Akira_R Posted November 5, 2014 Share Posted November 5, 2014 Hey will the current version of KK work on .24.2?Just curious if it is backwards compatible or if I should just stick with the latest release for .24.2 in the middle of my career save and updating will mean I have to re set up all my logistics and stuff and I kind of just want to wait until .9 comes out before restarting a career. Link to comment Share on other sites More sharing options...
Darren9 Posted November 5, 2014 Share Posted November 5, 2014 I'm new to this and need a bit of help please, I have a part from the game that I'd like to spawn as a static but it's upside down and too small. All I have is the part as it's exported ready for the game, I don't have Unity installed at the moment, so it's just a model.mu and .mbm. Is there any way to turn it upside down and double it's scale without going back to Unity? Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted November 6, 2014 Share Posted November 6, 2014 Noticing a lot of entries from KK (I presume it's KK, none of my other mods abbreviate to KK) in my output log:KK: StaticDatabase.updateCache() - Kerbin(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)KK: updateCache()(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)KK: playerPos is(-1396.7, -7.0, 2369.6)It updates every second. I believe I have 0.4PRE4c (or so the KerbalStuff download is called), a few KerbinSide assets and KSC++. This is while I'm in LKO, by the way. Any reason for the very frequent updates and entries? Link to comment Share on other sites More sharing options...
medsouz Posted November 6, 2014 Author Share Posted November 6, 2014 AlphaAsh has been making the plugin a lot more verbose to help us track down some issues. Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted November 6, 2014 Share Posted November 6, 2014 AlphaAsh has been making the plugin a lot more verbose to help us track down some issues.I see. Fair enough then if it's for the greater good (the greater good). Carry on Link to comment Share on other sites More sharing options...
AlphaAsh Posted November 6, 2014 Share Posted November 6, 2014 Yeah sorry OWK. I thought of having the extra debug toggleable before I roll a release but then realised until some of the issues are cracked, it's useful to have it showing up in live logs. You sir, are one of my lab rats. Muhahaha. Ahem. Sorry. Link to comment Share on other sites More sharing options...
Justin Kerbice Posted November 6, 2014 Share Posted November 6, 2014 @AlphaAsh: got a similar bug to the recovery/revert (maybe linked to the active and hierarchy you're working on) going to Minmus, play a little bit, switch between vessels and kerbals quite a lot, then going back to KSC => no buildings displayed despite seeing in log :KK: StaticDatabase.updateCache() - KerbinSetting KerbiceBuildings/BiggerLaunchpad/KBIFOUND300GRA(Clone) to visible=TrueSetting BPAD_KSC to visible=TrueSetting crash_academy_spawn to visible=True Link to comment Share on other sites More sharing options...
AlphaAsh Posted November 6, 2014 Share Posted November 6, 2014 @AlphaAsh: got a similar bug to the recovery/revert (maybe linked to the active and hierarchy you're working on) going to Minmus, play a little bit, switch between vessels and kerbals quite a lot, then going back to KSC => no buildings displayed despite seeing in log :Yep, looks like the recovery and revert bug might be down to the same thing and still a thing. At least I'll be able to roll back some of my more vicious random fixes now I'm actually tracking it down. Link to comment Share on other sites More sharing options...
drtedastro Posted November 7, 2014 Share Posted November 7, 2014 Ok, first.... This is GREAT....Next, I am 'learning' how to work with this. I have the Kerbin-Side goodies as well.When I go to one of the previously built sites, how do i select one of the objects to mess with / modify? I see all of the objects (ALL of them) listed in the KK menu, but is there a way to limit the list to the immediate area? Or how do i click / select via looking at the objects.Any help is appreciated...just trying to learn so i can start making new areas using the prebuilt parts...Thanks. Link to comment Share on other sites More sharing options...
AlphaAsh Posted November 7, 2014 Share Posted November 7, 2014 Ok, first.... This is GREAT....When I go to one of the previously built sites, how do i select one of the objects to mess with / modify? I see all of the objects (ALL of them) listed in the KK menu, but is there a way to limit the list to the immediate area? Or how do i click / select via looking at the objects.Thanks.A 'local scan' feature for the editor side of KK is on my to-do list. First up I'm hoping to improve the GUI in general. Sorry chap, you'll have to muddle through for the moment. Link to comment Share on other sites More sharing options...
drtedastro Posted November 7, 2014 Share Posted November 7, 2014 A 'local scan' feature for the editor side of KK is on my to-do list. First up I'm hoping to improve the GUI in general. Sorry chap, you'll have to muddle through for the moment.Hey, no worries....I am writing a script to pull / organize the .cfg files based on the xyz position. This will allow me to figure out what is what and then build separate areas in different dir's...again, really great mod ...Thanks. Link to comment Share on other sites More sharing options...
AlphaAsh Posted November 7, 2014 Share Posted November 7, 2014 Good call. Watch out for the increased memory footprint that'll give you. KerbinSide uses a single directory, for the most part, to share the textures across all assets. I am uncertain whether KK's static configs support directory pathing for models and textures and that might make things harder on you. Link to comment Share on other sites More sharing options...
AlphaAsh Posted November 7, 2014 Share Posted November 7, 2014 (edited) v0.4PRE4d now available from KerbalStuff.Changelog:Removed some now redundant debug - less verbose in the log.Some initial EditorGUI improvements for usability.Disallowed filters in VAB and SPH are disabled as appropriate.Finally completely killed the revert/recovery bug, where mod statics at the space centre or a base don't appear sometimes. Still, please report re-occurrences. Prove me wrong!May have fixed the odd centering bug in the right panel of the launch selector. Please report re-occurrences.May have fixed the camera sticking bug when first launching after loading a save. Again, please report re-occurrences.Fixed the snap to surface bug where multiple clicks just incremented an object's altitude. Credit: Ravencrow. Edited November 7, 2014 by AlphaAsh Added a change I missed Link to comment Share on other sites More sharing options...
