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[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued


girka2k

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Because UbioZur has kindly allowed to update his work, Alewx and girka2k have taken care to update and maintain this great mod.

From the UbioZur's original thread:

UbioZur said:

This is a welding tool to allow you to merge KSP parts together in order to reduce your part count and increase performance. You will now be able to create big space station or vessel without killing your CPU.

The mass, price, resource quantity are kept as if you had all the part separated

----IMPORTANT----

These are the basic requirements that are necessary for any support of the issues that are happening.

-What KSP Version is used
-What Welding Version is used
-Which Mods are installed
-Preweldment craftfile
-KSP.Log

If you do not provide this information, do not expect great help.

----IMPORTANT----

Please read carefully "Known limitations" and "Known Issues" sections before using this mod.
The program is still under heavy development, so you may encounter problems when using it, and the result of it's work may not satisfy you. In this case, do not hesitate to report it here.

 

This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin.

Download version 2.5.3 for KSP 1.4.2

Download version 2.5.2 for KSP 1.3.1

Download version 2.5.0 for KSP 1.2.2

Download version 2.3.3 for KSP 1.1.2

Download Config and Icons for very useful Filter Extensions mod.

 

Examples for welding (even including single animated parts):

Album WOJ5h will appear when post is submitted

Latest changes:

  • 2018-04-06 - Version 2.5.3 - Continued
    • Recompiled for KSP 1.4.2
  • 2017-07-09 - Version 2.5.2 - Continued
    • Recompiled for KSP 1.3.1
  • 2017-07-09 - Version 2.5.1 - Continued
    • Recompiled for KSP 1.3.0
    • Fixed empty WeldedMeshSwitch slots
  • 2016-11-15 - Version 2.5.0 - Continued
    • New Feature: Internal merging Welding parts with internals will now create new internals for this weldment
    • Improved mass calculation precision
  • 2016-11-15 - Version 2.4.4 - Continued
    • Fixed NPE with certain parts

Full history of changes:

