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[0.22] UbioZur Welding Ltd. 2.0 Dev STOPPED


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Has anyone tried to make a 'spacelift'? Like a really big stack of fueltanks/stuctural things/mainsails.

Never see one but you never know it might exist, in the beginning I made a launcher (like 3 or 4 hours) after I start playing, it can take about 150 to 500+ tons and it have a lot of parts (1500+) and the total mass was 1800 to 2100 tons, like 20 Fps on launch, but works great.

You can do one too, my have about 60+ rockets per stage (solid), Max TWR of 32

Here is a copy of it if you like to see it

http://www.custume-server.com/up/uploads/MULE.zip

It only uses default parts, (no mods needed)

That's not a problem from this mod. I have it in my game also, and I don't have UbioZur Welding yet.

That's true, is a texture problem from the parts and not the mod, some parts do not have the texture correct or in the correct size and them the mod will copy that error to.

Regards to all

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All Complex parts are problematic

PODS = they will NOT work, the problem is on the camera function (no photo of kerman´s) the rest will work but the game thinks there are people inside the pods (but there is none).

Propulsion = all engines (minus the ones from Interstellar) will work (BUT) they will start on the runway using the covers if you use more that one (and they don't come out), all tanks work great (even the interstellar/kethane mod ones) if you use a decoupler as a primary part them in flight if you use it the welded part lose all the links between the other parts but only if you use a decoupler as 1º part.

All Interstellar mod engines will not work (they are part of the complex parts that don't work)

Control = control works fine, all buttons will show up and can stack more that one (RCS Ports don't work as expected).

Structural = all parts will work fine, decouplers don't work if you use more that one, decouplers have some problems.

Aerodynamics = all basic parts will work (BUT) all side connecting points will be in reverse and all welded parts will connect to another part by the middle and not from the edge of the part, no control surfaces will works as expected.

Utilities = here nothing works, side the batteries that you can stack a lot of them nothing work due to the complex of the parts, most of them don't work due to the mod not understanding the dll of the other mods, some are from having same effects or image (2 images or 2 function will not work), for example the lights will not work if you use more that one ( all buttons will show up but only one light will work, the rest stays off), docking ports will work if you use only one but the game will think the hole part is a docking port, so it will give problems on auto docking, by hand works ok (manual docking).

Science = here forget it science is to complex to work so nothing works, the only thing I did was a 4 way connector using the MKS Mod and only the most basic parts.

Nothing more to add, the mod as it is right now have a lot of things that can weld, and most of the problematic parts are not suppose to be welded some are but is about 15% of them.

Regards

Thanks for those extra info.

Yeah the modules are the most anoying, and require lot of test, especially module that look for a object or collider in the model, it often look for just one collider and not all the available one, that's why it won't hide the fairing of the engine, and the animation don't work very well etc...

I can't wait until this mod is fully functional. I'm dying to use this with some of my larger creations. Such as massive antimatter collection arrays via KSP Interstellar Mod.

Thanks I am trying to see how I can get it a bit more career mode friendly, I am playing a bit with the R&D and science tree, to see what I can do.

Hi again, last night I try to look at the position bug but no luck.

Looks like Unity likes to set as root parts the side stack points, for example

node_stack_bottombatteryBankLarge0 = -3.387531E-08,-5.817735,8.728989E-09,0,1,0,2

node_stack_topbatteryBankLarge6 = -3.387531E-08,5.411562,8.728989E-09,0,1,0,2

node_stack_bottomrtg20 = -1.036258,-1.6062,1.025661,0,1,0,0

node_stack_toprtg23 = -1.036258,1.008213,1.025661,0,1,0,0

node_stack_bottomrtg25 = 1.02566,-1.6062,1.036258,0,1,0,0

node_stack_toprtg28 = 1.025661,1.008213,1.036258,0,1,0,0

node_stack_bottomrtg30 = 1.036257,-1.6062,-1.025661,0,1,0,0

node_stack_toprtg33 = 1.036257,1.008213,-1.025661,0,1,0,0

node_stack_bottomrtg35 = -1.025661,-1.6062,-1.036258,0,1,0,0

node_stack_toprtg38 = -1.025661,1.008213,-1.036258,0,1,0,0

node_attach = 0,0,0,0,0,0,0

Here I do not have any side stack position but as you can see the mod adds all the stacking points it can find and it adds points that are inside the part but is unity that decides what point will be the root and normally unity tend to favor the side stack points, do not know wy or how, if I really need that point I can simply remove all the side stack points that way unity will chose a top or bottom point.

