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


girka2k

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errm is there a part number hthat it wont work over, i have 1278 parts and it keeps giving me NaN in the cofig posions

I welded already successfully 1800 parts, without any problems, the many attachnodes caused the editor to go with 1fps but it worked.

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Last one is very interesting. Can I ask for more details? May be .cfg file?

Here's all the files for the symmetry attachment issue + fix:

unwelded .craft

welded .cfg

symmetry fixed .cfg

I'll also add the other part I had to modify (node order change), in case you want to have a look or it helps someone else with similar issues:

unwelded .craft

welded .cfg

attachment fixed .cfg, now correctly attaches from narrow end of Mk2 adapter

This is where I found some documentation on stackSymmetry and attachRules: http://wiki.kerbalspaceprogram.com/wiki/CFG_File_Documentation#Attachment_rules

Future development suggestions based on these:

  • Make the stackSymmetry configurable in the welding UI. Even more awesome if it's possible to detect automatically
  • Allow to select the primary attachment node in the welding UI.
  • Allow to change some of the attachRules in the welding UI.
  • Display a warning when trying to weld something that is known not to work.

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Here's all the files for the symmetry attachment issue + fix:

unwelded .craft

welded .cfg

symmetry fixed .cfg

I'll also add the other part I had to modify (node order change), in case you want to have a look or it helps someone else with similar issues:

unwelded .craft

welded .cfg

attachment fixed .cfg, now correctly attaches from narrow end of Mk2 adapter

This is where I found some documentation on stackSymmetry and attachRules: http://wiki.kerbalspaceprogram.com/wiki/CFG_File_Documentation#Attachment_rules

Future development suggestions based on these:

  • Make the stackSymmetry configurable in the welding UI. Even more awesome if it's possible to detect automatically
  • Allow to select the primary attachment node in the welding UI.
  • Allow to change some of the attachRules in the welding UI.
  • Display a warning when trying to weld something that is known not to work.

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)

Edited by girka2k
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Hi Guys,

Awesome mod. This is a great thing especially for people like me, who play on kind of outdated systems!

I'm currently trying to build a large docking bay from B9 structural Panels.

Unfortunatelty those panels have 3 different meshes/textures (not sure) that you can change by right clicking on them. Now when i weld that docking bay together and load the welded part, the game tries to display all 3 textures at once which makes the part look like this (I would be fine with it if it just looked weird, but its flickering rapidly and thats really annoying):

ghZ9SoF.png

The model/texture (i really dont know which it is!) is saved like this in the craft file. Is there any way i can incorporate that manually into the welded cfg?

	MODULE
{
name = FSmeshSwitch
isEnabled = True
selectedObject = 0
EVENTS
{
nextObjectEvent
{
active = True
guiActive = False
guiActiveEditor = True
guiIcon = Next part variant
guiName = Next part variant
category = Next part variant
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
previousObjectEvent
{
active = True
guiActive = False
guiActiveEditor = True
guiIcon = Prev part variant
guiName = Prev part variant
category = Prev part variant
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
}

Thanks

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can you add this mod to CKAN! this mod the only one thats not in the CKAN mod downloaders/enabler

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'm currently trying to build a large docking bay from B9 structural Panels.

Unfortunatelty those panels have 3 different meshes/textures (not sure) that you can change by right clicking on them. Now when i weld that docking bay together and load the welded part, the game tries to display all 3 textures at once which makes the part look like this (I would be fine with it if it just looked weird, but its flickering rapidly and thats really annoying):

......

I have a bad feeling about possibility of welding parts with Firespitter modules, but I'll try to look at this at tonight

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Over a thousand parts in one ship? Dang, KSP likes to crash on me when I exit the VAB with a ship that has over 300 parts. Most of those are coming from the struts, I MAY be going overboard on the struts.

Could give this a try later though.

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So I was wondering if it's possible to edit out some of the attachment nodes.

I'll provide an example. This is my track for my monorail, and it works great welded together. ZERO problems.

16148611308_b02ffb2e4b_b.jpg

However, when I'm adding in another section of track, every little piece has an attachment node and I only need the ones on the end, as illustrated here.

16148818320_a50f2c099c_b.jpg

It's not to bad if I just build a small track, but as I get larger tracks going with 30+ sections of track, all those attachment nodes really bog down the editor. I know that the welder doesn't actually create new parts, just config files of the parts referencing the originals, is there something in the config files for nodes?

Thank you for your time and attention to this request! :D

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Out of curiosity, do you guys know what mods the database autoreload thing is incompatible with? Edit: Nvm on that question, looks like Nereids SAVE autobackup is one of those incompatible with that feature.

Actually, it may have a problem with parts that are connected by decouplers (why did I think that was a good idea if I want to decouple them, lol) such as this huge heavy lifter base which is in an asparagus setup. When I tried to use database autoreload, it worked initially, then the percentage went to 104% (wierd, huh) and it just sort of hung with the output log showing MM being in a loop.

Also, when I tried to start up again, it pseudo-hung (by which I mean the loading blurbs still cycled, but the loading stopped progressing) when it tried to load the heavylifter base.

Heres the part plus the output log, it uses a few B9 parts, but is otherwise stock.

http://sta.sh/01yobij7a58g

Edited by smjjames
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Yeah, you're either hitting a memory limit (it can sometimes be like the piece of straw that broke Jeb's back... or was it the Kerbal that broke Jeb's rocket? anyway...) or it's having some seriously weird issues with the decouplers. Physically and technically, it should be possible to use a decoupler in a weld, with the decoupler ceasing to function of course, but why would anyone want to do that? If you've got your heart set on using that part though, I'd open up the part's configuration file and see if the welding process screwed something up that obvious to the trained eye. If your eye isn't trained... well... I didn't think that far ahead when composing this reply.