Spoiler
  • 2016-11-10 - Version 2.4.3 - Continued
    • Fixed scaling of parts having only a single mesh
  • 2016-11-08 - Version 2.4.2 - Continued
    • Fixed scaling of parts
    • Fixed a bug with CoM offset with multiple models
  • 2016-11-08 - Version 2.4.1 - Continued
    • Fixed scaling of parts
    • Fixed a bug with the file simplification
  • 2016-11-06 - Version 2.4.0 - Continued
    • Recompiled for KSP 1.2.1
    • Fixed welding of weldments
      • Fixed Position
      • Fixed Rotation
      • Fixed Scaling
  • 2016-10-16 - Version 2.3.4 - Continued
    • Recompiled for KSP 1.2
    • slightly improved under the Hood
  • 2016-06-13 - Version 2.3.3 - Continued
    • Mini AVC integrated
    • Internals Merging integrated
    • Minized Values merging integrated
  • 2016-05-08 - Version 2.3.2 - Continued
    • Fixed NAN values and parts caused by massless parts (octo strut)
    • Improved submodule merging (Fuelcell)
  • 2016-05-06 - Version 2.3.1 - Continued
    • Recompile for KSP 1.1.2
    • New weldedFlagDecal Module, works like stock one but with welded parts
    • Adapted for B9PartSwitch
    • partbranches are now centered at Z and X before weldment is done
  • 2015-11-11 - Version 2.2.2 - Continued
    • Recompiled for KSP 1.0.5
  • 2015-10-11 - Version 2.2.1 - Continued
    • Compatibility with KSP 1.0.4
    • Dropped compatibility with KSP 1.0.2 and Previous
    • New WeldedMeshSwitch that is able to select the correct meshes for welded parts that contained the InterstellarMeshSwitch
    • WeldedMeshSwitch contains an option to destroy unused objects to save tiny performance
    • Fixed a major bug that caused the Welding and UI to freeze
    • Saving the settings out of the game now makes them also the actual ones used
    • Settings contains a precisionDigits value that will round the values of the new part to this amount of digits after the dot
    • Improved Model scaleing
    • Textfield for stackSymmetry in the Main welding window
    • Added some new Modules and Attributes to the config
    • Added new config field for file simplification that caused trouble for some players
    • Slight improvements for the setting changes at runtime
  • 2015-08-27 - Version 2.2.0 - Continued
    • Compatibility with KSP 1.0.4
    • Dropped compatibility with KSP 1.0.2 and Previous
    • New WeldedMeshSwitch that is able to select the correct meshes for welded parts that contained the InterstellarMeshSwitch
    • WeldedMeshSwitch contains an option to destroy unused objects to save tiny performance
    • Fixed a major bug that caused the Welding and UI to freeze
    • Saving the settings out of the game now makes them also the actual ones used
    • Settings contains a precisionDigits value that will round the values of the new part to this amount of digits after the dot
    • Improved Model scaleing
    • Textfield for stackSymmetry in the Main welding window
    • Added some new Modules and Attributes to the config
  • 2015-01-14 - Version 2.1.1 - Continued
    • Compatibility with Linux and MacOS
    • AVC version check integration
    • Fixed problem with with the welding of parts without category
  • 2015-08-27 - Version 2.2.0 - Continued
    • Compatibility with KSP 1.0.4
    • Dropped compatibility with KSP 1.0.2 and Previous
    • New WeldedMeshSwitch that is able to select the correct meshes for welded parts that contained the InterstellarMeshSwitch
    • WeldedMeshSwitch contains an option to destroy unused objects to save tiny performance
    • Fixed a major bug that caused the Welding and UI to freeze
    • Saving the settings out of the game now makes them also the actual ones used
    • Settings contains a precisionDigits value that will round the values of the new part to this amount of digits after the dot
    • Improved Model scaleing
    • Textfield for stackSymmetry in the Main welding window
    • Added some new Modules and Attributes to the config
  • 2015-01-14 - Version 2.1.1 - Continued
    • Compatibility with Linux and MacOS
    • AVC version check integration
    • Fixed problem with with the welding of parts without category
  • 2014-12-31 (ver2.1.0)
    • Compatibility with KSP 0.90
    • Dropped compatibility with KSP 0.25
    • Added Partselection
    • Fixed problems with Config laoding
    • Added <MaximizedModuleAttributes> for values where only the highest is wanted like the new SAS Level
    • Added <ModulesToMultiply> for Modules that shall be added mutliple times
    • Fixed problems with Modulemerging where sometimes modules would not be added correctly
  • 2014-12-03 (ver.05)
    • Fixed wrong rescaling of some models in KSP 0.25
    • Improved database reloading with ModuleManager installed
    • Updated <ModulesToIgnore> list
    • Dropped compatibility with KSP 0.24.
    • 2014-11-01 (ver.04)
    • Fixed wrong rotation of models in some cases (especially in SHP)
    • Now topmost and lowest nodes are placed to the end of list for fix impossibility to attach welded part to other in VAB/SHP. (It is assumed that the topmost and lowest nodes, most likely, are stack nodes)
    • Most floating-point values (excluding amount of resources) of welded part are rounded to 5 fractional digits
    • Some other minor fixes
  • 2014-10-21
    • KSP 0.25 compatibility
    • Stock Toolbar integration.
    • Added the GUI to change most settings.
    • Added ability for change requiredTech from GUI.
    • Improved naming of the partfiles - now welded part can be saved in file named like folder (for example "WeldedPod.cfg", not "part.cfg").
    • Tweakscale integration. Now it reads scale from scene part to include tweakscale.
    • Added the correct addition of entryCosts.
    • The ModuleAttributeList.xml gives you the ability to edit how the tool will process the merging of certain modules and their attributes. For details, see comments in the ModuleAttributeLists.xml file.
      • <Vector2CurveModules> section is the list of modules that have to be read as vector2 curves, as an example the ISP of an RCS thruster.
      • In <Vector4CurveModules> list are modules that will be read as vector4Curves that means they will create curves from floatpoints and tangents. There is a thread in the forum just about the magic of floatpoint tangents.
      • <SubModules> list contains the Submodules that otherwise would be ignored and not merged, Adding an entry here will give the tool the ability to merge the attributes in it.
      • Modules in <ModulesToIgnore> list will be completly ignored from the tool and not get added to the new part.
      • Entries in <AveragedModuleAttributes> will make sure that the tool will not simply add the values of this attribute from the different parts and modules up, but will calculate it as aritmetric mean (average).
      • Entries in <UnchangedModuleAttributes> list will give the tool the order to not merge the values for this attribute.
      • <BreakingModuleAttributes> might be the most important list of Attributes, the entries here will give the tool the order to check if the values of these attributes are equal, and only allow then the merging or the module, otherwise a new module would be added.
      • Fixed crashTolerance, breakingForce and breakingTorque calculation. Improved MaxTemp calculation.
      • Now there is three methods of calculation crashTolerance, breakingForce and breakingTorque values:
        • arithmetic mean value of the values of parts (UbioZur variant)
        • weighted average by mass
        • lowest between values of parts (now it's default)
      • Also it presents new ways of calculation of MaxTemp:
        • legacy (UbioZur variant)
        • arithmetic mean value of the values of parts
        • weighted average by mass (now it's default)
    • Changed config file format (and name).
    • Fixed miscalculation in case of resources which have not equal amount and maxAmount values.
  • 2014-09-02
    • Fixes incorrect rescaling of parts, containing "scale" in MODEL description.
  • 2014-09-01
    • Fixed incorrect calculation of COM offset.
  • 2014-08-12
    • KSP 0.24 compatibility.
    • Changed massless parts processing behavior.

