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Everything posted by UbioZur

  1. It's planned Cool thanks. Different people uses differents sets of parts. I don't want to remove the flexibility of the game. And slowly I will add more and more as peope will ask and I will need. It could be possible. as well as pre made fearing. Teirusu, you are doing a great job. If you want to help I'll be glad to have you working on this project too. As long as we agree on the direction the mod need to be (Keeping it stock like with CoM / Weight / Price / Ressources /Not too much scaling, not for those til cone. Will send you a pm).
  2. Wow one day away and so many pages Let's starts answering I will have a look and do a few hub. At the moment I am half half between doing the arm with the docking port integrated and people can choose the symetry they want, or doing the hub and people add the docking port. I am not sure that would works, I have had issue to get kerbal off the hatch or welded items. I need to find a solution. Plus part of the game is to build the rocket, so it would kind or remove that part. It would also require the rocket to be Single Stage. Don't forget the welding mask to protect your eyes Making an in-game tool it in my mind for when I have played more with it. and see what is doable and isn't so I can have the proper rules for each parts. For the physics, well don't know how KSP/unity does it. You coud still offer suggestion. As said on the post, I will consider any request. I try to avoid scaling the parts. But I can have a look to make an array of them. A screen would be easier. here are the parts where you can already save: the dual Jumbo tanks Dual RCS (I can make a tripple) I will have a look for engine cluster I can have a look at what I can do with engine cluster, but I want to keep it in a way that you an do everything in stock, it is just meant to reduce part count. If it's not something you could do by assembly stock part, it's not something I would do. Thanks, glad to help It's exactly that, since .20 you can have cfg file that use path to get to other model. I knew it watching a stream from Yargnit on KSP-TV (http://www.twitch.tv/ksptv/b/423657466 around minute 42) then it's a matter of calcul, realoading, testing. WIll have a go to do it. Same Hoy, I will have a try.
  3. thanks, I plan on adding some docking arm. But I do not thing of puting several docking ports on the same object for this reason: - I can set several docking node but as the object is considered as one, the undock will be for the whole object -> and so all docking ports will be undocked at once. Same for action group, it will be one action for all of them together.
  4. well struts do the job . By making them as one object , it's like if I add struts to them and still not have the part count for any of that. Also that movement have a tendance to come from ASAS, so it should get better as .21 come out. thanks, It's been several years since the last time I have played with a 3D application. The advantage of using squad model are: - keep the game looking stock - faster to get new parts as no designing is require - smaller download file - will work if squad change the design/texture of their parts (only require update for change of folder and size or the part). I think this is possible only since .20, I know a few people does that and I had the idea from a livestream on ksptv. Also it does take time to test everything and play with all the numbers. That would be easier than me trying to see how I can do that as a plugin. But let's leave them working on a sub assembly one first. Also it change the CoM as it won't move between tanks, That could be something they wouldn't like to do as It can become more 'cheaty' to make planes. Imaginee a plane where the CoM of the fuel does not move foreward and backward? Yes I have planned to do some liquid fuel tanks! Thanks, - Uber Mega Jumbo: Possible if radially mount, I haven't yet tried to radially mount parts (need to calcul the position), Do you prefer to have something attached between (like hardpoint/cubic struts?) - Uber Mega Jumbox2: radiially is doable but I won't put any tank longer than 2 jumbo/4X200 for over heating reasons. - Uber Mega Jumbo stack separator: not sure what you are asking?! is it 7 stack separator align with the tanks? so you only place one instead of 7?