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Oh, so yes. You can go into the cfg files and remove the nodes. I'd recommend making a backup before you try though. :D

The last node listed is actually the root node, which seems backwards to me, but okay. :)

It helps to know the KSP part names of the individual pieces to weed out any that you don't want. I was able to remove all the structural panels right away, and the adapters, and the 3x truss. It was just finding out the 1x truss to keep that was hardest. Turned out for me, and this might not apply to anyone else, that all the 1x trusses had a 'top' and 'bottom', except for the root and last piece, so once I clued into that, it was easy to edit the rest of the pieces.

This should GREATLY help with my editor lag!

Love this mod. :D

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There were also lots of struts, and I don't know how well the welding reacts with the struts.

Anyways, I've found a bug that I believe is related to firespitter.

If you make a tank out of some parts and weld that, you would expect it to be identical to the same group before welding, right? Unfortunately, it appears that the mesh switch thing that firespitter applies is applying to the ENTIRE part raher than the origional part that it applied to.

Take this example with B9s HL 2m 2.5m Universial Adapter (x8) as part of the nosecone (I wish there was a nosecone sized for those huge tanks), the rest is stock. This is the unwelded unit:

C409A84BB11E7F3E487F68041CEA219AA07956A0

Now here is the entire tank welded together (I didn't weld the engines, but they're the same on both), you can see the massive discrepancy in mass and deltaV, the mesh function thing works perfectly, except that it's being applied to the entire part.

D6120243E059818E66F58E02E51E8FB7A437BB76

Also, apparently the part info is a lie, it thinks that it has the fuel it's supposed to, but actually doesn't. Or maybe firespitter is changing it after the fact due to the mesh.

DD6008020D758E211BB8F8FD8B56DB73A01EBF30

Edited by smjjames
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Girka2k said he will look into the Firespitter problems, maybe he can find some things that help.

We are working on those things.

@Runescope, did you enable allnodes? Normally the used nodes should not appear in the weldment.

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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 - - -

Does anybody know how to have this store a list of parts stored in a KAS container?

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

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Dammit.

Actually, if you're just using them as a structural part, it should be fine, I'll check the dry (as in no fuel) weight of the one that I welded vs unwelded.

Edit: Dammit, nope, the mass is actually half of what the mass of the unwelded unit is, even dry.

Edited by smjjames
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So after a quick read through of the thread I see that 90% of peoples problems can be fixed by having a decent understanding of how part configs are set up and simply having the confidence to go in and edit them. Welding is an excellent tool, but it has a lot of inherent limitations as far as how much of the process can actually be automated, while you can just weld something and then load it and try and use it you will have a much better experience if you go in and clean up the cfg first. I strongly recommend that people spend some time learning about how part cfgs work and how the game does what it does, not only will you be able to get way more out of the game it will also help you chase down a lot of bugs you may encounter.

I predominantly use this to create large station modules, I then go in and pretty much delete everything in the cfgs except the section dealing with the models and node positions, then delete all the extra nodes, tweak the node positions, tweak model positions and scales, tweak part mass, cost and other aspects, and then start adding in the MODULES and resources that I want the part to have. I also use a separate install of the game to do all my welding and editing in, and once I am happy with a part I then transfer the config over to my main game, this helps keep you from screwing something up majorly in your main install with your main saves and stuff.

Just as an example here are two cfgs, the first is what I got after welding the parts together, the other is after editing everything. I have removed all the extraneous modules, nodes, and resources, added in OKS functionality as well as Station Science functionality, it has the resources I want, and a reasonable part mass and cost, comparable to OKS modules from RoverDude, it also has avionics control in it with RT functionality.

PART

{

name = KSS Module

module = Part

author = UbioZurWeldingLtd

rescaleFactor = 1

PhysicsSignificance = -1

node_stack_topcrewtube-125-12 = 0.0008012516,5.703447,-0.002856542,0,1,0,1

node_stack_topcrewtube-attach-1253 = 0.0008012258,4.855428,-0.8512554,0,0,-1,1

node_stack_bottomcrewtube-attach-1253 = 0.000801324,4.855428,-0.09534322,0,0,-1,1

node_stack_topcrewtube-attach-1254 = 0.0008012928,4.855428,0.8455429,0,0,1,1

node_stack_bottomcrewtube-attach-1254 = 0.0008011357,4.855428,0.08963079,0,0,1,1

node_stack_bottomlargeAdapter218 = 0.0008012516,-3.234828,-0.002856542,0,1,0,1

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

CrewCapacity = 6

TechRequired = sandboxWeld

entryCost = 0

cost = 40350

category = Utility

subcategory = 0

title = KSS Module

manufacturer = UbioZur Welding Ltd

description = Warranty void during re-entry.

attachRules = 1,1,1,1,0,0,0

mass = 8.930403

dragModelType = default

maximum_drag = 0.2

minimum_drag = 0.2000046

angularDrag = 1.25

crashTolerance = 39.83213

breakingForce = 70.17653

breakingTorque = 70.17653

maxTemp = 1212.5

fuelCrossFeed = True

MODEL

{

model = StationPartsExpansion/Parts/Command/crewpod-habitation-25/crewpod-habitation-25

position = 0.0008012516,0.4968471,-0.002856542

scale = 1,1,1

rotation = 0,0,0

texture = blank, StationPartsExpansion/Parts/Structural/crewtube-125-25/crewtube-25

texture = blank_a, StationPartsExpansion/Parts/Structural/crewtube-125-25/crewtube-25-n

}

MODEL

{

model = StationPartsExpansion/Parts/Structural/crewtube-125-25/crewtube-125-25

position = 0.0008012516,3.181987,-0.002856542

scale = 1,2,1

rotation = 0,315,0

}

MODEL

{

model = StationPartsExpansion/Parts/Structural/crewtube-125-1/crewtube-125-1

position = 0.0008012516,4.699767,-0.002856542

scale = 1,1,1

rotation = 0,0,0

}

MODEL

{

model = StationPartsExpansion/Parts/Structural/crewtube-attach-125/crewtube-attach-125

position = 0.0008012516,4.855428,-0.6530173

scale = 1,1,1

rotation = 90,180,0

texture = blank, StationPartsExpansion/Parts/Structural/crewtube-125-1/crewtube-125

texture = blank_a, StationPartsExpansion/Parts/Structural/crewtube-125-1/crewtube-125-n

