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[1.0] Hangar Extender v3.3


Snjo

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[quote name='Alewx']construction and camera boundingboxes get increased, also maxHeight and maxDistance, so there should be no reason to reach the top that early.[/QUOTE]

perhaps something that is not related to the boundingbox? i.e. that just draws the buldings on the map - they need to have a height - and i bet that is not increased
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[quote name='Speadge']perhaps something that is not related to the boundingbox? i.e. that just draws the buldings on the map - they need to have a height - and i bet that is not increased[/QUOTE]

The visible mesh is completely independent from the camera.
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in unity that are components that are completely independent from each other and KSP even turned them further away.
Might be there is a "new" camera class which uses values which are not addressed, but then again in VAB everything is fine.
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[quote name='Alewx']but then again in VAB everything is fine.[/QUOTE]
james said that it isnt. in VAB the point where camera turns is jus way higher.
i am not @ home atm, but you could try to move the testobject to the ceiling and scroll around then...
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[quote name='Speadge']james said that it isnt. in VAB the point where camera turns is jus way higher.
i am not @ home atm, but you could try to move the testobject to the ceiling and scroll around then...[/QUOTE]

That depends on the factor you set in the config, if the same thing happens at factor 10 at a certain height than there is something that is limiting the buildings in a class that is not yet clear.
I'm in office so I can not try something.
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[quote name='Alewx']That depends on the factor you set in the config, if the same thing happens at factor 10 at a certain height than there is something that is limiting the buildings in a class that is not yet clear.
I'm in office so I can not try something.[/QUOTE]

from what he said it happens on the height where the standard-vab-ceiling would be at... so perhaps no relation to the factor of extension?
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[quote name='Alewx']That depends on the factor you set in the config, if the same thing happens at factor 10 at a certain height than there is something that is limiting the buildings in a class that is not yet clear.
I'm in office so I can not try something.[/QUOTE]

Except that I never changed any numbers in the config, so, they're the default numbers for me.
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[quote name='Alewx'][COLOR=#228822][SIZE=4]Update to the FSHangarExtender 3.4.6[/SIZE][/COLOR]
[LIST]
[*]Recompile for KSP 1.0.5
[*]fixed Nullpointer at Scene leaving
[/LIST]
[URL="https://github.com/Alewx/FShangarExtender/releases/download/v3.4.6/FShangarExtender_3.4.6.zip"]Download at Github[/URL][/QUOTE]

Any chance that this new version could become avalible in CKAN?
The version in CKAN has been outdated for ages...
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[quote name='NathanKell']Wait, why me?

All I did was create an issue on the CKAN repo asking them to retarget here, just as anyone can do. :][/QUOTE]
Because of that :D
I assume you know a lot more about CKAN than me. Because It seems like it was reassigned to my repository I thought it would update to new Versions?
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[quote name='smjjames']How do I make the camera stop rotating like shown in the vid? I preferred it when it didn't do that in earlier versions of Hangar Extender and I find it very annoying.[/QUOTE]

It does that in the stock hanger as well; I don't think it's an Extender bug.
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[quote name='Alewx']Which also were for different stock game versions.....[/QUOTE]

I know, I know, but still, those older versions still work. Sure they don't expand the building, but I don't mind because it still does what it's supposed to do.
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[quote name='NathanKell']Are you talking about double-right-click mouselook? There's a setting in the game's settings menu for it. It should be all explained in the 1.0.5 changelog...[/QUOTE]

No, that's a different thing and wasn't the problem here, and did you look at the vid?
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  • 4 weeks later...
On 22.09.2015 at 5:29 PM, Alewx said:
On 22.09.2015 at 5:00 PM, Teilnehmer said:

Cool but by removing the hangar I didn’t meant the floor too.
Could you please add a separate setting for hiding the floor?

That is uncool, because it is part of a single branch

Oh, thank you! That works now.

To be honest, I loved the sky-only mode too. Is it possible to choose it in the cfg?

Edited by Teilnehmer
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  • 1 month later...

Ok with the 1.0.5 silent patch, they changed something  in the camera, so that the scaling of the camera is no longer working.
So far I have absolutly no clue how to get around that.

Edit:

Ok it is not broken by Squad but an incompatibility with KerboKatz Camera Utility.

Edited by Alewx
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46 minutes ago, Alewx said:

Ok with the 1.0.5 silent patch, they changed something  in the camera, so that the scaling of the camera is no longer working.
So far I have absolutly no clue how to get around that.

Edit:

Ok it is not broken by Squad but an incompatibility with KerboKatz Camera Utility.

Yep, I tried using that camera utility several months back and found that it breaks this mod. The camera utility didn't do what I thought it would do anyway.

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9 hours ago, smjjames said:

Yep, I tried using that camera utility several months back and found that it breaks this mod. The camera utility didn't do what I thought it would do anyway.

For me it didn't work at all. Maybe I can find some usefull stuff in that.

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