  5. so 2 x200 merged have the same overheat ratio than 1 Jumbo, and 2 jumbohave the same overheat ratio than 4 X200 (for the merged part) as they are the same size and the same distance to the center of mass. Those last ones are already quite keen to overheat fast, so adding a small tank is a good thing. I wont put more tank than 2 Jumbo or 4 X200 (unless I play around radial placement ), and I won't change the CoM to keep it balance. I take note for the Oscar and wings (I usually mix between demand and what I find common in the spacecraft exchange) Thanks I am looking at a way to do the same with the engines. I know the parts can be separated and still be one so I won't need to add a tank. If you want feel free to send me engine cluster you use, and I will see what I can do. (I will need to have a look at the effect also, and will try to focus on pack with gimbal only or without any gimbal. Thanks, and agree for the mobility enhancers. putting them may prevent to attach things radially, plus they are quite heavy and I like to keep the weight as if they were separate things. I'll still will play with that As of now, I do not have define plans for that. I do think of it. It would require me to get back to coding The main block i have about it, is that the parts are not normalized, not all, the long 1.25m tanks for example are a pain to play with as it got strange scale apply to it, so it would require to create a database of all the modification and data for all the model. So far I am going to keep playing with modifying the .cfg, and when I feel comfortable, I will look at a in game plug in. For now, feel free to send me a screen or .craft of what you ould like merged, and I will be happy to give it a try for you.
  6. That's a great job. Do you think you can have go to try a flag to represent UbioZur Welding Ltd? the mod is in the signature.
  7. Just uploaded 1.1 with 10 more parts included some requests I have included up to 4 at the moment. it will save you some parts already. I will keep addind more struts and grider as update comes by. Thanks I have learned about it from a live stream not long ago, and I do like the idea, I still try to keep it balanced with the game. I decided to release them so people wont have to spend time testing and playing around with the numbers! Attention with the fuel tanks and overheating.
  8. Agree for heat dissipation, and this is why I will not build tank bigger than 2 Jumbo-64 equivalent. It would be possible to change the center of mass to improve heat dissipation but that would clearly change the gameplay too much (to my taste)
  9. Not sure if you are talking about the grey rockomax (the X200) or the tiny Oscar-B if it's the X200 then It's coming on the next version for 3 and 4 of them. I don't think I will do more because of the center of mass and heating. As you may know heat dissipation is calculated depending on how far the attached CoM is from the engine. and by welding the tanks together, this is getting really far. as a test. 2 jumbo (or 4 rockomax x200) together will overheat the mainsail in few seconds unless we are at half thrust. if it's the Oscar, I could be able to do it.
  10. Will do that and let you know when it's done.
  11. Thanks, I will have a look for the scale. the advantage doing it as I did is that you can put it on 1m tank. That is my next part I am going to work on I will try to update every about 5 new item I have.
  12. I have just release a set of parts which does that (without the docking port) All the parts use stock parts/stats/graphics, I just welded them together so we can have reduced part count. It's on Spaceport: http://kerbalspaceprogram.com/ubioweldingltd/ The forum post waiting moderator approval (new account limitation)
  13. DEVELOPMENT STOPPED License now open for anyone who want to feed the community with a welding tool. UbioZur Welding Ltd. Lower your part count! 