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Releases: LetalDark/IVAForge

IVA Forge v1.0.2

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@LetalDark LetalDark released this 08 Aug 10:50

Cabin lights that actually light the cabin, native Linux launch, multi-install, and a bake that refuses to build from a stale picture of your install.

Highlights

  • Lights you place now light the cabin. An ASET or MAS light prop ships with its lamp at zero brightness; IVA Forge now writes that starting value into the patch, scoped to the cabin and part you edited. If the cabin already has its own dimmer, nothing is written — its author wanted it off at start-up.
  • A light you place obeys the cabin's own light switch. Where the interior has one (the FLIGHT DECK LIGHT button and its kin), the light you drop is wired to it: same collider, same saved state. No extra prop appears.
  • The lights shelf tells you what lights and what does not before you drag it — lights up on its own / needs its own switch / decorative, never lights up, decided by the same code that writes the patch.
  • Three ways the patch could come out half-written, closed: applying with no valid part, interiors shared by several parts, and a lights survey that could not run.
  • Native Linux launch (IVAForge.sh, POSIX launcher, XDG config, Steam and KSP.x86_64 detection) and multi-install support (a catalog per install, with adoption of an existing one).
  • The bake refuses a stale picture of your install. Without ModuleManager.ConfigCache it now stops with one instruction instead of quietly building from the raw .cfg files on disk — those do not contain the props other mods inject, and apply to game would then delete them from your interior in flight with no error.

Full detail in CHANGELOG.md.

Download: IVAForge-v1.0.2-win64.zip (45.9 MB) — extract anywhere, run IVAForge.bat. Windows x64, KSP 1.12.x.
sha256 f37adb0e63133ee48d7d47c4b901229526cd822d816f0cf84cebc0373b5907f2

IVA Forge v1.0.1

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@LetalDark LetalDark released this 31 Jul 12:29

The download now unpacks into a folder of its own.

The v1.0.0 zip had no root folder, so extracting it dropped fourteen entries — IVAForge.bat,
runtime/, src/, docs/ and the rest — loose into whatever directory you pointed your extractor
at, mixed in with whatever was already there (reported by 7JZED, issue #1). And it left the
README's "delete the folder you unzipped" without a folder to point at.

This zip holds a single top-level folder, IVAForge-v1.0.1/, with everything inside it: extract it
anywhere and you get one folder — the same folder the README tells you to delete when you want the
tool gone.

Nothing moved inside the download, and there are no other changes: same tool, same catalog format,
same patches.

Upgrading from v1.0.0

Your existing installation keeps working as it is. To move to this one, unzip it and copy the
contents of IVAForge-v1.0.1/ over your current folder — your catalog/ and backups/ stay where
they are, and nothing in your KSP install is touched.

New here?

IVA Forge is a browser-based editor for KSP internal cockpits (IVAs): view your crew cabins in 3D,
walk them from the pilot's eye, and place props and MFD screens with drag-and-drop — no Unity
needed. Everything is baked from your own install; no game or mod assets are redistributed, and it
never touches the network.

In the download: an embedded Python runtime (nothing to install — double-click IVAForge.bat), the
viewer and prop editor, community calibration data for 95 cabins (CC-BY-4.0), prop-face
corrections, and the whole documentation in English and Spanish. Writing to your game is a
ModuleManager patch with a timestamped backup, one-click undo and revert-all; the original Squad and
mod files are never modified.

The full feature list is in the v1.0.0 release
notes
.

Requirements

  • Windows (x64)
  • Kerbal Space Program 1.12.x
  • ModuleManager (not bundled — install it via CKAN or its forum thread)
  • Disk: ~1.5 GB free where you unzip it. The first bake takes roughly 10-15 minutes and produces
    about 1 GB under catalog/, deletable at any time; later runs re-bake only what changed.

Licensing

Source code GPLv3; calibration data CC-BY-4.0. Bundled three.js r128 (MIT).

Full changelog: CHANGELOG.md in the download and
in the repository.