 

 

Installation

As usual, extract the GameData folder from archive into the main folder where your game is installed - for example: C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program

WARNING! Don't delete GameData\UbioWeldingLtd\Parts folder or you will lose all your weldments!

 

Usage

  • Create the set of part you would like to weld inside the VAB or SPH
  • Press 7XknDud.png button in stock Launcher
  • Follow the instructions. Weldments will be saved in the GameData\UbioWeldingLtd\Parts folder
  • Reload game and then you will have your weldment available on the part list. (You can try to save time by enabling the "Database autoreload" option in settings, but it should be borne in mind that this mode is incompatible with many mods and can cause problems.)

 

Known limitations / supported and unsupported mods

  • If you weld together multiple RCS, you will not be able to use the weldment for rotation - the game doesn't allow it.
  • Don't include in your weldment more than one Leg/Light/Solar panel/Science experiment - it is game limitation. The main restriction is not to weld together two identical parts from this list. So for instance, you should not weld two legs together. One leg and one illuminator on the same weldment does not present a problem.
  • Also it is better not to combine together several Docking ports in one weldment.
  • If you weld Engine with integrated Alternator, your weldment always will have Electricity amount equal to 0 even if you have welded a battery to it (Bug/Feature of the game).
  • Multiple Engine with Fairing are not supported by the game.
  • Generally, I suggest not include the engine(s) in your weldment.
  • Crew Hatch: Game allow them only near the CoM of the weldment or hatch will be unusable. Game won't allow several hatches.
  • Winglet/wings/control surfaces/parachutes: they can/must work incorrectly after welding.
  • Wheels are cuasing problems with craft spawns.
    Other limitations will be described Soon(â„¢)

Incompatible mods:

You can have all these mods installed, and will have no problems. But welding the parts from them will lead to unusable weldment.

  • Procedural parts
  • Infernal Robotics

Compatible mods:

  • Tweakscale
  • Hullcam VDS (only one camera per weldment)
  • Remote tech (don't add more than one antenna to your weldment)

Feel free to share in this thread what mods works and don't work for everyone to know.

Known Issues

welded engines are causing a major trouble, already when they are welded and also as a new part.

Other stuff

Sources

The latest version for 0.25

The latest version for 0.24.2

Legal stuff

88x31.png

Code and artworks are licensed under the Attribution-NonCommercial-ShareAlike 3.0 (CC BY-NC-SA 3.0) creative commons license. See http://creativecommons.org/licenses/by-nc-sa/3.0/legalcode for full details.