Justin Kerbice Posted November 7, 2014 Share Posted November 7, 2014 v0.4PRE4d now available from KerbalStuff.Changelog:...thanks Didn't try the issue yet, but do some adjustments to some of my buildings, and it works great. The only remaining annoyance is the camera .It moves weirdly and sssslllllooooooooooooowwwwwwwyyyyyyy (when zooming), a snail would go faster . Link to comment Share on other sites More sharing options...
AlphaAsh Posted November 7, 2014 Share Posted November 7, 2014 Improving the camera for the editor side of KK is on the to-do list, no worries. Next up is a 'local instances' filter for the editor. Only lists instances within 10 km of your current location, making it easier to focus on just the base you're working on. An extension of that I'm hoping to do is being able to set all listed objects to a single group. This is assuming that groups are actually working to improve the efficiency of caching. I need to confirm that first. Link to comment Share on other sites More sharing options...
19chickens Posted November 7, 2014 Share Posted November 7, 2014 (edited) Kerbinside fails to load at all for the version you recommend on the KerbinSide thread. Testing new version now.New version loads KerbinSide buildings. STILL can't launch from them.*goes off crying as ive been trying to make it work for 3-4 days* Edited November 7, 2014 by 19chickens Link to comment Share on other sites More sharing options...
rifter Posted November 8, 2014 Share Posted November 8, 2014 Really minor annoyance: a messagebox from KSP Add-on version Checker - Issue Monitor pops up on startup claiming that "The currently installed version of Kerbal Konstructs was built to run on KSP 0.24.2"This is with version 0.4PRE4d, running on Linux x64. It otherwise seems to be working great. Link to comment Share on other sites More sharing options...
AlphaAsh Posted November 8, 2014 Share Posted November 8, 2014 Really minor annoyance: a messagebox from KSP Add-on version Checker - Issue Monitor pops up on startup claiming that "The currently installed version of Kerbal Konstructs was built to run on KSP 0.24.2"This is with version 0.4PRE4d, running on Linux x64. It otherwise seems to be working great.Nuts, I thought I updated the version file. Will make sure that's done. Cheers for the heads-up. Link to comment Share on other sites More sharing options...
19chickens Posted November 8, 2014 Share Posted November 8, 2014 (edited) It worked on 0.25 Windows 32-bit, just it failed to open the launch location thingy at all.nvm, its a kerbinside error Edited November 8, 2014 by 19chickens Link to comment Share on other sites More sharing options...
Justin Kerbice Posted November 8, 2014 Share Posted November 8, 2014 Improving the camera for the editor side of KK is on the to-do list, no worries. Next up is a 'local instances' filter for the editor. Only lists instances within 10 km of your current location, making it easier to focus on just the base you're working on. An extension of that I'm hoping to do is being able to set all listed objects to a single group. This is assuming that groups are actually working to improve the efficiency of caching. I need to confirm that first.I got another idea for this: why not make the map icons clickable (right click maybe) and "edit this site" action.The only issue would be KSP needs a vessel nearby unless something can be done to avoid camera issue (no terrain loaded/visible if working on a site located hundreds kms away). Link to comment Share on other sites More sharing options...
drtedastro Posted November 8, 2014 Share Posted November 8, 2014 [tutorial coming soon]Greetings. Just was wondering if any work on tutorial is available...Making all 'work' I 'think' by trashing on keyboard...Thanks..... Link to comment Share on other sites More sharing options...
AlphaAsh Posted November 8, 2014 Share Posted November 8, 2014 Greetings. Just was wondering if any work on tutorial is available...Making all 'work' I 'think' by trashing on keyboard...Thanks.....There's a few more improvements to the editor side of things I want to get done and then I'll make this a priority. I am very keen to make it easier for anyone to be able to make their own bases with statics that I make (for personal use, of course). Unless medsouz beats me to it Link to comment Share on other sites More sharing options...
Justin Kerbice Posted November 8, 2014 Share Posted November 8, 2014 I get one more annoying issue (for builders) for you AlphaAsh :pick an object to edit, exit editor, do anything, get back to edit this object again => button is selected/clicked and you are no longer able to edit this object UNLESS you pick another one or create a new one. Link to comment Share on other sites More sharing options...
AlphaAsh Posted November 8, 2014 Share Posted November 8, 2014 I get one more annoying issue (for builders) for you AlphaAsh :pick an object to edit, exit editor, do anything, get back to edit this object again => button is selected/clicked and you are no longer able to edit this object UNLESS you pick another one or create a new one.No problem. KK's going to do a little more cleaning up after you shut it down. That'll include deselecting the selected object in the list. Link to comment Share on other sites More sharing options...
AlphaAsh Posted November 8, 2014 Share Posted November 8, 2014 v0.4PRE4e now available from KerbalStuff.It's all editor improvements for this version.Changelog:Changed the layout of the primary editor window (now known as the Statics Editor).Added a Local Instances and All Instances filter to the Statics Editor. Local Instances will only list what's within 10 km of your position.When filtered to Local Instances, a new feature to group all the instances in one go is enabled. At the bottom of the Statics Editor, enter a name you'd like to call the group and then press Set as Group. All the listed instances will be immediately placed in that group. Don't forget to then Save Objects.Changed the titles of the various editor windows for easier identification.Unhooked camera zoom from quick keys for changing an object's altitude. New quick keys are [ and ]. For now.Sped up camera zoom quite a bit.When selecting an object from the Statics Editor list, the button in the list is no longer disabled.Removed redundant buttons from the Instance Editor.Changed the details of objects shown in the Statics Editor. Link to comment Share on other sites More sharing options...
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