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[0.22] UbioZur Welding Ltd. 2.0 Dev STOPPED


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Oh and almost forgotten, your top node needs to be the last one before the Node_Attach, KSP doesn't like it if the last node is having negative direction.

This fixed my issue, thank you greatly for the quick response and great work!

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One of Ubio's old stockalike parts, the 4x4 structural panel, isn't loading anymore under .25, and I'm not sure why. It's a pretty old part; did part handling change? It doesn't show up in sandbox mode either, so it doesn't seem to be a matter of not being researched.

I'm only using it for one thing, the baseplate on a supply module I dropped for my Mun base a while back, but I'd just as soon not lose it/keep using it.

EDIT: Fixed - the directory of the base part it was referencing changed from "structuralPanel 2" to "structuralPanel2x2".

Edited by Commander Zoom
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can someone help me with this im trying to make one hell of an engine for aircraft but for some reason it wont work (PM me please) this is what the engine is supposed to look like and when I want it to go faster than 126 thrust it wont go past it? well its also my first time making a mod like this as well the top speed I got from this was 85 m/s from my plane with this engine can somehone help me tweak this please :P

here is the code

PART
{
name = Turbo-Raipier
module = Part
author = Lego8_bit
rescaleFactor = 1
PhysicsSignificance = -1
node_stack_bottomRAPIER5 = -1.806732E-08,-1.010185,-0.09617506,0,1,0,1
node_stack_topstrutCube13 = -8.892629E-08,0.9968009,-0.9708378,0,0,-1,0
node_stack_bottomstrutCube13 = -6.641764E-08,0.9968009,-0.713369,0,0,-1,0
node_attach = 0,0,0,0,0,0,0
CrewCapacity = 0
TechRequired = sandboxWeld
entryCost = 0
cost = 10124
category = Propulsion
subcategory = 0
title = TGX-R.A.I.P.I.E.R
manufacturer = Turbo induction industries
description = our enginierrs were facinated by an old rusty ssto so they salvaged what they could and built this buty its has more thrust than any jet has ever seen and they were inspired by the old fasioned KW-II
attachRules = 1,1,1,1,0,0,0
mass = 1.946
dragModelType = default
maximum_drag = 0.1894531
minimum_drag = 0.1894043
angularDrag = 1.941187
crashTolerance = 2600.90375
breakingForce = 300.14
breakingTorque = 300.14
maxTemp = 32998.779
fuelCrossFeed = True
MODEL
{
model = Squad/Parts/Command/probeStackSmall/model
position = -1.806732E-08,2.347229,-0.09617506
scale = 1,1,1
rotation = 0,0,0
}
MODEL
{
model = Squad/SPP/ShockConeIntake/model
position = -1.806732E-08,3.072229,-0.09617506
scale = 1,1,1
rotation = 0,0,0
}
MODEL
{
model = Squad/Parts/Mk1/mk1structural
position = -1.806732E-08,1.309728,-0.09617506
scale = 1.25,1.25,1.25
rotation = 0,0,0
}
MODEL
{
model = Squad/Parts/FuelTank/fuelTankToroidal/model
position = -1.806732E-08,0.3223653,-0.09617506
scale = 1,1,1
rotation = 0,0,0
}
MODEL
{
model = Squad/Parts/FuelTank/fuelTankToroidal/model
