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girka2k

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Everything posted by girka2k

  1. I belive, you have to modify RemoteTech_Settings.cfg in your save folder.
  2. Exactly as I wrote before, it won't help. It is not the big problem to recompile mod against KSP 1.0.2 libraries, but we will need to make some code modifications because of the changes in the new version.
  3. Sorry, but this will not help. There is need to make some code changes to make it compatible with KSP 1.0
  4. First of all, I must apologize for my the long absence. Three months is really a little too much. Now I hope that in the near future I will go back to support of the mod. Bad news is, I fear that it will take some time, to make this mod compatible with KSP 1.0
  5. There is problem with some of structural parts from B9 too. (Ones with selectable texture)
  6. Sadly I just now added B9 to "Incompatible mods" at OP. I've did a lot of experiments and found no way to made Firespitter's FSmeshSwitch module work with weldment which contains more than one part witch selectable texture. Also I suppose there will be problems with FSanimateGeneric module... - - - Updated - - - I generally don't recommend to include KAS containers to weldment. In the best case there will be broken restriction of the distance at which for EVA kerbonauts can interact with container, because all weldment will be considered as container. However, all of us will be interested to know, what have you got
  7. 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. - - - Updated - - - I have a bad feeling about possibility of welding parts with Firespitter modules, but I'll try to look at this at tonight
  8. Wow! CFG File Documentation page on the Wiki was updated! I didn't know about it. Thank you very much for the hint and for the ideas about manipulating with stackSymmetry and attachRules from the GUI. We definitely should make it. - - - Updated - - - By the way I've added to OP link to config and icons for Filter Extensions mod. Config supposes all your parts are stored somewhere in the GameData\UbioWeldingLtd folder (GameData\UbioWeldingLtd\Parts by default)
  9. Thanks, we'll wait. It will be better if you provide a .craft file for further testing. You, sir, just a maniac! Personally I have not tried to weld together more than 40-50 parts. However, it would be interesting to look at your creation. So far, all I can suggest is to divide it into two parts. Yes, this is game limitation. Now I've supplemented "Known limitations" section on OP with this info. Last one is very interesting. Can I ask for more details? May be .cfg file? Unfortunately, when welding something a little bit complicated, you should always assume the possibility of having to manually rework weldment... Sorry.
  10. So far, my answer is: "everything is possible". The more you tell about your problems, the more detailed answer you can expect.
  11. Never mind, I made a stupid mistake in the previous attempt, but now I have corrected it. Fix will be included in the next release. I can't place stock Docking port (or any other part) on stock HubMax Multi-Point Connector in symmetry mode!!! I have place it one after other and I have always thought it is normal behavior (uncomfortable, but stock)... (Yes, symmetry mode works on your craft you uploaded, but it is another situation. In the center is two horizontal symmetrical tank attached to the vertical tank in surface mode. In case when symmetrical parts are attached to the surface, it is also possible to attach the parts to them in the symmetric mode. Don't know what it is, but seems for me it is stock behavior.) I have no problems with it... On image below (I used your part form cfg) you can see three ports, one placed in surface attachment mode (left one), two others connected to nodes. I just rotated last two before placing using W,A,S,D keys, as I always do. - - - Updated - - - It looks interesting! Thank you for posting it!
  12. Well, thank you for testing! It looks like it's time for me to install RoverDude's MKS/OKS and test it myself.
  13. I have only one question: for what purpose???
  14. @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.
  15. And yes, static solar panels like OX-STAT are limited to one instance too.
  16. Some time ago I wrote a very simple config for Module Manager which fixes this bug. Place it somewhere in GameData. Also it fixes unbelievable high breakingForce and breakingTorque of trusses. If you don't like it you should delete lines @breakingForce = 200 @breakingTorque = 200 [I]and[/I] @breakingForce = 140 @breakingTorque = 140 I don't mind using this config in any way, including to redistribute, modify, include in any packages - in one word, do with it what you want.
  17. 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. 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. Thank you for your comment, we will fix it in the next version 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 - - - Something with one RCS port on it should work as expected 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? 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).