Regards

What KSP/Unity does is to consider all the last declared nodes that have the same orientation to be the one to stock from. You can see it stock with the station core.

That's true, is a texture problem from the parts and not the mod, some parts do not have the texture correct or in the correct size and them the mod will copy that error to.

Apparently there is also a stock bug that if a part have more than 3 resources and not some specific modules, it will break apart like that in the window!

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What KSP/Unity does is to consider all the last declared nodes that have the same orientation to be the one to stock from. You can see it stock with the station core.

So if I start from the side or 1º top them side stock and at the end top an down stock position Unity/KSP will chose the last point that have the same direction as almost all the part, is that it ??

I was adding the side stock position at the end.

If I found out more I will help, im not a good programmer my experience is in systems and networks, but I can read code and program to but I really don't like it, but....

If you need help let me know.

Regards

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So if I start from the side or 1º top them side stock and at the end top an down stock position Unity/KSP will chose the last point that have the same direction as almost all the part, is that it ??

I was adding the side stock position at the end.

If I found out more I will help, im not a good programmer my experience is in systems and networks, but I can read code and program to but I really don't like it, but....

If you need help let me know.

Regards

Change in the config file to have the node you want to be the one it attach with at the end of the list.

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Try that , did not work.

Change completely the list and no luck , it set ups only the side ones for main root, but its ok.

Regards

EDIT:

don't forget that the problem im having is more related of me using the x64, some of the errors will not happen in the x86 version.

Edited by custume
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ughhhhhh

that's like, 500 parts I have to manually change. I think I'll pass until a fix comes around. Still an excellent mod though :) Thanks for the compliment too!

Select your root part and rotate the whole thing on the X axis 90 degrees. Orient the side facing out the VAB to point vertically instead. Then weld. The B9 panels should orient properly. Then, you can rotate it all back to level.

Edited by mrBlaQ
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Totally should do a .24 update for this >_> Especially with the new integrated toolbar functionality it would probably make things alot easier

His work, his life, and his function as Forum mod won't make that easy.

But it is such a cool tool, might be I'm a little bit depending on it :D

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Thanks guys, I have tried to get the new version done before .24, but the update went out earlier than I thought it would.

Toolbar is already in the new version, I am stuck with the concept of tech tree integration I want so I may give that a rest and try to get at the part per save fonctionality working asap.

I am having double shift at work at the moment, and since it's outdoor, with the sun it is quite tiring.

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Thanks guys, I have tried to get the new version done before .24, but the update went out earlier than I thought it would.

Toolbar is already in the new version, I am stuck with the concept of tech tree integration I want so I may give that a rest and try to get at the part per save fonctionality working asap.

I am having double shift at work at the moment, and since it's outdoor, with the sun it is quite tiring.

For the tech tree, my nerdy suggestion: can you get the all the nodes and their positions in the tiers, recursiv? Then add the part to the highest tech in that tier, or a random tech if there are some with the same highest tier.

Just my idea, but i'm not enough into KSP code for something cleverer.