This work based on malkuth's update for UbioZur's original code.

All rights to original source code belong to UbioZur.

The rights to malkuth's code update belongs to malkuth

The rights to subsequent code changes and artworks belongs to Alewx and girka2k

Thank you UbioZur for kind permission to continue your work!

 

<--- If you suddenly decided to press star to raise reputation, do not forget that support of this mod is our joint work with Alewx and Girka2k so please raise his reputation too!

Edited by Alewx
Wheels added as "don't"
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Spoiler

 

Because UbioZur has

kindly allowed to update his work, Alewx and girka2k have taken care to update and maintain this great mod.

From the UbioZur's original thread:

UbioZur said:

This is a welding tool to allow you to merge KSP parts together in order to reduce your part count and increase performance. You will now be able to create big space station or vessel without killing your CPU.

The mass, price, resource quantity are kept as if you had all the part separated

Please mention that current version of this mod is incompatible with KSP 1.0

We're working on it.

Please read carefully "Known limitations" and "Known Issues" sections before using this mod.

The program is still under heavy development, so you may encounter problems when using it, and the result of it's work may not satisfy you. In this case, do not hesitate to report it here.

Download version 2.1.1 for KSP 0.90

Please note that this version is incompatible with KSP 0.25!

Download Config and Icons for very useful Filter Extensions mod.

Latest changes:

 

  • 2015-01-14 - Version 2.1.1 - Continued
    • Compatibility with Linux and MacOS
    • AVC version check integration
    • Fixed problem with with the welding of parts without category

     

    2014-12-31 (ver2.1.0)

     

    • Compatibility with KSP 0.90
    • Dropped compatibility with KSP 0.25
    • Added Partselection
    • Fixed problems with Config laoding
    • Added <MaximizedModuleAttributes> for values where only the highest is wanted like the new SAS Level
    • Added <ModulesToMultiply> for Modules that shall be added mutliple times
    • Fixed problems with Modulemerging where sometimes modules would not be added correctly

     

     

 

 

 

2015-01-14 - Version 2.1.1 - Continued

 

  • Compatibility with Linux and MacOS
  • AVC version check integration
  • Fixed problem with with the welding of parts without category

 

2014-12-31 (ver2.1.0)

 

  • Compatibility with KSP 0.90
  • Dropped compatibility with KSP 0.25
  • Added Partselection
  • Fixed problems with Config laoding
  • Added <MaximizedModuleAttributes> for values where only the highest is wanted like the new SAS Level
  • Added <ModulesToMultiply> for Modules that shall be added mutliple times
  • Fixed problems with Modulemerging where sometimes modules would not be added correctly

 

2014-12-03 (ver.05)

 

  • Fixed wrong rescaling of some models in KSP 0.25
  • Improved database reloading with ModuleManager installed
  • Updated <ModulesToIgnore> list
  • Dropped compatibility with KSP 0.24.

 

2014-11-01 (ver.04)

 

  • Fixed wrong rotation of models in some cases (especially in SHP)
  • Now topmost and lowest nodes are placed to the end of list for fix impossibility to attach welded part to other in VAB/SHP. (It is assumed that the topmost and lowest nodes, most likely, are stack nodes)
  • Most floating-point values (excluding amount of resources) of welded part are rounded to 5 fractional digits
  • Some other minor fixes

 

2014-10-21

 

  • KSP 0.25 compatibility
  • Stock Toolbar integration.
  • Added the GUI to change most settings.
  • Added ability for change requiredTech from GUI.
  • Improved naming of the partfiles - now welded part can be saved in file named like folder (for example "WeldedPod.cfg", not "part.cfg").
  • Tweakscale integration. Now it reads scale from scene part to include tweakscale.
  • Added the correct addition of entryCosts.
  • The ModuleAttributeList.xml gives you the ability to edit how the tool will process the merging of certain modules and their attributes. For details, see comments in the ModuleAttributeLists.xml file.
     