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. Feel free to share your creation (either your welded parts, or screen of your craft) in this thread. Version 2.0 Playtest 5 - KSP .22 Back around the forum as my IRL is gettle more settle for the summer. Continuing the development of a final version. malkuth fix Now in-game tool, Open for Play testing. Not compatible with 1.1, Contain Bugs Small bug fixes, Config files not found / Model not found I am busy IRL and cannot work too much on it for the moment, I am still here to help you on the forum. This first release is to allow you to use the mod to weld tanks / structural parts "safely". GUI still need to be worked. How to help with the play test? - Use the mod as you would like it to, and report bugs you find. (Check the known issues section please, and the support section) - If you can, play with the part.cfg file to find what is the best way to manage several similar MODULE{} - Note: Don't try to weld wings / control surfaces , they are not managed completely at the moment. Download malkuth fix Installation Extract the GameData folder into the main folder where your game is installed. For example: C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program Usage Create the set of part you would like to weld inside the VAB or SPH, drag it all to the "Weld it!" button, and follow the instructions. You will then have your welded part available on the part list. Career By default, the tool is disable in career mode (the access for the nodes are not yet flexible enough). You can change this in the configuration file. All weld are in tier 8 nodes (end of the tree), so it's recommended to finish the tree before enabling it. All weld done in Sandbox mode will not be displayed in Career mode. Configuration The configuration file is in GameData\UbioWeldingLtd\PluginData\UbioWeldingLtd\ config.xml. You can change the position of the weld button. You can deactivate the auto reload of the database (useful if you have lot of mods) You can choose to activate all the attach nodes, or just those non already attached. You can enable/disable the welding in the career mode Known Issues Crew Hatch: Game allow them only near the CoM of the part. Game won't allow several. Multiple internal are not supported Not all module are supported yet. (a warning message will appear) Winglet/wings/control surfaces / parachutes not yet supported (cfg are still pre 0.15 format) Engine with Alternator Always have Electricity to 0 (Bug/Feature of the game) Multiple Engine with Fairing are not supported by the game. ION Engine Animation Throttle not supported by the game in case of multiple engines. CrashTolerance, BreakingForce, TorqueForce may not be process correctly (need lot of testing to find the good equation). Don't use Merged RCS for rotation, the game doesn't allow it. Support If you need support, Use the Add-on Requests and Support Forum or PM me. Make sure you to share the ksp.log and the created part.cfg file for faster support (use pastebin or [noparse] Prefix your thread with [Ubio Welder] so I can easily search for those threads. FAQ I will update the FAQ as question get asked. Mods Compatibility It would take too long to support/test mods parts. So make sure you backup your save file. Most parts pack should work the same way than stock parts. Mods that have MODULE{} should be fine as long as you don't merge two parts with similar MODULE{} (A warning message will appear but still allow the welding). Mods creator can play with the source code to make their mods compatible and then pm me the source so I can merge them. I will not maintain this part of the code as the mod/game get updated. Feel free to share in this thread what mods works and don't work (work around?) for everyone to know. Mods reported to have problems: Lack luster labs FAR Part Catalog (sadly) Some B9 does not work KW Roketery have some issues Planned Features / Update Version History [/noparse]). Making the wings / control surface works. Managing more MODULE{} in case of duplicate. Better GUI Advance tool to modify all value in game (as a separate option). Overwriting welded part. 2.0 Playtest 5 FIXED Some problem with the config file not found. FIXED Some problem with the mesh file when the config file is not named part.cfg FIXED Linux problem (hopefully need testing) 2.0 Playtest 4 ADDED A bit more support with the mesh and MODEL{}. FIXED .22 science part not showing. FIXED CoM now calculated with the wet mass and not the dry mass FIXED RCS error, and merging (cannot use the welded RCS for rotation). FIXED Some GUI bugs/errors 2.0 Playtest 3 ADDED .22 support ADDED Science module support (Cannot have multiple of ModuleScienceExperiment with the same name) ADDED Better Animation support (Cannot have multiple of ModuleAnimateGeneric with the same name) ADDED Transmission data support ADDED Configuration to allow all Attach nodes to be added ADDED Configuration to allow welding in Career Mode (advice to disable it until all nodes are researched) ADDED Support for texture and parent in the MODEL{} FIXED Problem with crew pod not allowing crew in them FIXED Jet Velocity Curve Merged FIXED Drag value, now is an average of all the parts FIXED CrashTolerance / breaking force and torque value (now 