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I have a question that perhaps you all have run up against. I am welding a custom upper-stage for a set series of lifters, and it looks good and flies well, but I am having an electriccharge issue. In the VAB, it has charge:

KpB8CUv.png

but as soon as it is on the launchpad, there is no longer any charge:

vfHDXeo.png

Here is the code:

PART{
name = 2M-upper
module = Part
author = Cogito Corporation
rescaleFactor = 1
PhysicsSignificance = -1
// node_stack_topsondex2pod11 = 0,3.335099,0,0,1,0,0
node_stack_top = 0,4.944087,0,0,1,0,2
node_stack_sondex2 = 0,4.35,0,0,1,0,2
// node_stack_bottomxenonTank100inline20 = 0,-2.608904,0,0,1,0,1
node_stack_bottom = 0,-5,0,0,-1,0,1
// node_stack_bottomKosmos.Angara.RD-275K26 = 0.875,-4.067017,0,0,1,0,1
// node_stack_bottomKosmos.Angara.RD-275K27 = 0,-4.067017,-0.875,0,1,0,1
// node_stack_bottomKosmos.Angara.RD-275K28 = -0.875,-4.067017,0,0,1,0,1
// node_stack_bottomKosmos.Angara.RD-275K29 = 0,-4.067017,0.875,0,1,0,1
node_attach = 0,0,0,0,0,0,0
// --- FX definitions ---


fx_exhaustSparks_flameout = 0, -6.5, -0.875, 0, 1, 0, flameout
fx_exhaustFlame_yellow = 0, -6.5, -0.875, 0, 1, 0, running
fx_exhaustSparks_flameout = -0.875, -6.5, 0, 0, 1, 0, flameout
fx_exhaustFlame_yellow = -0.875, -6.5, 0, 0, 1, 0, running
fx_exhaustSparks_flameout = 0, -6.5, 0.875, 0, 1, 0, flameout
fx_exhaustFlame_yellow = 0, -6.5, 0.875, 0, 1, 0, running
fx_exhaustSparks_flameout = 0.875, -6.5, 0, 0, 1, 0, flameout
fx_exhaustFlame_yellow = 0.875, -6.5, 0, 0, 1, 0, running


// --- Sound FX definition ---




sound_vent_medium = engage
sound_rocket_hard = running
sound_vent_soft = disengage
sound_explosion_low = flameout