}

MODEL

{

model = StationPartsExpansion/Parts/Structural/crewtube-attach-125/crewtube-attach-125

position = 0.0008012516,4.855428,0.6473048

scale = 1,1,1

rotation = 90,1.190402E-05,0

texture = blank, StationPartsExpansion/Parts/Structural/crewtube-125-1/crewtube-125

texture = blank_a, StationPartsExpansion/Parts/Structural/crewtube-125-1/crewtube-125-n

}

MODEL

{

model = AIES_Aerospace/FuelTank/AIESmsRCSTank/model

position = -0.6491221,4.475228,-0.002856482

scale = 1.1,1.1,1.1

rotation = 0,180,0

}

MODEL

{

model = AIES_Aerospace/FuelTank/AIESmsRCSTank/model

position = 0.6507251,4.475228,-0.002856661

scale = 1.1,1.1,1.1

rotation = 0,3.155136E-06,0

}

MODEL

{

model = AIES_Aerospace/FuelTank/AIESmsRCSTank/model

position = -0.6295684,4.474727,-0.1717635

scale = 1.1,1.1,1.1

rotation = 360,165,-2.796032E-05

}

MODEL

{

model = AIES_Aerospace/FuelTank/AIESmsRCSTank/model

position = 0.6311709,4.474727,0.1660504

scale = 1.1,1.1,1.1

rotation = 360,345,-2.796031E-05

}

MODEL

{

model = AIES_Aerospace/FuelTank/AIESmsRCSTank/model

position = -0.6282008,4.474378,0.1656841

scale = 1.1,1.1,1.1

rotation = 360,195,1.463844E-05

}

MODEL

{

model = AIES_Aerospace/FuelTank/AIESmsRCSTank/model

position = 0.6298034,4.474378,-0.1713971

scale = 1.1,1.1,1.1

rotation = 360,15,1.463844E-05

}

MODEL

{

model = AIES_Aerospace/FuelTank/AIESmsRCSTank/model

position = -0.6391132,4.668237,-0.174321

scale = 1.1,1.1,1.1

rotation = 360,165,-2.796032E-05

}

MODEL

{

model = AIES_Aerospace/FuelTank/AIESmsRCSTank/model

position = 0.6407158,4.668237,0.1686079

scale = 1.1,1.1,1.1

rotation = 360,345,-2.796031E-05

}

MODEL

{

model = AIES_Aerospace/FuelTank/AIESmsRCSTank/model

position = -0.6489695,4.667848,-0.002856542

scale = 1.1,1.1,1.1

rotation = 0,180,0

}

MODEL

{

model = AIES_Aerospace/FuelTank/AIESmsRCSTank/model

position = 0.650572,4.667848,-0.002856661

scale = 1.1,1.1,1.1

rotation = 0,3.155136E-06,0

}

MODEL

{

model = AIES_Aerospace/FuelTank/AIESmsRCSTank/model

position = -0.6367205,4.669217,0.1679669

scale = 1.1,1.1,1.1

rotation = 360,195,1.463844E-05

}

MODEL

{

model = AIES_Aerospace/FuelTank/AIESmsRCSTank/model

position = 0.638323,4.669217,-0.17368

scale = 1.1,1.1,1.1

rotation = 360,15,1.463844E-05

}

MODEL

{

model = AerojetKerbodyne/Parts/ICPS/ICPSUpper

position = 0.0008012516,-2.226396,-0.002856542

scale = 1,1,1

rotation = 0,0,0

}

MODEL

{

model = Squad/Parts/Utility/largeAdapter2/model

position = 0.0008012516,-3.045611,-0.002856542

scale = 1,1,1

rotation = 0,0,0

}

MODEL

{

model = Squad/Parts/FuelTank/xenonTankRadial/model

position = 0.7419836,-1.595555,0.7383255

scale = 1,1,1

rotation = 3.415095E-06,225,90

}

MODEL

{

model = Squad/Parts/FuelTank/xenonTankRadial/model

position = 0.7419831,-1.595555,-0.7440386

scale = 1,1,1

rotation = 5.122642E-06,315,89.99999

}

MODEL

{

model = Squad/Parts/FuelTank/xenonTankRadial/model

position = -0.7403811,-1.595555,-0.7440386

scale = 1,1,1

rotation = 3.415095E-06,45.00001,90

}

MODEL

{

model = Squad/Parts/FuelTank/xenonTankRadial/model

position = -0.7403806,-1.595555,0.7383255

scale = 1,1,1

rotation = 5.122642E-06,135,89.99999

}

MODEL

{

model = Squad/Parts/FuelTank/xenonTankRadial/model

position = 0.7412278,-1.818156,0.7375699

scale = 1,1,1

rotation = 3.415095E-06,225,90

}

MODEL

{

model = Squad/Parts/FuelTank/xenonTankRadial/model

position = 0.7412278,-1.818156,-0.743283

scale = 1,1,1

rotation = 5.122642E-06,315,89.99999

}

MODEL

{

model = Squad/Parts/FuelTank/xenonTankRadial/model

position = -0.7396253,-1.818156,-0.743283

scale = 1,1,1

rotation = 3.415095E-06,45.00001,90

}

MODEL

{

model = Squad/Parts/FuelTank/xenonTankRadial/model

position = -0.7396253,-1.818156,0.73757

scale = 1,1,1

rotation = 5.122642E-06,135,89.99999

}

MODEL

{

model = KOSMOS/Parts/FuelTank/Kosmos_TKS_RCS_Tank/model_Raded

position = -0.8819841,0.7058172,-0.8856421

scale = 1.25,1.25,1.25

rotation = 0,315,0

}

MODEL

{

model = KOSMOS/Parts/FuelTank/Kosmos_TKS_RCS_Tank/model_Raded

position = -0.8819841,0.7058172,0.8799285

scale = 1.25,1.25,1.25

rotation = 0,45,0

}

MODEL

{

model = KOSMOS/Parts/FuelTank/Kosmos_TKS_RCS_Tank/model_Raded

position = 0.8835866,0.7058172,0.8799288

scale = 1.25,1.25,1.25

rotation = 0,135,0

}

MODEL

{

model = KOSMOS/Parts/FuelTank/Kosmos_TKS_RCS_Tank/model_Raded