  18. Due to numerous requests of the public we along with Alewx opened a new UbioZur Welding Ltd. Continued thread, so I offer to move further discussion in there.
  19. Aha! That's where appeared the part with category = -1 (none) I saw in the log! Very well, we will add a check for this case - it's very easy to fix. Let's clarify. Firstly, stock .dll (do you mean one from Alewx release?) does not work correctly on MacOS - it's an illusion - I can see it from the logs. Secondly, I'm not sure that understand you correctly - do you have any problems with special builds I PM you? Especially first one? It include fix for MacOS I supposed to include in next release. Nothing else does not distinguish it from "stock". Important clarification. You can weld "anything with animations" at least if it's stock animation. The main restriction is not to weld together two identical parts (Leg+Leg=Problem, Leg+Illuminator=No_Problem). You can weld solar panels (static or expandable), but no more that one per weldment. Here you will find an example in "SS Tug" gallery - it's works. And what is problem with KW Rocketry? I have welded them repeatedly (tanks, battery, RCS)... mutually thanks - - - Updated - - - It saves parts cfg into GameData\UbioWeldingLtd\Parts The category of weldment you choose yourself when welding You will need to restart game to see weldments (or enable database autoreloading in mod's settings, but it may be incompatible with some/many mods) - - - Updated - - - Basically - no. You can try Include All Nodes setting but I suspect that this is not what you are looking for. @Avera9eJoe: You pretty darn fast cover tracks!
  20. I'll join Alewx - thank you for the hint! A year or two on this forum - and I can remove apologies from my signature
  21. Well, it's all fine, thanks for the detailed report, but exactly what I'm need for start is full KSP.log and/or Player.log . KSP shows not all information in debug console. Moreover I badly need some data from log when EDITOR scene just loaded. I am quite sure that problem is at least "/" OS path delimiter like as in Linux, not "\". Using info from the log I'll make little addition to code and will propose you to test new build. - - - Updated - - - Is there an update for the latest version of .90? Yes, that's it
  22. @Redchrome As far as I can tell, you are the first known user of this mod who uses OSX! For this mod it is not surprising that it doesn't work on your system! There already were problems on Linux, we were able to correct them. Most likely, we will be able to help you too, but first you will need to provide logs - I don't know how some things works in OSX version of KSP.
  23. Very interesting! I was quite sure it shouldn't work. Thank you for the hint about struts! I'll have to try. In the end, there are plenty of other large surfaces that you want to move, but which cannot be securely fastened only at one point.
  24. mendahu, sorry that I answer with a delay! Well, I tried to weld your craft. I opened Shuttle Orbiter 0_90 Unwelded.craft, deleted PP and IR parts, weld it... and had no problems! Just in case I tried to weld it with PP and IR parts (which is bad idea anyway) - but still there is no rotation bug. After looking to KSP.log and OrbiterFrame090Rad.cfg you provided, I found that you're welded something little else - there is no pod and root part is structuralIBeam200. I have no idea how to reproduce your actions to achieve this so can I ask you to describe your steps or to provide craft file immediately before welding? Anyway it seems for me that it is good idea to have at least two stack nodes at your frame - one to connect bay to cockpit and another - to place tail on it. You should place at the beginning of the bay any part (structural panel for example) that has stack node and which will be root part for all others. Something like bulkhead. I suppose it also will resolve rotation problem. By the way I should upset you a little. There is a plenty of good and very good mods with ready cargo bays equipped with movable doors (doors is another problem that you will inevitably face. You will not be able to secure the door in at least two points - it is impossible to connect some part to two or more IR parts). The main advantage of such mods is that they shield their content, killing drag. It is very useful, especially when using the FAR. - - - Updated - - - I got it! Root part is start of "keel" - structuralBeam200 nearest to pod. Indeed, now all panels are rotated to 90 degrees... May be the reason is that the root part is surface attached, not stack attached. At the moment I'm not sure. Anyway variant with bulkhead as root part is devoid of this shortcoming. It welds pretty well.
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