position = -1.806732E-08,0.2226396,-0.09617506
scale = 1,1,1
rotation = 0,0,0
}
MODEL
{
model = Squad/Parts/Engine/rapierEngine/rapier
position = -1.806732E-08,-0.7541547,-0.09617506
scale = 1.25,1.25,1.25
rotation = 0,0,0
}
MODEL
{
model = Squad/Parts/Structural/model/model
position = -0.5317786,0.5176682,0.2108473
scale = 1.25,1.25,1.25
rotation = 360,29.99995,0.105666
}
MODEL
{
model = Squad/Parts/Structural/model/model
position = 0.3070223,0.5176682,0.4356035
scale = 1.25,1.25,1.25
rotation = 0,119.9999,0.105666
}
MODEL
{
model = Squad/Parts/Structural/model/model
position = 0.5317786,0.5176682,-0.4031976
scale = 1.25,1.25,1.25
rotation = 360,210,0.105666
}
MODEL
{
model = Squad/Parts/Structural/model/model
position = -0.3070224,0.5176682,-0.6279534
scale = 1.25,1.25,1.25
rotation = 0,299.9999,0.105666
}
MODEL
{
model = Squad/Parts/Engine/liquidEngine24-77/model
position = 1.309443E-07,0.5661626,0.6830522
scale = 1,1,1
rotation = 345,1.001791E-05,-1.053681E-13
}
MODEL
{
model = Squad/Parts/Engine/liquidEngine24-77/model
position = 1.309443E-07,1.003316,0.678208
scale = 1,1,1
rotation = 340,1.001791E-05,2.166192E-13
}
MODEL
{
model = Squad/Parts/Engine/liquidEngine24-77/model
position = 1.309443E-07,1.447683,0.6795269
scale = 1,1,1
rotation = 340,1.001791E-05,2.166192E-13
}
MODEL
{
model = Squad/Parts/Structural/strutCubicOcto/model
position = -7.767196E-08,0.9968009,-0.8421034
scale = 1,1,1
rotation = 90,180,0
}
RESOURCE
{
name = ElectricCharge
amount = 300
maxAmount = 300
}
RESOURCE
{
name = IntakeAir
amount = 0.16
maxAmount = 0.16
}
RESOURCE
{
name = LiquidFuel
amount = 200
maxAmount = 200
}
RESOURCE
{
name = Oxidizer
amount = 240.4
maxAmount = 240.4
}
MODULE
{
name = ModuleCommand
minimumCrew = 0
RESOURCE
{
name = ElectricCharge
rate = 0.01
}
}
MODULE
{
name = ModuleReactionWheel
PitchTorque = 0.25
YawTorque = 0.25
RollTorque = 0.25
RESOURCE
{
name = ElectricCharge
rate = 0.01
}
}
MODULE
{
name = ModuleSAS
}
MODULE
{
name = TweakScale
type = stack
defaultScale = 1.25
}
MODULE
{
name = ModuleResourceIntake
resourceName = IntakeAir
checkForOxygen = true
area = 0.025
intakeSpeed = 15
intakeTransformName = Intake
}
MODULE
{
name = TweakScale
type = stack
defaultScale = 1.25
}
MODULE
{
name = TweakScale
type = stack
defaultScale = 1.25
}
MODULE
{
name = TweakScale
type = stack
defaultScale = 1.25
}
MODULE
{
name = MultiModeEngine
primaryEngineID = AirBreathing
secondaryEngineID = ClosedCycle
}
MODULE
{
name = ModuleEnginesFX
engineID = AirBreathing
directThrottleEffectName = power_open
runningEffectName = running_open
thrustVectorTransformName = thrustTransform
exhaustDamage = True
ignitionThreshold = 0.33
minThrust = 0
maxThrust = 250
heatProduction = 475
useEngineResponseTime = True
engineAccelerationSpeed = 0.2
engineDecelerationSpeed = 0.35
useVelocityCurve = True
PROPELLANT
{
name = LiquidFuel
ratio = 1.5
DrawGauge = True
}
PROPELLANT
{
name = IntakeAir
ratio = 10
}
atmosphereCurve
{
key = 0 1200
key = 0.3 2500
key = 1 800
}
velocityCurve
{
key = 0 0.5 0 0
key = 1000 1 0 0
key = 2000 0.5 0 0