    • <Vector2CurveModules> section is the list of modules that have to be read as vector2 curves, as an example the ISP of an RCS thruster.
    • In <Vector4CurveModules> list are modules that will be read as vector4Curves that means they will create curves from floatpoints and tangents. There is a thread in the forum just about the magic of floatpoint tangents.
    • <SubModules> list contains the Submodules that otherwise would be ignored and not merged, Adding an entry here will give the tool the ability to merge the attributes in it.
    • Modules in <ModulesToIgnore> list will be completly ignored from the tool and not get added to the new part.
    • Entries in <AveragedModuleAttributes> will make sure that the tool will not simply add the values of this attribute from the different parts and modules up, but will calculate it as aritmetric mean (average).
    • Entries in <UnchangedModuleAttributes> list will give the tool the order to not merge the values for this attribute.
    • <BreakingModuleAttributes> might be the most important list of Attributes, the entries here will give the tool the order to check if the values of these attributes are equal, and only allow then the merging or the module, otherwise a new module would be added.

     

     

    [*] Fixed crashTolerance, breakingForce and breakingTorque calculation. Improved MaxTemp calculation.

     

     

     

     

    • Now there is three methods of calculation crashTolerance, breakingForce and breakingTorque values:
      • legacy (UbioZur variant)
      • arithmetic mean value of the values of parts
      • weighted average by mass (now it's default)

       

      [*] Also it presents new ways of calculation of MaxTemp:

       

      • arithmetic mean value of the values of parts (UbioZur variant)
      • weighted average by mass
      • lowest between values of parts (now it's default)

       

       

     

     

    [*] Changed config file format (and name).

    [*] Fixed miscalculation in case of resources which have not equal amount and maxAmount values.

     

 

 

 

2014-09-02

 

  • Fixes incorrect rescaling of parts, containing "scale" in MODEL description.

 

2014-09-01

 

  • Fixed incorrect calculation of COM offset.

 

2014-08-12

 

  • KSP 0.24 compatibility.
  • Changed massless parts processing behavior.

 

 

Installation

As usual, extract the GameData folder from archive into the main folder where your game is installed - for example: C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program

WARNING! Don't delete GameData\UbioWeldingLtd\Parts folder or you will lose all your weldments!

Usage

 

  • Create the set of part you would like to weld inside the VAB or SPH
  • Press 7XknDud.png button in stock Launcher
  • Follow the instructions. Weldments will be saved in the GameData\UbioWeldingLtd\Parts folder
  • Reload game and then you will have your weldment available on the part list. (You can try to save time by enabling the "Database autoreload" option in settings, but it should be borne in mind that this mode is incompatible with many mods and can cause problems.)

 

Known limitations / supported and unsupported mods

 

  • If you weld together multiple RCS, you will not be able to use the weldment for rotation - the game doesn't allow it.
  • Don't include in your weldment more than one Leg/Light/Solar panel/Science experiment - it is game limitation. The main restriction is not to weld together two identical parts from this list. So for instance, you should not weld two legs together. One leg and one illuminator on the same weldment does not present a problem.
  • Also it is better not to combine together several Docking ports in one weldment.
  • If you weld Engine with integrated Alternator, your weldment always will have Electricity amount equal to 0 even if you have welded a battery to it (Bug/Feature of the game).
  • Multiple Engine with Fairing are not supported by the game.
  • Generally, I suggest not include the engine(s) in your weldment.
  • Crew Hatch: Game allow them only near the CoM of the weldment or hatch will be unusable. Game won't allow several hatches.
  • Winglet/wings/control surfaces/parachutes: they can/must work incorrectly after welding. (It needs more testing).
    Other limitations will be described Soon(â„¢)

 

Incompatible mods:

You can have all these mods installed, and will have no problems. But welding the parts from them will lead to unusable weldment.

 

  • Procedural parts
  • Infernal Robotics
  • B9 (at least the parts that use Firespitter modules)

 

Compatible mods:

 

  • Tweakscale
  • Hullcam VDS (only one camera per weldment)
  • Remote tech (don't add more than one antenna to your weldment)

 

Feel free to share in this thread what mods works and don't work for everyone to know.