position = 0.8835866,0.7058172,-0.8856418

scale = 1.25,1.25,1.25

rotation = 0,225,0

}

MODEL

{

model = US_Core/Parts/US_Radial_R20_Oxygen/model

position = -0.3579276,-1.508355,1.311579

scale = 1,1,1

rotation = 360,337.5,0

}

MODEL

{

model = US_Core/Parts/US_Radial_R20_Oxygen/model

position = -0.3757785,2.428708,1.304183

scale = 1,1,1

rotation = 360,337.5,6.319564E-05

}

RESOURCE

{

name = MonoPropellant

amount = 2180

maxAmount = 2180

}

RESOURCE

{

name = LiquidFuel

amount = 558

maxAmount = 558

}

RESOURCE

{

name = Oxidizer

amount = 682

maxAmount = 682

}

RESOURCE

{

name = XenonGas

amount = 3200

maxAmount = 3200

}

RESOURCE

{

name = Oxygen

amount = 480.5

maxAmount = 480.5

}

MODULE

{

name = ModuleScienceExperiment

experimentID = crewReport

experimentActionName = Crew Report

resetActionName = Discard Crew Report

reviewActionName = Review Report

useStaging = False

useActionGroups = True

hideUIwhenUnavailable = True

rerunnable = True

xmitDataScalar = 1.0

}

MODULE

{

name = ModuleScienceContainer

reviewActionName = Review Stored Data

storeActionName = Store Experiments

evaOnlyStorage = True

storageRange = 1.6

}

MODULE

{

name = ModuleAnimateGeneric

animationName = CrewTube-Habitation-Windows

startEventGUIName = Lights On

endEventGUIName = Lights Off

}

MODULE

{

name = ModuleConnectedLivingSpace

passable = true

}

MODULE

{

name = LifeSupportModule

}

MODULE

{

name = ModuleAnimateGeneric

animationName = CrewTube-Adapter25-Windows

startEventGUIName = Lights On

endEventGUIName = Lights Off

}

MODULE

{

name = ModuleAnimateGeneric

animationName = CrewTube-Small-Windows

startEventGUIName = Lights On

endEventGUIName = Lights Off

}

MODULE

{

name = ModuleConnectedLivingSpace

passable = true

surfaceAttachmentsPassable = true

}

MODULE

{

name = ModuleConnectedLivingSpace

passable = true

passableWhenSurfaceAttached = true

}

MODULE

{

name = ModuleConnectedLivingSpace

passable = true

passableWhenSurfaceAttached = true

}

MODULE

{

name = KASModuleGrab

evaPartPos = (0.0, 0.0, -0.15)

evaPartDir = (0,0,-1)

storable = True

storedSize = 10

attachOnPart = True

attachOnEva = False

attachOnStatic = False

}

MODULE

{

name = ModuleFuelTanks

volume = 15

type = RCS

}

MODULE

{

name = KASModuleGrab

evaPartPos = (0.0, 0.0, -0.15)

evaPartDir = (0,0,-1)

storable = True

storedSize = 10

attachOnPart = True

attachOnEva = False

attachOnStatic = False

}

MODULE

{

name = ModuleFuelTanks

volume = 15

type = RCS

}

MODULE

{

name = KASModuleGrab

evaPartPos = (0.0, 0.0, -0.15)

evaPartDir = (0,0,-1)

storable = True

storedSize = 10

attachOnPart = True

attachOnEva = False

attachOnStatic = False

}

MODULE

{

name = ModuleFuelTanks

volume = 15

type = RCS

}

MODULE

{

name = KASModuleGrab

evaPartPos = (0.0, 0.0, -0.15)

evaPartDir = (0,0,-1)

storable = True

storedSize = 10

attachOnPart = True

attachOnEva = False

attachOnStatic = False

}

MODULE

{

name = ModuleFuelTanks

volume = 15

type = RCS

}

MODULE

{

name = KASModuleGrab

evaPartPos = (0.0, 0.0, -0.15)

evaPartDir = (0,0,-1)

storable = True

storedSize = 10

attachOnPart = True

attachOnEva = False

attachOnStatic = False

}

MODULE

{

name = ModuleFuelTanks

volume = 15

type = RCS

}

MODULE

{

name = KASModuleGrab

evaPartPos = (0.0, 0.0, -0.15)

evaPartDir = (0,0,-1)

storable = True

storedSize = 10

attachOnPart = True

attachOnEva = False

attachOnStatic = False

}

MODULE

{

name = ModuleFuelTanks

volume = 15

type = RCS

}

MODULE

{

name = KASModuleGrab

evaPartPos = (0.0, 0.0, -0.15)

evaPartDir = (0,0,-1)

storable = True

storedSize = 10

attachOnPart = True

attachOnEva = False

attachOnStatic = False

}

MODULE

{

name = ModuleFuelTanks

volume = 15

type = RCS

}

MODULE

{

name = KASModuleGrab

evaPartPos = (0.0, 0.0, -0.15)

evaPartDir = (0,0,-1)

storable = True

storedSize = 10

attachOnPart = True

attachOnEva = False

attachOnStatic = False

}

MODULE

{

name = ModuleFuelTanks

volume = 15

type = RCS

}

MODULE

{

name = KASModuleGrab

evaPartPos = (0.0, 0.0, -0.15)

evaPartDir = (0,0,-1)

storable = True

storedSize = 10

attachOnPart = True

attachOnEva = False

attachOnStatic = False

}

MODULE

{

name = ModuleFuelTanks

volume = 15

type = RCS

}

MODULE

{

name = KASModuleGrab

evaPartPos = (0.0, 0.0, -0.15)