key = 2200 0 0 0
}
}
MODULE
{
name = ModuleEnginesFX
engineID = ClosedCycle
runningEffectName = running_closed
thrustVectorTransformName = thrustTransform
exhaustDamage = True
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 325
heatProduction = 750
fxOffset = 0, 0, 0.25
PROPELLANT
{
name = LiquidFuel
ratio = 1.2
DrawGauge = True
}
PROPELLANT
{
name = Oxidizer
ratio = 1.7
}
atmosphereCurve
{
key = 0 360
key = 1 320
}
}
MODULE
{
name = ModuleAnimateHeat
ThermalAnim = HeatAnimationEmissiveRapier
}
MODULE
{
name = ModuleGimbal
gimbalTransformName = obj_gimbal
gimbalRange = 1
}
MODULE
{
name = ModuleTestSubject
environments = 15
useStaging = True
useEvent = True
}
MODULE
{
name = TweakScale
type = stack
defaultScale = 1.25
}
MODULE
{
name = ModuleSabreHeating
}
MODULE
{
name = ModuleEnginesFX
thrustVectorTransformName = thrustTransform
exhaustDamage = True
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 1
heatProduction = 15
fxOffset = 0, 0, 0.01
PROPELLANT
{
name = LiquidFuel
ratio = 0.1
DrawGauge = True
}
PROPELLANT
{
name = Oxidizer
ratio = 0.1
}
atmosphereCurve
{
key = 0 300
key = 1 250
}
}
MODULE
{
name = ModuleTestSubject
environments = 15
useStaging = True
useEvent = True
}
MODULE
{
name = TweakScale
type = surface
}
MODULE
{
name = KASModuleGrab
evaPartPos = (0.0, 0.12, -0.14)
evaPartDir = (0,0,-1)
storable = true
storedSize = 15
attachOnPart = True
attachOnEva = False
attachOnStatic = False
attachSendMsgOnly = False
}
MODULE
{
name = ModuleEnginesFX
thrustVectorTransformName = thrustTransform
exhaustDamage = True
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 1
heatProduction = 15
fxOffset = 0, 0, 0.01
PROPELLANT
{
name = LiquidFuel
ratio = 0.1
DrawGauge = True
}
PROPELLANT
{
name = Oxidizer
ratio = 0.1
}
atmosphereCurve
{
key = 0 300
key = 1 250
}
}
MODULE
{
name = ModuleTestSubject
environments = 15
useStaging = True
useEvent = True
}
MODULE
{
name = TweakScale
type = surface
}
MODULE
{
name = KASModuleGrab
evaPartPos = (0.0, 0.12, -0.14)
evaPartDir = (0,0,-1)
storable = true
storedSize = 15
attachOnPart = True
attachOnEva = False
attachOnStatic = False
attachSendMsgOnly = False
}
MODULE
{
name = ModuleEnginesFX
thrustVectorTransformName = thrustTransform
exhaustDamage = True
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 1
heatProduction = 15
fxOffset = 0, 0, 0.01
PROPELLANT
{
name = LiquidFuel
ratio = 0.1
DrawGauge = True
}
PROPELLANT
{
name = Oxidizer
ratio = 0.1
}
atmosphereCurve
{
key = 0 300
key = 1 250
}
}
MODULE
{
name = ModuleTestSubject
environments = 15
useStaging = True
useEvent = True
}
MODULE
{
name = TweakScale
type = surface
}
MODULE
{
name = KASModuleGrab
evaPartPos = (0.0, 0.12, -0.14)
evaPartDir = (0,0,-1)
storable = true
storedSize = 15
attachOnPart = True
attachOnEva = False
attachOnStatic = False
attachSendMsgOnly = False
}
MODULE
{
name = TweakScale
type = free
}
MODULE
{
name = KASModuleGrab
evaPartPos = (0.0, 0.00, -0.11)
evaPartDir = (0,0,-1)
storable = true
storedSize = 5
attachOnPart = True
attachOnEva = False
attachOnStatic = False
attachSendMsgOnly = False
}
}