CrewCapacity = 0
TechRequired = experimentalRocketry
entryCost = 0
cost = 9715
category = Pods
subcategory = 0
title = 2.5M Upper Stage
manufacturer = Cogito Spaceyards
description = Warranty void during re-entry.
attachRules = 1,1,1,1,0,0,0
mass = 11
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.3
angularDrag = 2
crashTolerance = 20.62139
breakingForce = 300
breakingTorque = 300
maxTemp = 2900
fuelCrossFeed = True
MODEL
{
model = AIES_Aerospace/FuelTank/AIESrcs125ra/model
position = 0,4.112097,0
scale = 1.02,1,1.02
rotation = 0,135,0
}
MODEL
{
model = AIES_Aerospace/FuelTank/AIESmsRCSTank/model
position = -0.5435562,4.337099,-0.5435557
scale = 1.1,1.1,1.1
rotation = 0,90,90
}
MODEL
{
model = AIES_Aerospace/FuelTank/AIESmsRCSTank/model
position = -0.5435562,4.337099,0.543556
scale = 1.1,1.1,1.1
rotation = 0,45,90
}
MODEL
{
model = AIES_Aerospace/FuelTank/AIESmsRCSTank/model
position = 0.5435562,4.337099,0.543556
scale = 1.1,1.1,1.1
rotation = 0,90,90
}
MODEL
{
model = AIES_Aerospace/FuelTank/AIESmsRCSTank/model
position = 0.5435562,4.337099,-0.5435557
scale = 1.1,1.1,1.1
rotation = 0,135,90
}
MODEL
{
model = AIES_Aerospace/Science/AIESGravimeterretina/model
position = 0.837429,4.337099,0.330065
scale = 1,1,1
rotation = 0,240,0
}
MODEL
{
model = AIES_Aerospace/Science/AIESGravimeterretina/model
position = -0.837429,4.337099,-0.3300648
scale = 1,1,1
rotation = 0,60,0
}
MODEL
{
model = AIES_Aerospace/Utility/AIESbatteryBAE/model
position = -0.01881695,4.337099,-0.8794031
scale = 1,1,1
rotation = 0,90,270
}
MODEL
{
model = AIES_Aerospace/Utility/AIESbatteryBAE/model
position = -0.8794031,4.337099,0.01881707
scale = 1,1,1
rotation = 0,180,270
}
MODEL
{
model = AIES_Aerospace/Utility/AIESbatteryBAE/model
position = 0.0188179,4.337099,0.8794028
scale = 1,1,1
rotation = 0,270,270
}
MODEL
{
model = AIES_Aerospace/Utility/AIESbatteryBAE/model
position = 0.8794031,4.337099,-0.01881695
scale = 1,1,1
rotation = 0,0,270
}
MODEL
{
model = AIES_Aerospace/Command/AIESsondexvr2/model
position = 0,4.525099,0
scale = 1,1,1
rotation = 0,0,0
}
MODEL
{
model = NearFuture/Parts/Capacitors/capacitor-radial02/capacitor-radial02
position = 0,4.504747,-0.5572639
scale = 1,1,1
rotation = 0,0,180
}
MODEL
{
model = NearFuture/Parts/Capacitors/capacitor-radial02/capacitor-radial02
position = -0.5572634,4.504747,0
scale = 1,1,1
rotation = 0,90,180
}
MODEL
{
model = NearFuture/Parts/Capacitors/capacitor-radial02/capacitor-radial02
position = 0,4.504747,0.557264
scale = 1,1,1
rotation = 0,180,180
}
MODEL
{
model = NearFuture/Parts/Capacitors/capacitor-radial02/capacitor-radial02
position = 0.5572634,4.504747,0
scale = 1,1,1
rotation = 0,270,180
}
MODEL
{
model = NearFuture/Parts/Structural/adapter-25-125/adapter-25-125
position = 0,4.482496,0
scale = 1,1,1
rotation = 0,0,0
}
MODEL
{
model = KWRocketry/Parts/Fuel/KW3mtankL1/KW_Fuel_3mL1
position = 0,0.53,0
scale = 0.8466,2.22,0.8466
rotation = 0,0,0
texture = KWtank3mL1, KWRocketry/Parts/Fuel/KW3mtankL4ALT/KWtank3mL4ALT
}
MODEL
{
model = AIES_Aerospace/FuelTank/AIESrcs125ra/model
position = 0,-3.05,0
scale = 1.02,1,1.02
rotation = 0,0,0
}
// MODEL
// {
// model = ProceduralFairings/thrustPlate
// position = 0,-3.101904,0
// scale = 1,1,1
// rotation = 0,0,0
// }
MODEL
{
model = NearFuture/Parts/XenonTanks/xenon-100/xenon-100
// position = 0,-3.482904,0
position = 0,-2.1,0
scale = 1,1,1
rotation = 0,0,0
}
MODEL
{
model = NearFuture/Parts/ArgonTanks/argon-smlrad/argon-smlrad
position = -0.5992842,-3.586329,-0.5992846
scale = 0.75,0.75,0.75
rotation = 0,315,0
}
MODEL
{
model = NearFuture/Parts/ArgonTanks/argon-smlrad/argon-smlrad
position = -0.5992851,-3.586329,0.5992843
scale = 0.75,0.75,0.75