evaPartDir = (0,0,-1)

storable = True

storedSize = 10

attachOnPart = True

attachOnEva = False

attachOnStatic = False

}

MODULE

{

name = ModuleFuelTanks

volume = 15

type = RCS

}

MODULE

{

name = KASModuleGrab

evaPartPos = (0.0, 0.0, -0.15)

evaPartDir = (0,0,-1)

storable = True

storedSize = 10

attachOnPart = True

attachOnEva = False

attachOnStatic = False

}

MODULE

{

name = ModuleFuelTanks

volume = 15

type = RCS

}

MODULE

{

name = KASModuleGrab

evaPartPos = (0.0, 0.0, -0.15)

evaPartDir = (0,0,-1)

storable = True

storedSize = 10

attachOnPart = True

attachOnEva = False

attachOnStatic = False

}

MODULE

{

name = ModuleFuelTanks

volume = 15

type = RCS

}

MODULE

{

name = TweakScale

type = stack

scaleFactors = 1, 1.5

scaleNames = 2.50m, 3.75m

techRequired = heavyRocketry, heavierRocketry

}

MODULE

{

name = TweakScale

type = adapter_2_1

defaultScale = 2.5

}

MODULE

{

name = ModuleFuelTanks

volume = 400

type = Xenon

}

MODULE

{

name = TweakScale

type = free

}

MODULE

{

name = ModuleFuelTanks

volume = 400

type = Xenon

}

MODULE

{

name = TweakScale

type = free

}

MODULE

{

name = ModuleFuelTanks

volume = 400

type = Xenon

}

MODULE

{

name = TweakScale

type = free

}

MODULE

{

name = ModuleFuelTanks

volume = 400

type = Xenon

}

MODULE

{

name = TweakScale

type = free

}

MODULE

{

name = ModuleFuelTanks

volume = 400

type = Xenon

}

MODULE

{

name = TweakScale

type = free

}

MODULE

{

name = ModuleFuelTanks

volume = 400

type = Xenon

}

MODULE

{

name = TweakScale

type = free

}

MODULE

{

name = ModuleFuelTanks

volume = 400

type = Xenon

}

MODULE

{

name = TweakScale

type = free

}

MODULE

{

name = ModuleFuelTanks

volume = 400

type = Xenon

}

MODULE

{

name = TweakScale

type = free

}

MODULE

{

name = ModuleFuelTanks

volume = 500

type = RCS

}

MODULE

{

name = TweakScale

type = surface

}

MODULE

{

name = ModuleFuelTanks

volume = 500

type = RCS

}

MODULE

{

name = TweakScale

type = surface

}

MODULE

{

name = ModuleFuelTanks

volume = 500

type = RCS

}

MODULE

{

name = TweakScale

type = surface

}

MODULE

{

name = ModuleFuelTanks

volume = 500

type = RCS

}

MODULE

{

name = TweakScale

type = surface

}

MODULE

{

name = KASModuleGrab

evaPartPos = (0.0, 0.00, -0.12)

evaPartDir = (0,0,-1)

storable = true

addPartMass = true

storedSize = 10

attachOnPart = True

attachOnEva = False

attachOnStatic = False

attachSendMsgOnly = False

}

MODULE

{

name = KASModuleGrab

evaPartPos = (0.0, 0.00, -0.12)

evaPartDir = (0,0,-1)

storable = true

addPartMass = true

storedSize = 10

attachOnPart = True

attachOnEva = False

attachOnStatic = False

attachSendMsgOnly = False

}

}

PART

{

name = KSS2

module = Part

author = Akira_R

rescaleFactor = 1

node_stack_top = 0.0008012516, 5.65, -0.002856542, 0,1,0,1

node_stack_side1 = 0.0008012258, 4.855428, -0.755, 0,0,-1,1

node_stack_side2 = 0.0008012928, 4.855428, 0.755, 0,0,1,1

node_stack_bottom = 0.0008012516, -3.2, -0.002856542, 0,-1,0,1

CrewCapacity = 4

TechRequired = scienceTech

entryCost = 8000

cost = 25000

category = Utility

subcategory = 0

title = KSS Module

manufacturer = Akira Heavy Industries

description = Space Station module designd for the KSS station, provides more living and works space for the station, also includes a large amount of life support storage, facilities for food preparation, as well as facilities for storing flora and fauna for research purposes.

attachRules = 1,0,1,1,0

mass = 5

dragModelType = default

maximum_drag = 0.2

minimum_drag = 0.2

angularDrag = 2

crashTolerance = 6

breakingForce = 200

breakingTorque = 200

maxTemp = 1800

fuelCrossFeed = True

vesselType = Station

INTERNAL

{

name = crewCabinInternals

}

MODEL

{

model = StationPartsExpansion/Parts/Command/crewpod-habitation-25/crewpod-habitation-25

position = 0.0008012516,0.4968471,-0.002856542

scale = 1,1,1

rotation = 0,0,0

texture = blank, StationPartsExpansion/Parts/Structural/crewtube-125-25/crewtube-25

texture = blank_a, StationPartsExpansion/Parts/Structural/crewtube-125-25/crewtube-25-n

}

MODEL

{

model = StationPartsExpansion/Parts/Structural/crewtube-125-25/crewtube-125-25

position = 0.0008012516,3.181987,-0.002856542

scale = 1,2,1

rotation = 0,315,0

}

MODEL

{

model = StationPartsExpansion/Parts/Structural/crewtube-125-1/crewtube-125-1

position = 0.0008012516,4.699767,-0.002856542

scale = 1,1,1

rotation = 0,0,0

}

MODEL

{

model = StationPartsExpansion/Parts/Structural/crewtube-attach-125/crewtube-attach-125

position = 0.0008012516,4.855428,-0.6530173

scale = 1,1,1

rotation = 90,180,0

texture = blank, StationPartsExpansion/Parts/Structural/crewtube-125-1/crewtube-125

texture = blank_a, StationPartsExpansion/Parts/Structural/crewtube-125-1/crewtube-125-n