also here is a pic of what the engine looks like all stock parts looks like one of those engines you would see in a ww-ii airplane :D

9NvzlqI.png

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@Lego_8bit:

Please notice that welding engines can create massive bugs currently.

And the way your current part looks I would suggest that you reduce at first the duplicate modules.

And the amount of thrust you get from the engine will be depending on these values:


minThrust = 0
maxThrust = 1
...
atmosphereCurve
{
key = 0 360
key = 1 320
}

Unless Girka2k is back online earlier than me, I will take a look at your part, as soon as I get back from office.

EDIT:

just like I already wrote, you would have to increase the atmosphereCurve to make it more efficient and you need to increase the maxThrust to give it more power.

Remember that If you use FAR it will scale down the jetengines thrust.

Also the FX effect will possibly be broken as it is trying to find a dedicated transform in the object, but the welded part will have it multiple times.

Edited by Alewx
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Ok, this is weird. I installed the mods in the proper sequence, but after welding the part, it doesn't show up in the parts list, nor can I find it in the research menu. Can someone tell me what I'm doing wrong?

EDIT: Derp, nevermind. It seems to have come in after several reloads. But now all the part positions have gone and defaulted, turning a nice box into a spiky hedgehog. I take it the mod doesn't like Tweakscale much :s

Edited by Lost One
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Ok, this is weird. I installed the mods in the proper sequence, but after welding the part, it doesn't show up in the parts list, nor can I find it in the research menu. Can someone tell me what I'm doing wrong?

Did you reload the database, or restart ksp?

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Did you reload the database, or restart ksp?

Not sure how to reload the database, but restarting ksp did make it available... but then it reset all the positions.

This began life as a basic rectangular box when I welded it. And then when I reloaded it...

4F16FCD900F614790E6C78F65FFCA772D00B44C0

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Not sure how to reload the database, but restarting ksp did make it available... but then it reset all the positions.

This began life as a basic rectangular box when I welded it. And then when I reloaded it...

http://cloud-4.steampowered.com/ugc/23967657731001118/4F16FCD900F614790E6C78F65FFCA772D00B44C0/

The debugmenu offers/offered an option to reload the database, but as you use mods that is not really an option it would break a lot of stuff.

That looks like B9 parts, right? They were made in 024.2 and rescaling changed in 0.25 that is something the weldingtool in the current version is not able to handle correctly.

I'm sorry to say that for a fix of that you will have to wait for update of B9 and/or Weldingtool.

You could try to correct it manually in the part.cfg but that will not be a nice job.

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It looks like it's just the rotations that are wrong? You have a lot of similarly rotated panels. I think if you just edit a couple of the panels and then copy-paste the same rotation to other similarly aligned panels then it'll be easier than you might think to fix. (I do a lot of part editing.)

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Hi there!

first of all, thanks to all the amazing people putting so much efforts to this stuff.

Question:

can anybody explain in 1 post, what i have to install in which order to get this one working ?

i tried in .24.2 and got it running with an enormous amount of bugs... not usable

i tried in .25 and got it running with even more bugs... less usable

i only tried to weld stock parts no, fancy mod-parts....

in .24.2 :

if they showup in VAB (sometimes they do, sometimes not) they start to grow when i mouseover them till they fill up the whole screen

everytime (as i remember) there's an error message of unknown parts... even if i try to weld just 2 structural beams

in .25

same issues as with .24.2 but welded parts doesn't show up at all....

i'm confused if i did something wrong with the installation...

since there are links for different versions, fixes and fixes of fixes... spreaded on 25 forum pages (feels like)

please can somebody clarify what to install ? which fix and which fix for another fix?

my brain explodes....

thanx in advance

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houndman, you need to download and install malkuth's fix from OP (it's for 0.23), then download this fix for 0.24.2 and replace UbioWeldingLtd.dll and config.xml files. It's all.

About bugs - it's normal unfortunately :(

EDIT: I've seen a couple of times a bug with growing part's icon.

Once this has happened with part welded by this tool (you can try to weld whole stock's "Kerbal X" craft for example) but once it was part from some old mod (may be Kosmos? I'm not sure).

Unfortunately, I have no idea why this is happening.

Edited by girka2k
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Thank you very much girka2k !!!!

i followed your instruction and installed it on a clean/fresh/unmodded Ksp....

and guess what.... it works perfectly fine !!!!!!!!

no "unknown parts/features" - error

no growing icons anymore

still the need of restarting ksp each time... but i think it was something with refreshing the database wasn't it? i can (and apparently have to) live with that.

then i tried it the same way on my already modded ksp installation....

----> all issues back again :( parts don't show up.... errors when welding.... :( :( :(

so i started to add my mods step by step......

i'm not 100% sure yet (because testing this needs a lot of time due to the need of restarting each time)

BUT

it seems that the only mod (so far) which causes problems is tweakscale.....

here a list mods which obviously causing no problems: (so far) ;)

blizzy's toolbar

custom biomes

FAR

KAS

KerbalEngineer

InfernalRobotics

Mechjeb

Realchute

Scansat

maybe it helps others who experienced similar issues....

i will give an update when i finished testing this....

cheers

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Update for KSP 0.25 & 0.24.2 (2014-11-01)

•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

Legal stuff:

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

All rights to original source code belong to UbioZur, the rights to subsequent code changes belong to their authors.