SHA-256 of IVAForge-v1.0.1-win64.zip:
9ff684e4d732434647eab3c099cab36b36a58ab0c1c73de38e5342f6240d0493

IVA Forge v1.0.0

IVA Forge v1.0.0 Pre-release
Pre-release

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@LetalDark LetalDark released this 28 Jul 15:32

Pre-release draft — pending final in-game validation and visual material.

IVA Forge is a browser-based editor for KSP internal cockpits (IVAs): view your crew cabins in 3D
and place props and MFD screens with drag-and-drop — no Unity needed. Everything is baked from your
own install; no game or mod assets are redistributed.

What's in this download

  • Embedded Python runtime (python.org 3.12 + numpy/Pillow/matplotlib) — nothing to install.
    Double-click IVAForge.bat to start.
  • Generators, 3D viewer and WYSIWYG prop editor (src/), community calibration data for 95
    cabins
    (calibrations/, CC-BY-4.0), prop-face corrections (propfaces/), English/Spanish UI
    (locales/), and the whole documentation in both languages: the README with the contributing
    guide inside it (README.md / README.es.md) and every guide in docs/ with its Spanish twin
    (user-guide, ivalayout-format, setup-format — each .md cross-linked with its .es.md).
  • No assets bundled: the catalog is generated from your GameData on first run.

Highlights

Viewer and editor

  • Walk any installed crew cabin from the pilot's eye, with the real hull, real props, real prop
    textures and RPM/MAS labels.
  • WYSIWYG prop editor: prop library sorted into 16 shelves by what a prop is, drag-and-drop,
    move/rotate/scale gizmos with snap and a proportions toggle, multi-selection, copy/cut/paste
    (Ctrl+C/Ctrl+X/Ctrl+V) across cabins, magnetize-to-hull.
  • Props go in facing you and land where you drop them; textures, labels and screens are no
    longer mirrored; buttons show their own label.
  • Grouped actions — Design (save · load saved · restore original · clear all) and
    Apply & share — and a save that survives a re-bake because it records props by name, not by
    position.

It bakes what the game really loads

  • Cabins are read from the configuration KSP actually serves, after ModuleManager has patched it —
    not from the .cfg on disk. In a typical modded install that is the difference between an editor
    showing the interior you fly and one showing the before picture (two crew cabins used to bake
    empty).
  • Every entry of a part's IVA Switch menu is baked, the one your install loads is marked, and
    Activate this variant makes another one the default from the browser (with an undo; it takes
    effect on the next KSP start).

Writing to your game, safely

  • Apply to game writes a ModuleManager patch to GameData/IVAForge/patches/ with a timestamped
    backup, one-click undo and revert-all. Original Squad/mod files are never modified.
  • Every release is checked with a full export round-trip over all cabins: a patch that would not
    reproduce the interior it came from fails the build instead of reaching you.

Sharing

  • .ivalayout — one cabin's layout as a small JSON (references only, with a missing-mod report).
  • Share your whole setup — one file with the interior each part loads, your hull calibrations,
    your cabin layouts and your favourites, plus every mod it needs and the version you have.
    Importing shows a report before anything is touched (missing mods, version mismatches, cabins
    you don't have, and your own edits that would be replaced), applies only what differs, and has a
    clean undo. See docs/setup-format.md.
  • Calibration contributions — two clicks export the cabins you calibrated, per mod or one by
    one, with your nick for CC-BY attribution. Separate channel from the setup package above.

Everything else

  • English/Spanish UI that retranslates on the spot, without reloading — including the
    first-run baking screen and everything the bake and the bridge print to the console.
  • Favourites, out-of-date detection per cabin, bake_log.txt for cabins that fail, and a local
    bridge log at %APPDATA%\IVAForge\bridge.log.
  • Fully local — no network access at any point.

Requirements

  • Windows (x64)
  • Kerbal Space Program 1.12.x
  • ModuleManager (not bundled — install via CKAN or its forum thread)
  • Disk: ~1.5 GB free where you unzip it. The first bake takes roughly 10-15 minutes and produces
    about 1 GB under catalog/, deletable at any time; later runs re-bake only what changed.

Licensing

Source code GPLv3; calibration data CC-BY-4.0. Bundled three.js r128 (MIT).

Full changelog: CHANGELOG.md in the download and in the repository.