}

MODEL

{

model = StationPartsExpansion/Parts/Structural/crewtube-attach-125/crewtube-attach-125

position = 0.0008012516,4.855428,0.6473048

scale = 1,1,1

rotation = 90,0,0

texture = blank, StationPartsExpansion/Parts/Structural/crewtube-125-1/crewtube-125

texture = blank_a, StationPartsExpansion/Parts/Structural/crewtube-125-1/crewtube-125-n

}

MODEL

{

model = AIES_Aerospace/FuelTank/AIESmsRCSTank/model

position = -0.6491221,4.475228,-0.002856482

scale = 1.1,1.1,1.1

rotation = 0,180,0

}

MODEL

{

model = AIES_Aerospace/FuelTank/AIESmsRCSTank/model

position = 0.6507251,4.475228,-0.002856661

scale = 1.1,1.1,1.1

rotation = 0,0,0

}

MODEL

{

model = AIES_Aerospace/FuelTank/AIESmsRCSTank/model

position = -0.6295684,4.474727,-0.1717635

scale = 1.1,1.1,1.1

rotation = 360,165,0

}

MODEL

{

model = AIES_Aerospace/FuelTank/AIESmsRCSTank/model

position = 0.6311709,4.474727,0.1660504

scale = 1.1,1.1,1.1

rotation = 360,345,0

}

MODEL

{

model = AIES_Aerospace/FuelTank/AIESmsRCSTank/model

position = -0.6282008,4.474378,0.1656841

scale = 1.1,1.1,1.1

rotation = 360,195,0

}

MODEL

{

model = AIES_Aerospace/FuelTank/AIESmsRCSTank/model

position = 0.6298034,4.474378,-0.1713971

scale = 1.1,1.1,1.1

rotation = 360,15,0

}

MODEL

{

model = AIES_Aerospace/FuelTank/AIESmsRCSTank/model

position = -0.6391132,4.668237,-0.174321

scale = 1.1,1.1,1.1

rotation = 360,165,0

}

MODEL

{

model = AIES_Aerospace/FuelTank/AIESmsRCSTank/model

position = 0.6407158,4.668237,0.1686079

scale = 1.1,1.1,1.1

rotation = 360,345,0

}

MODEL

{

model = AIES_Aerospace/FuelTank/AIESmsRCSTank/model

position = -0.6489695,4.667848,-0.002856542

scale = 1.1,1.1,1.1

rotation = 0,180,0

}

MODEL

{

model = AIES_Aerospace/FuelTank/AIESmsRCSTank/model

position = 0.650572,4.667848,-0.002856661

scale = 1.1,1.1,1.1

rotation = 0,0,0

}

MODEL

{

model = AIES_Aerospace/FuelTank/AIESmsRCSTank/model

position = -0.6367205,4.669217,0.1679669

scale = 1.1,1.1,1.1

rotation = 360,195,0

}

MODEL

{

model = AIES_Aerospace/FuelTank/AIESmsRCSTank/model

position = 0.638323,4.669217,-0.17368

scale = 1.1,1.1,1.1

rotation = 360,15,0

}

MODEL

{

model = AerojetKerbodyne/Parts/ICPS/ICPSUpper

position = 0.0008012516,-2.226396,-0.002856542

scale = 1,1,1

rotation = 0,0,0

}

MODEL

{

model = Squad/Parts/Utility/largeAdapter2/model

position = 0.0008012516,-3.045611,-0.002856542

scale = 1,1,1

rotation = 0,0,0

}

MODEL

{

model = Squad/Parts/FuelTank/xenonTankRadial/model

position = 0.7419836,-1.595555,0.7383255

scale = 1,1,1

rotation = 0,225,90

}

MODEL

{

model = Squad/Parts/FuelTank/xenonTankRadial/model

position = 0.7419831,-1.595555,-0.7440386

scale = 1,1,1

rotation = 0,315,90

}

MODEL

{

model = Squad/Parts/FuelTank/xenonTankRadial/model

position = -0.7403811,-1.595555,-0.7440386

scale = 1,1,1

rotation = 0,45,90

}

MODEL

{

model = Squad/Parts/FuelTank/xenonTankRadial/model

position = -0.7403806,-1.595555,0.7383255

scale = 1,1,1

rotation = 0,135,90

}

MODEL

{

model = Squad/Parts/FuelTank/xenonTankRadial/model

position = 0.7412278,-1.818156,0.7375699

scale = 1,1,1

rotation = 0,225,90

}

MODEL

{

model = Squad/Parts/FuelTank/xenonTankRadial/model

position = 0.7412278,-1.818156,-0.743283

scale = 1,1,1

rotation = 0,315,90

}

MODEL

{

model = Squad/Parts/FuelTank/xenonTankRadial/model

position = -0.7396253,-1.818156,-0.743283

scale = 1,1,1

rotation = 0,45,90

}

MODEL

{

model = Squad/Parts/FuelTank/xenonTankRadial/model

position = -0.7396253,-1.818156,0.73757

scale = 1,1,1

rotation = 0,135,90

}

MODEL

{

model = KOSMOS/Parts/FuelTank/Kosmos_TKS_RCS_Tank/model_Raded

position = -0.87, 0.75, -0.87

scale = .9, 1.35, .9

rotation = 0,315,0

}

MODEL

{

model = KOSMOS/Parts/FuelTank/Kosmos_TKS_RCS_Tank/model_Raded

position = -0.87, 0.75, 0.87

scale = .9, 1.35, .9

rotation = 0,45,0

}

MODEL

{

model = KOSMOS/Parts/FuelTank/Kosmos_TKS_RCS_Tank/model_Raded

position = 0.87, 0.75, 0.87

scale = .9, 1.35, .9

rotation = 0,135,0

}

MODEL

{

model = KOSMOS/Parts/FuelTank/Kosmos_TKS_RCS_Tank/model_Raded

position = 0.87, 0.75, -0.87

scale = .9, 1.35, .9

rotation = 0,225,0

}

MODEL

{

model = US_Core/Parts/US_Radial_R20_Oxygen/model

position = -0.3579276,-1.508355,1.311579

scale = 1,1,1

rotation = 360,337.5,0

}

MODEL

{

model = US_Core/Parts/US_Radial_R20_Oxygen/model

position = -0.3757785,2.428708,1.304183

scale = 1,1,1

rotation = 360,337.5,0

}

//End Models

//

//

//Command and SAS and stuff

MODULE

{

name = ModuleCommand

minimumCrew = 0

RESOURCE

{

name=ElectricCharge

rate = 0.06

}

}

MODULE

{

name = ModuleReactionWheel

PitchTorque = 5

YawTorque = 5

RollTorque = 5

RESOURCE

{

name = ElectricCharge

rate = 0.5

}

}

MODULE

{

name = ModuleSAS

}

MODULE

{

name = ModuleScienceContainer