Known Issues

Soon(â„¢)

Some examples

Here you can find some good examples from WuphonsReach

I decided to publish images of several of my crafts, in which I used welding.

Leaving aside the general design of these devices, they still can serve as an example how you can reduce the number of parts without violating the constraint on the welding multiple identical "active" parts together.

All images were made with great Kronal Vessel Viewer mod.

Javascript is disabled. View full album

Other stuff

Sources

The latest version for 0.25

The latest version for 0.24.2

Legal stuff

88x31.png

Code and artworks are licensed under the Attribution-NonCommercial-ShareAlike 3.0 (CC BY-NC-SA 3.0) creative commons license. See http://creativecommons.org/licenses/by-nc-sa/3.0/legalcode for full details.

This work based on malkuth's update for UbioZur's original code.

All rights to original source code belong to UbioZur.

The rights to malkuth's code update belongs to malkuth

The rights to subsequent code changes and artworks belongs to Alewx and girka2k

Thank you UbioZur for kind permission to continue your work!

 

<--- If you suddenly decided to press star to raise reputation, do not forget that support of this mod is our joint work with Alewx so please raise his reputation too!

 

Edited by girka2k
thread owner change
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Gratz on taking over.

How does this play with module manager? After welding do you have to restart the game or will MM do its thing? I'd like to use this but reloading the game after a weld would kill a lot of time for me.

It is both possible, you can restart the game or let MM do the thing, but only on your own risk, some mods really do not like it if the gamedatabase gets reloaded.

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Does this work with Active Texture Management? I've been having troubles loading welded parts in it.

you may want to check that your welds do not include some of the non-supported configurations mentioned in the OP. i was having loading problems last week and initially thought it was a conflict with ATM but found it had to do with welds that included multiple engines. i deleted the suspect welds in the parts folder and tested with some new welds and all worked as intended.

Also, +1 for CKAN integration!!

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I have installed the new version on my OSX KSP instance, and so far it seems to be working. I had some bugs at first but they seemed to be related to having deleted a welded part that was used in a craft, so while that may be a game problem it's not strictly a welding problem.

I tried the 'Select partbranch' button for the first time just now, and note that the descriptive text for how to use that function, does not fit into the field (just below the Weld it button) provided. There's obviously more text than I can see. All I can see in the field is:

use ctrl+click to select the partbranch that 
you want to weld into a new part. if no part is

I would take a screenshot but the text disappears when I do so.

Also, it would be nice if the welding dialog had some kind of 'close' button on it. I know I can click the welding icon on the toolbar, but having another button on the dialog would be a nice touch.

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Silly Question:

Incompatible mods:

  • Procedural parts
  • Infernal Robotics

When it lists the above as incompatible does it mean that you cannot weld this parts?(would totally understand that :D) Or that said mods wont run together on the same install as Ubiozur?

that you can't weld the parts. have IR installed with Ubio on my setup and no problems if i avoid welding the IR parts.

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Does the welding limitation for solar panels include the OX-STAT panel?

Can you expand a bit on the RCS thruster limitation with welding in the OP? Does that mean if you have the standard "big tank with eight 4-way RCS ports on it" that you can't weld the eight RCS ports to the tank to produce a single integrated item?

- - - Updated - - -

Can you display an exploded view of the Moho Comm satellite showing the (7) separate parts? At a guess, I'm coming up with:

(2) 1x6 solar panels

(2) for the directional antennas

(1) for the omnidirectional antenna on top

(1) for the engine

(1) for the central core (probe core, batteries, girder segment, and fuel tank)

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Can you please add this mod to CKAN?

Yes of course. But later. At the moment this mod is still under heavy development so we would prefer that the user read the OP before he can download it.

Does this work with Active Texture Management? I've been having troubles loading welded parts in it.

There should be absolutely no problems up until mods that contains the original parts remain in their places.

This mod create no any new textures, but uses already existing ones, so no there is no new work for ATM.

