limitation of the editor now?The max symmetry is configurable in the settings window, click the EEX icon in the toolbar. Link to comment Share on other sites More sharing options...
Jacke Posted July 11, 2015 Share Posted July 11, 2015 The max symmetry is configurable in the settings window, click the EEX icon in the toolbar.Thanks, Red Iron Crown! Link to comment Share on other sites More sharing options...
fatcargo Posted July 19, 2015 Share Posted July 19, 2015 List:1. Add ability to highlight connected parts when hovering mouse over strut / fuel line and pressing keyboard shortcut. Useful when doing inner strutting of parts that are very close but not directly attached (for example wings that attach to one fuselage section but span more than that).2.Keyboard shortcut to reset entire craft to editor center. For example SHIFT+SPACE, that way user hits space to reset camera and then shift+space to reposition craft, kind of 1-2-punch-combo.For item 1. i've got ideas from :- Editor Extensions (strut alignement)- Part Wizard (part highlighting)So, the item 1. idea is kind of amalgam of the above mentioned plugins, so i'm not really sure which one should implement this. Link to comment Share on other sites More sharing options...
marc40k Posted July 30, 2015 Share Posted July 30, 2015 Add:3. Solve the flicker/twitch when pressing X to change simmetry number. (It is very annoying)4. Add a button to center a part in the vertical center of a rocket (when looking the rocket from above or below)Thanks again MachXXV, you're a pro. Link to comment Share on other sites More sharing options...
fatcargo Posted August 2, 2015 Share Posted August 2, 2015 (edited) Another request : per-axis centering while using offset gizmo. This would be an extension of horizontal and vertical snap. Workflow : user selects offset gizmo, selects target part, click-and-hold (or just hover mouse over) desired axis and finally presses v key (same as default for vertical snap). Absolute/Relative modes should not affect this (center is center no matter how you look at it). Edited August 2, 2015 by fatcargo Link to comment Share on other sites More sharing options...
Sharpy Posted August 15, 2015 Share Posted August 15, 2015 Would you be able to give VAB the same behavior as SPH for middle mouse button dragging - translate camera? Link to comment Share on other sites More sharing options...
Drew Kerman Posted August 15, 2015 Share Posted August 15, 2015 Would you be able to give VAB the same behavior as SPH for middle mouse button dragging - translate camera?suggest instead looking into WasdEditorCamera Link to comment Share on other sites More sharing options...
Psycho_zs Posted September 23, 2015 Share Posted September 23, 2015 Does anyone get mirror symmetry written as 2x radial to the craft file, so reloading messes it? Link to comment Share on other sites More sharing options...
mAAAd Posted September 24, 2015 Share Posted September 24, 2015 hello. please, add the lever on each axis of rotation sphere. very difficult to turn part on a small angle when the lever arm a little if there will be a levers, which can be pulled on desired length - it will be very useful Link to comment Share on other sites More sharing options...
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