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[1.0] Hangar Extender v3.3


Snjo

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8 hours ago, j1r2000 said:

so ETA on update for 1.1/1.1.2?

That is an ETA of +23Days, just looking up the page you post on can help.

On ‎21‎.‎04‎.‎2016 at 10:39 PM, Alewx said:

Update to the FSHangarExtender 3.4.8

  • Hangar hides now by Default, as the game model is no longer scaleable.

Download at Github

 

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1 hour ago, rafat abubreak said:

i am using v3.3 on ksp 1.1.2 it work fine not like v3.4.8 make the game crash wen you go VAB and start add parts :)

Let me guess HE the only mod you use?....

I doubt that 3.3 is compatible with 1.1.2 as a lot of KSP internals were changed.


EDIT: If the game crashes why do you not provide a log file that would help everyone.

Edited by Alewx
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Alewx nop these all mods i am using on ksp 1.1.2 and there ss from the game using v3.3 on both hungers http://imgur.com/g0d9q91 http://imgur.com/XKI518K http://imgur.com/PyXBDTo http://imgur.com/JlIKFNs:D

my output_log using HE v3.4.8

https://dl.dropboxusercontent.com/content_link/0FlDGNvkZu14i5OFeWOW4BXTPbpsu8Z3J0pkd7fdA2XLteSdGtAKfBYU6oEZBolO/file

Edited by rafat abubreak
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On 5/13/2016 at 7:47 AM, Alewx said:

Let me guess HE the only mod you use?....

I doubt that 3.3 is compatible with 1.1.2 as a lot of KSP internals were changed.


EDIT: If the game crashes why do you not provide a log file that would help everyone.

I just had a crash using 3.4.8 when trying to add parts. Here's the log file.

http://www.fileconvoy.com/dfl.php?id=g1c95f796215756d1999828305c404e879159a881a
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7 hours ago, OddFunction said:

I just had a crash using 3.4.8 when trying to add parts. Here's the log file.

http://www.fileconvoy.com/dfl.php?id=g1c95f796215756d1999828305c404e879159a881a

Thanks for the log.
There are just a few exceptions in the log but nothing from HE, AntennaRange is causing one.

And the way you describe the problem it is something that I already experienced in the Beta, but I get it most of the time when I remove the parts not when I add them.

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Just a quick one. When I hit the hangar extender, the VAB disappears and my craft is dumped outside. I can still build on it etc.

Is this a known bug, a feature or something else? I see you saying that stuff no longer scales in 1.1.2. Is this what you mean?

 

lcX2XFI.jpg

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14 minutes ago, Pronoes said:

Is this a known bug, a feature or something else? I see you saying that stuff no longer scales in 1.1.2. Is this what you mean?

On ‎13‎.‎05‎.‎2016 at 9:26 AM, Alewx said:

Update to the FSHangarExtender 3.4.8

  • Hangar hides now by Default, as the game model is no longer scaleable.

Download at Github

It is a feature, and yes that is what I mean.

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Just now, Alewx said:

It is a feature, and yes that is what I mean.

TY for your speedy confirmation and apologies for my ignorance. Not KSP'ed since Christmas and reinstalling today. Trying to catch up on ~100 mods simultaneously, some have gone, some are incompatible and some have changed beyond recognition. Glad that you've kept yours updated though! 

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Quote

//NOT IN USE -- Buildings start at max size?
false

Why not in use?

I’ve tried to add this convenient feature back:

Spoiler

 FShangarExtender/FSeditorExtender.cs | 6 ++++--
 1 file changed, 4 insertions(+), 2 deletions(-)

diff --git a/FShangarExtender/FSeditorExtender.cs b/FShangarExtender/FSeditorExtender.cs
index 1b3692b..daee9af 100644
--- a/FShangarExtender/FSeditorExtender.cs
+++ b/FShangarExtender/FSeditorExtender.cs
@@ -39,6 +39,7 @@ class FSeditorExtender : MonoBehaviour
 		private ApplicationLauncherButton _toolbarButton;
 		private static Texture2D _shrinkIcon;
 		private static Texture2D _extendIcon;
+		private bool _isFirstUpdate;
 
 
 		private class Node
@@ -93,7 +94,6 @@ public void Start()
 			loadToolbarButton();
 		}
 
-
 		/// <summary>
 		/// default mono update method which is called once each frame
 		/// </summary>
@@ -102,8 +102,9 @@ public void Update()
 			if (_hangarExtenderReady)
 			{
 				bool gotKeyPress = rescaleKeyPressed();
-				if (gotKeyPress)
+				if (_isFirstUpdate && BuildingStartMaxSize || gotKeyPress)
 				{
+					_isFirstUpdate = false;
 					Debugger.advancedDebug("Scaling Hangar Geometry", _advancedDebug);
 					StartCoroutine(toggleScaling());
 				}
@@ -267,6 +268,7 @@ private void resetMod()
 			_sphCameras.Clear();
 			_sceneScaled = false;
 			_hangarExtenderReady = false;
+			_isFirstUpdate = true;
 
 			if (_toolbarButton != null)
 			{

 

It works.

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4 hours ago, Teilnehmer said:

Why not in use?

I’ve tried to add this convenient feature back:

  Hide contents


 FShangarExtender/FSeditorExtender.cs | 6 ++++--
 1 file changed, 4 insertions(+), 2 deletions(-)

diff --git a/FShangarExtender/FSeditorExtender.cs b/FShangarExtender/FSeditorExtender.cs
index 1b3692b..daee9af 100644
--- a/FShangarExtender/FSeditorExtender.cs
+++ b/FShangarExtender/FSeditorExtender.cs
@@ -39,6 +39,7 @@ class FSeditorExtender : MonoBehaviour
 		private ApplicationLauncherButton _toolbarButton;
 		private static Texture2D _shrinkIcon;
 		private static Texture2D _extendIcon;
+		private bool _isFirstUpdate;
 
 
 		private class Node
@@ -93,7 +94,6 @@ public void Start()
 			loadToolbarButton();
 		}
 
-
 		/// <summary>
 		/// default mono update method which is called once each frame
 		/// </summary>
@@ -102,8 +102,9 @@ public void Update()
 			if (_hangarExtenderReady)
 			{
 				bool gotKeyPress = rescaleKeyPressed();
-				if (gotKeyPress)
+				if (_isFirstUpdate && BuildingStartMaxSize || gotKeyPress)
 				{
+					_isFirstUpdate = false;
 					Debugger.advancedDebug("Scaling Hangar Geometry", _advancedDebug);
 					StartCoroutine(toggleScaling());
 				}
@@ -267,6 +268,7 @@ private void resetMod()
 			_sphCameras.Clear();
 			_sceneScaled = false;
 			_hangarExtenderReady = false;
+			_isFirstUpdate = true;
 
 			if (_toolbarButton != null)
 			{

 

It works.

Then make a pull request on github. so that it get integrated.

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2 hours ago, Alewx said:

Then make a pull request on github. so that it get integrated.

I’m not sure if my code is correct. I’m calling StartCoroutine(toggleScaling()) inside Update() when it’s the first update in the session. It that OK?

Should I commit to the ‘master’ branch?

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1 minute ago, Teilnehmer said:

I’m not sure if my code is correct. I’m calling StartCoroutine(toggleScaling()) inside Update() when it’s the first update in the session. It that OK?

Should I commit to the ‘master’ branch?

commit is in your own repository and to merge it with mine, you make a pull request.

I will review the code.

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