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IVA Forge v1.0.0

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@LetalDark LetalDark released this 28 Jul 15:32
· 7 commits to main since this release

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.