reviewActionName = Review Stored Data

storeActionName = Store Experiments

evaOnlyStorage = True

storageRange = 2.0

}

MODULE

{

name = ModuleConnectedLivingSpace

passable = true

surfaceAttachmentsPassable = true

}

//

//RT2 stuff

//

MODULE

{

name = ModuleSPU

IsRTCommandStation = true

}

MODULE

{

name = ModuleRTAntennaPassive

TechRequired = unmannedTech

OmniRange = 3000

TRANSMITTER

{

PacketInterval = 0.3

PacketSize = 2

PacketResourceCost = 15.0

}

}

//

//Station Science stuff

//

MODULE

{

name = ResearchFacility

minimumCrew = 1

sciPerDay = 1.0

kibbalPerDay = 2.0

bioproductsPerHour = 1.0

kibbalPerBioproduct = 1.0

}

//

//OKS Stuff

//

MODULE

{

name = KolonyConverter

converterName = Composter

conversionRate = 1

inputResources = Waste, 0.000015393518520, ElectricCharge, 6.25,SpareParts,0.000000425,PunchCards,0.00085

outputResources = Compost, 0.000169270833330, False,Recyclables,0.000000425,true

requiredResources = Machinery,350

SurfaceOnly = False

}

MODULE

{

name = KolonyConverter

converterName = Habitat

conversionRate = 1

inputResources = BioMass, 0.000169270833330, ElectricCharge, 12.50,SpareParts,0.000000425,PunchCards,0.00085

outputResources = Food, 0.000169270833330, False,Recyclables,0.000000425,true

requiredResources = Machinery,350

SurfaceOnly = False

}

MODULE

{

name = MKSModule

workSpace = 1

livingSpace = 3

}

//

//Resources

//

RESOURCE

{

name = Machinery

amount = 0

maxAmount = 350

isTweakable = True

}

RESOURCE

{

name = SpareParts

amount = 5

maxAmount = 5

isTweakable = True

}

RESOURCE

{

name = ElectricCharge

amount = 3000

maxAmount = 3000

isTweakable = false

}

RESOURCE

{

name = MonoPropellant

amount = 2000

maxAmount = 2000

}

RESOURCE

{

name = Kibbal

amount = 0

maxAmount = 200

isTweakable = True

}

MODULE

{

name = ModuleFuelTanks

type = LifeSupport

volume = 1100

}

}

Pics of said station module

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I highly recommend a more thorough disclaimer in the OP explaining that to really get a lot of functionality out of the mod basic config editing skills are highly recomended and that the process can't automate everything.

Also I would recommend including links to these two videos by Bob Fitch as they cover the process very well

Thank you so much for updating and maintaining this mod, I was worried about updating to .90 and having to do all my part welding in a .25 install as one is more likely to miss adding in necessary modules doing that lol.

Cheers

Edited by Akira_R
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So I checked and I did have allnodes turned off, but it didn't seem to care about the structural panels. No worries, it'd be nice if you could select which nodes you want, but I don't see how you're going to do that unless you build an entirely separate program just for welding things.

Anyways, NEW PROBLEM! :D

I was trying to weld a bunch of the small cubic struts and while it said it worked, when I went back in to use them, it was just blank and wouldn't load anything. So I did a test with four small cubic struts and then another one with four large struts. The four large worked perfectly fine, but the small ones again didn't appear.

PART

{

name = TestPart1

module = Part

author = UbioZurWeldingLtd

rescaleFactor = 1

PhysicsSignificance = 1

node_stack_topstrutCube3 = NaN,NaN,NaN,0,1,0,0

node_attach = 0,-0.12873,0,0,-1,0,0

CrewCapacity = 0

TechRequired = composites

entryCost = 23200

cost = 64

category = Structural

subcategory = 0

title = TestPart1

manufacturer = UbioZur Welding Ltd

description = Warranty void during re-entry.

attachRules = 1,1,1,1,0,0,0

mass = 0

dragModelType = default

maximum_drag = 0.1875

minimum_drag = 0.1875

angularDrag = 1.875

crashTolerance = 7

breakingForce = 22

breakingTorque = 22

maxTemp = 3000

fuelCrossFeed = True

MODEL

{

model = Squad/Parts/Structural/strutCubicOcto/model

position = NaN,NaN,NaN

scale = 1,1,1

rotation = 0,0,0

}

MODEL

{

model = Squad/Parts/Structural/strutCubicOcto/model

position = NaN,NaN,NaN

scale = 1,1,1

rotation = 0,0,0

}

MODEL

{

model = Squad/Parts/Structural/strutCubicOcto/model

position = NaN,NaN,NaN

scale = 1,1,1

rotation = 0,0,0

}

MODEL

{

model = Squad/Parts/Structural/strutCubicOcto/model

position = NaN,NaN,NaN

scale = 1,1,1

rotation = 0,0,0

}

}

PART

{

name = Testpart2

module = Part

author = UbioZurWeldingLtd

rescaleFactor = 1

PhysicsSignificance = -1

node_stack_toptrussPiece1x3 = 0,2.23709,0,0,1,0,1

node_attach = 0,-0.55927,0,0,-1,0,1

CrewCapacity = 0

TechRequired = start

entryCost = 0

cost = 100

category = Structural

subcategory = 0

title = Testpart2

manufacturer = UbioZur Welding Ltd

description = Warranty void during re-entry.