rotation = 0,45,0
}
MODEL
{
model = NearFuture/Parts/ArgonTanks/argon-smlrad/argon-smlrad
position = 0.5992842,-3.586329,0.5992848
scale = 0.75,0.75,0.75
rotation = 0,135,0
}
MODEL
{
model = NearFuture/Parts/ArgonTanks/argon-smlrad/argon-smlrad
position = 0.5992851,-3.586329,-0.5992842
scale = 0.75,0.75,0.75
rotation = 0,225,0
}
MODEL
{
model = NearFuture/Parts/Structural/adapter-25-125/adapter-25-125
position = 0,-3.334304,0
scale = 0.95,1.05,0.95
rotation = 0,180,180
}
MODEL
{
model = KOSMOS/Parts/Engine/Kosmos_Angara_RD-275K/model_RD-275K
position = 0.7,-3.95,0
scale = 0.8,0.6,0.8
rotation = 0,0,0
}
MODEL
{
model = KOSMOS/Parts/Engine/Kosmos_Angara_RD-275K/model_RD-275K
position = 0,-3.95,-0.7
scale = 0.8,0.6,0.8
rotation = 0,90,0
}
MODEL
{
model = KOSMOS/Parts/Engine/Kosmos_Angara_RD-275K/model_RD-275K
position = -0.7,-3.95,0
scale = 0.8,0.6,0.8
rotation = 0,180,0
}
MODEL
{
model = KOSMOS/Parts/Engine/Kosmos_Angara_RD-275K/model_RD-275K
position = 0,-3.95,0.7
scale = 0.8,0.6,0.8
rotation = 0,270,0
}
RESOURCE
{
name = MonoPropellant
amount = 100
maxAmount = 100
}
RESOURCE
{
name = ElectricCharge
amount = 100
maxAmount = 100
}
RESOURCE
{
name = LiquidFuel
amount = 2475
maxAmount = 2475
}
RESOURCE
{
name = Oxidizer
amount = 3025
maxAmount = 3025
}
MODULE
{
name = ModuleCommand
minimumCrew = 0
RESOURCE
{
name = ElectricCharge
rate = 0.11
}
}
MODULE
{
name = ModuleReactionWheel
PitchTorque = 2
YawTorque = 2
RollTorque = 2
RESOURCE
{
name = ElectricCharge
rate = 0.03
}
}
MODULE
{
name = ModuleSAS
}
MODULE
{
name = MechJebCore
}
MODULE
{
name = ModuleEngines
thrustVectorTransformName = engine_thrust
exhaustDamage = True
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 900
heatProduction = 386
PROPELLANT
{
name = LiquidFuel
ratio = .9
DrawGauge = True
}
PROPELLANT
{
name = Oxidizer
ratio = 1.1
}
atmosphereCurve
{
key = 0 370
key = 1 275
}
}
MODULE
{
name = ModuleGimbal
gimbalTransformName = engine_gimbal
gimbalRange = 3
}
MODULE
{
name = ModuleAnimateHeat
ThermalAnim = overheat
}
// MODULE
// {
// name = FXModuleLookAtConstraint
// CONSTRAINLOOKFX
// {
// targetName = Piston_Lower_001
// rotatorsName = Piston_Upper_001
// }
// CONSTRAINLOOKFX
// {
// targetName = Piston_Upper_001
// rotatorsName = Piston_Lower_001
// }
// CONSTRAINLOOKFX
// {
// targetName = Piston_Lower_002
// rotatorsName = Piston_Upper_002
// }
// CONSTRAINLOOKFX
// {
// targetName = Piston_Upper_002
// rotatorsName = Piston_Lower_002
// }
// }
MODULE
{
name = ModuleAlternator
RESOURCE
{
name = ElectricCharge
rate = 12
}
}
}

Can anyone tell me what I am missing?

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I know that Posting links to videos outside of videos is kind of a no no but I built this in orbit a few updates back with mostly welded parts!

is there any working version for the most recent update?

Thanks for the awesome mod dude!

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Dude... you need to update this mod, recently my space stations have started to become the equivalent of whackjobs creations, and my computer system cannot handle that, so PLEASE UPDATE BEFORE MY COMPUTER IS DESTROYED FROM DE ORBITING A SPACE STATION!!

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Dude... you need to update this mod, recently my space stations have started to become the equivalent of whackjobs creations, and my computer system cannot handle that, so PLEASE UPDATE BEFORE MY COMPUTER IS DESTROYED FROM DE ORBITING A SPACE STATION!!

:D

That is also somekind of performance.

We are all waiting for the update, but give him some time, life not only consists of KSP, Mods and coffee. :wink:

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