These code changes may be freely used by the UbioZur or persons whom he has appointed.

THIS IS NOT AN OFFICAL RELEASE FROM UBIOZUR!!!

Ubiozur, if you are around, please PM Girka2k or me, so we can talk about it, I do not not feel good having this out without a message from you.

Edited by Alewx
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Alewx, you're my hero today. I lived by this mod at one time, and lately have been hand-making all parts. As you can imagine this has been tedious at times.

Thanks but Girka2k has a huge part in this.

I hope your Odyssey version update is going well ;)

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I would be glad if our joint work will be useful.

Moreover, there is still a lot of things can be corrected.

The most notable of them at the moment - the incorrect orientation of the models (like this) and stack nodes (like this) in some cases.

If someone will notice something new - tell, please.

EDIT:

Alewx, don't be too modest, please.

At least, the idea of changing of processing of modules, as well as implementation, is entirely your merit. By the way, this applies to compatibility with Tweakscale, which was requested by many here.

Well, and most of other improvements on your conscience, so to speak :)

Edited by girka2k
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I would be glad if our joint work will be useful.

Moreover, there is still a lot of things can be corrected.

The most notable of them at the moment - the incorrect orientation of the models (like this) and stack nodes (like this) in some cases.

If someone will notice something new - tell, please.

EDIT:

Alewx, don't be too modest, please.

At least, the idea of changing of processing of modules, as well as implementation, is entirely your merit. By the way, this applies to compatibility with Tweakscale, which was requested by many here.

Well, and most of other improvements on your conscience, so to speak :)

What's the problem with stack nodes? Are you referring to the inability to attach? You need the node that you want to be the initial attachment point to be the last one in the list. I learned this on Project Gateway the hard way. I had to set many of my parts by hand because back then the welder didn't care how things were inserted so half my parts could not be attached if I did not edit them by hand after welding.

Another thing that always bothered me, while I am at it... nodes that should be 0 but show -0.12452436e-20 or something like that. I always rounded my nodes by hand to 4 decimals and there was never any issue with things not lining up properly. Anything with an 'E' I turned into just 0 without issues.

Another one that bothered me in the old version: The node lists are harder to read afterward with no spaces. I always hand edit to something like this example:

node_whatever = 1.2, 3.2, 1.5,     0, 1, 0,     3

In fact, I always put a space after ALL the commas on anything and everything to make things easier to read.

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What's the problem with stack nodes? Are you referring to the inability to attach? You need the node that you want to be the initial attachment point to be the last one in the list. I learned this on Project Gateway the hard way. I had to set many of my parts by hand because back then the welder didn't care how things were inserted so half my parts could not be attached if I did not edit them by hand after welding.

Another thing that always bothered me, while I am at it... nodes that should be 0 but show -0.12452436e-20 or something like that. I always rounded my nodes by hand to 4 decimals and there was never any issue with things not lining up properly. Anything with an 'E' I turned into just 0 without issues.

Another one that bothered me in the old version: The node lists are harder to read afterward with no spaces. I always hand edit to something like this example:

node_whatever = 1.2, 3.2, 1.5,     0, 1, 0,     3

In fact, I always put a space after ALL the commas on anything and everything to make things easier to read.

All legit Issues I will add them to our list, as the thing with the e-x decimal is still there and annoys me too.

The problem that the parts are not attaching because the last node has the wrong direction is also still in there, I will iron this out with the next version.

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Yepeahhhhhh !!!!!!

stupid question : since it doesn't work with drag'n'drop anymore..... how to weld only "selected" parts ?!

it just works fine, when a commandpod is present....

but how to weld just structural parts?

when you delete your command pod (root-node) after finishing your construction... welding doesn't work anymore...

maybe it's just me but the drag'n'drop workflow was more intuitive....

i also cannot see any difference in the result when i change the "include all" or "ignore massless" option...

can you please explain how it works now?

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