attachRules = 1,1,1,1,0,0,0

mass = 0.5

dragModelType = default

maximum_drag = 0.1875

minimum_drag = 0.1875

angularDrag = 0.9375

crashTolerance = 80

breakingForce = 200

breakingTorque = 200

maxTemp = 5000

fuelCrossFeed = True

MODEL

{

model = Squad/Parts/Structural/trussGirderL/model

position = 0,-1.67782,0

scale = 1,1,1

rotation = 0,0,0

}

MODEL

{

model = Squad/Parts/Structural/trussGirderL/model

position = 0,-0.55927,0

scale = 1,1,1

rotation = 0,0,0

}

MODEL

{

model = Squad/Parts/Structural/trussGirderL/model

position = 0,0.55927,0

scale = 1,1,1

rotation = 0,0,0

}

MODEL

{

model = Squad/Parts/Structural/trussGirderL/model

position = 0,1.67782,0

scale = 1,1,1

rotation = 0,0,0

}

}

You can see that the small one has a lot of NaNs. So something isn't measuring properly. Any ideas?

Wait ... just had a thought. Is it because they're zeromass parts?

Edited by Runescope
Had a thunk
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So I checked and I did have allnodes turned off, but it didn't seem to care about the structural panels. No worries, it'd be nice if you could select which nodes you want, but I don't see how you're going to do that unless you build an entirely separate program just for welding things.

Anyways, NEW PROBLEM! :D

I was trying to weld a bunch of the small cubic struts and while it said it worked, when I went back in to use them, it was just blank and wouldn't load anything. So I did a test with four small cubic struts and then another one with four large struts. The four large worked perfectly fine, but the small ones again didn't appear.

PART

{

name = TestPart1

module = Part

author = UbioZurWeldingLtd

rescaleFactor = 1

PhysicsSignificance = 1

node_stack_topstrutCube3 = NaN,NaN,NaN,0,1,0,0

node_attach = 0,-0.12873,0,0,-1,0,0

CrewCapacity = 0

TechRequired = composites

entryCost = 23200

cost = 64

category = Structural

subcategory = 0

title = TestPart1

manufacturer = UbioZur Welding Ltd

description = Warranty void during re-entry.

attachRules = 1,1,1,1,0,0,0

mass = 0

dragModelType = default

maximum_drag = 0.1875

minimum_drag = 0.1875

angularDrag = 1.875

crashTolerance = 7

breakingForce = 22

breakingTorque = 22

maxTemp = 3000

fuelCrossFeed = True

MODEL

{

model = Squad/Parts/Structural/strutCubicOcto/model

position = NaN,NaN,NaN

scale = 1,1,1

rotation = 0,0,0

}

MODEL

{

model = Squad/Parts/Structural/strutCubicOcto/model

position = NaN,NaN,NaN

scale = 1,1,1

rotation = 0,0,0

}

MODEL

{

model = Squad/Parts/Structural/strutCubicOcto/model

position = NaN,NaN,NaN

scale = 1,1,1

rotation = 0,0,0

}

MODEL

{

model = Squad/Parts/Structural/strutCubicOcto/model

position = NaN,NaN,NaN

scale = 1,1,1

rotation = 0,0,0

}

}

PART

{

name = Testpart2

module = Part

author = UbioZurWeldingLtd

rescaleFactor = 1

PhysicsSignificance = -1

node_stack_toptrussPiece1x3 = 0,2.23709,0,0,1,0,1

node_attach = 0,-0.55927,0,0,-1,0,1

CrewCapacity = 0

TechRequired = start

entryCost = 0

cost = 100

category = Structural

subcategory = 0

title = Testpart2

manufacturer = UbioZur Welding Ltd

description = Warranty void during re-entry.

attachRules = 1,1,1,1,0,0,0

mass = 0.5

dragModelType = default

maximum_drag = 0.1875

minimum_drag = 0.1875

angularDrag = 0.9375

crashTolerance = 80

breakingForce = 200

breakingTorque = 200

maxTemp = 5000

fuelCrossFeed = True

MODEL

{

model = Squad/Parts/Structural/trussGirderL/model

position = 0,-1.67782,0

scale = 1,1,1

rotation = 0,0,0

}

MODEL

{

model = Squad/Parts/Structural/trussGirderL/model

position = 0,-0.55927,0

scale = 1,1,1

rotation = 0,0,0

}

MODEL

{

model = Squad/Parts/Structural/trussGirderL/model

position = 0,0.55927,0

scale = 1,1,1

rotation = 0,0,0

}

MODEL

{

model = Squad/Parts/Structural/trussGirderL/model

position = 0,1.67782,0

scale = 1,1,1

rotation = 0,0,0

}

}

You can see that the small one has a lot of NaNs. So something isn't measuring properly. Any ideas?

Wait ... just had a thought. Is it because they're zeromass parts?

Thanks for the cfg, and because I know Girka2k will ask it, could you also provide the craft files pease?

What you have there is a completely new error, and really strange.

Their flag as masslessparts should not have an impact on their position, which is containing the NaN.

I make a new issue for that to keep track of it.

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So, the results of my testing. First was turning this craft of 945 parts:

screenshot75_zpsaa819959.png

Into this craft with 397 (so far):

screenshot74_zps47b3ae15.png

I basically made the structural frames in the middle into one part, and also made the engine block with air intakes (minus engines) into another part. The wings did not work with the original curved layout, so the ones in the final product are not welded.

It does improve the frame rate noticeabley, however the new craft has problems spinning out at around 30k altitude, even though according to the editor in the sph, the com always remains ahead of the col even when the fuel tanks start emptying.

Not sure if it is a problem with my design, the welding system, or something else. Anyone else tried this with large aircraft?

At any rate I'll continue to try tweaking it a bit in the hopes that I can fix it. Any advice is welcome though.

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