I have installed the new version on my OSX KSP instance, and so far it seems to be working. I had some bugs at first but they seemed to be related to having deleted a welded part that was used in a craft, so while that may be a game problem it's not strictly a welding problem.

I tried the 'Select partbranch' button for the first time just now, and note that the descriptive text for how to use that function, does not fit into the field (just below the Weld it button) provided. There's obviously more text than I can see. All I can see in the field is:

use ctrl+click to select the partbranch that 
you want to weld into a new part. if no part is

I would take a screenshot but the text disappears when I do so.

Also, it would be nice if the welding dialog had some kind of 'close' button on it. I know I can click the welding icon on the toolbar, but having another button on the dialog would be a nice touch.

Thank you for your comment, we will fix it in the next version

Silly Question:

Incompatible mods:

  • Procedural parts
  • Infernal Robotics

When it lists the above as incompatible does it mean that you cannot weld this parts?(would totally understand that :D) Or that said mods wont run together on the same install as Ubiozur?

It mean you can not weld parts from this mods. Well, technically you can do it, but weldment will have strange behavior and you can't use it.

- - - Updated - - -

Does the welding limitation for solar panels include the OX-STAT panel?

Can you expand a bit on the RCS thruster limitation with welding in the OP? Does that mean if you have the standard "big tank with eight 4-way RCS ports on it" that you can't weld the eight RCS ports to the tank to produce a single integrated item?

Something with one RCS port on it should work as expected

qSOenkF.png

If you weld few RCS ports to tank, they will work as one powerful RCS so you will be able use it for translation but not for rotation without additional RCS. You can't rotate the ship with only one RCS located in the center, isn't it?

Can you display an exploded view of the Moho Comm satellite showing the (7) separate parts? At a guess, I'm coming up with:

(2) 1x6 solar panels

(2) for the directional antennas

(1) for the omnidirectional antenna on top

(1) for the engine

(1) for the central core (probe core, batteries, girder segment, and fuel tank)

Yes you absolutely right. Sadly KVV does allow to show exploded view only of different stages of craft, not parts from one stage (or I don't know how to do this).

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I tried out a few welds last night using MRS and OKS parts. The weld process seemed to work and it created welded parts that showed up after a game restart, but it only placed an attachment node at the bottom of the pile instead of both at the top/bottom (furthest away from the root of the part).

So if I built the part on top of a command module, then did a weld starting with the bottom-most plate, the final attachment node for the part only got created at the very top of the part (i.e. the docking port). If I built the part under a command module in the VAB, the radial attachment points show up properly but the only vertical attachment point is on the very bottom of the stack.

http://imgur.com/a/HynEq#0

Also - the drag values for the welded parts all ended up as 0.0. Possibly due to the use of massless parts like the little ladders.

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I tried out a few welds last night using MRS and OKS parts. The weld process seemed to work and it created welded parts that showed up after a game restart, but it only placed an attachment node at the bottom of the pile instead of both at the top/bottom (furthest away from the root of the part).

So if I built the part on top of a command module, then did a weld starting with the bottom-most plate, the final attachment node for the part only got created at the very top of the part (i.e. the docking port). If I built the part under a command module in the VAB, the radial attachment points show up properly but the only vertical attachment point is on the very bottom of the stack.

http://imgur.com/a/HynEq#0

Also - the drag values for the welded parts all ended up as 0.0. Possibly due to the use of massless parts like the little ladders.

Looks like you welded a partbranch from under a commandpod?

Try to weld the parts as a whole then you will get bottom and top stack_attachnodes. I'm working on a fix for the missing node with a selected partbranches.

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@WuphonsReach:

It would be very nice if you provide the .craft file of parts set before welding - I would have tried to reproduce this glitch.

Is it a glitch, or expected behavior when using the "part tree" button in the Welding UI and control-clicking on a the root part of what you want to weld together? (i.e. this might be PEBKAC issue)

Link to the .craft files:

https://drive.google.com/folderview?id=0B8opBfkYYvf3YnZLMGxQdWZkNXM&usp=sharing

Edited by WuphonsReach
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