3/4 of the sum of all the parts (previous was average) to test. 2.0 Playtest 2 ADDED Configuration for the auto reload of the game database ADDED The set of part is deleted from the editor view after the weld or a cancel. ADDED Multiple Engine support NOTE: Engine with fairing does not work well(game wont allow Multiple) (Will spam log with Nullexception), Multiple ION engine wont have the throttle animation (Game wont allow it), Jet Velocity Curve not merged (not sure how to merge it!) FIXED Resource merging bug FIXED Multiple docking port now works FIXED Cente of Mass isn't offset anymore FIXED Description can now be change FIXED Engine FX 2.0 Playtest 1 ADDED Now Ingame tool. REMOVE All the previous version. 1.1 ADDED Mega Jumbo ([URL="http://forum.kerbalspaceprogram.com/showthread.php/38577-0-20-UbioZur-Welding-Ltd-Lower-your-part-count?p=493872&viewfull=1#post493872"]as requested[/URL]) ADDED Mega Grey Jumbo ADDED Jumbo-96 ([URL="http://forum.kerbalspaceprogram.com/showthread.php/38577-0-20-UbioZur-Welding-Ltd-Lower-your-part-count?p=493673&viewfull=1#post493673"]as requested[/URL]) ADDED Radial Clamp-O-Tron Sr. Docking Port 2 ([URL="http://forum.kerbalspaceprogram.com/showthread.php/38577-0-20-UbioZur-Welding-Ltd-Lower-your-part-count?p=493584&viewfull=1#post493584"]as requested[/URL]) ADDED 2x Cubic Octagonal Strut ADDED 3x Cubic Octagonal Strut ADDED 4x Cubic Octagonal Strut ADDED 2x Modular Grider XL ADDED 3x Modular Grider XL ADDED 2x FL-R1 rCS Fuel tank 1.0 ADDED Radial Clamp-O-Tron Sr. Docking Port ADDED Jumbo-64 FL-R1 Fuel Tank ADDED Grey Jumbo-64 ADDED M-4x4 Structural Panel ADDED Tri-FL-T800 Fuel Tank Source Code The source code is included in the download. Licence All open as I have to stop the dev. Thanks/Credits IRL friend Flo for the great C# help TouhouTorpedo, TaranisElsu, Diazo for answering my questions. Faark for sharing this great dev tip and answering other questions AncientGammoner for sharing with me the code to reload the database. jpfx1342 for some code fix Everyone on IRC who answered my question (Plornt, DYJ and others) You guys for pushing me to make it an in-game tool, testing it, and reporting the bugs. Showcase [table=width: 1280, align: center] [tr] [td] [/td] [td] [/td][/tr] [tr] [td] [/td] [td] [/td] [/tr] [/table]
  14. I have no idea what I have done but it's now working, it must have been a error on a path. In the log file it said it couldn't load the model ''. So discard that post. But still do watch the stream as I thinkit's very usefull to merge those items.
  15. Hi, Following the live stream of Yargnit (http://www.twitch.tv/ksptv/b/423657466, around minute 42 and after), I have decided to merge some of the parts I always put together to be able to keep my part count low and see if my fps increase. It does work perfectly if I add my merged part into gamedata/Squad/Parts. Obviously I would prefer to use it as a gametada/MergedPart/Parts. And this does not work. I guess it's because it doesn't reconize the path model=Squad/Parts/.... Apart from duplicating all the models, any idea how it could be done? Here is my .cfg if you want to give it a try. PART { name = structuralPanel3 module = Part author = UbioZur MODEL { model=Squad/Parts/Structural/structuralPanel2/model position = 1.0, 0.0, 1.0 scale = 1.0, 1.0, 1.0 rotation = 0, 0, 0 } MODEL { model=Squad/Parts/Structural/structuralPanel2/model position = -1.0, 0.0, -1.0 scale = 1.0, 1.0, 1.0 rotation = 0, 0, 0 } MODEL { model=Squad/Parts/Structural/structuralPanel2/model position = 1.0, 0.0, -1.0 scale = 1.0, 1.0, 1.0 rotation = 0, 0, 0 } MODEL { model=Squad/Parts/Structural/structuralPanel2/model position = -1.0, 0.0, 1.0 scale = 1.0, 1.0, 1.0 rotation = 0, 0, 0 } rescaleFactor = 1 // node_stack_right = 2, 0, 0, -1, 0, 0, 0 // node_stack_left = -2, 0, 0, 1, 0, 0, 0 // node_stack_back = 0, 0, 2, 0, 0,-1, 0 // node_stack_front = 0, 0,-2, 0, 0, 1, 0 node_stack_top = 0, 0.0275, 0, 0,-1, 0, 0 node_stack_bottom = 0,-0.0275, 0, 0, 1, 0, 0 // node_attach = 0,-0.045, 0, 0, -1, 0, 0 node_attach = -2, 0, 0, -1, 0, 0, 0 cost = 400 category = Structural subcategory = 0 title = M-4x4 Structural Panel manufacturer = Dinkelstein Kerman's Construction Emporium description = Four M-2x2 have been arranged in a 2x2 layout for this part, then stuck together with super glue. attachRules = 1,1,1,1,1 // --- standard part parameters --- mass = 1.2 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 80 breakingForce = 200 breakingTorque = 200 maxTemp = 3200 fuelCrossFeed = False } Thanks in advance,
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