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Alewx

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Everything posted by Alewx

  1. I expect the Problem to be an insufficient fuelswitch config, that happend to me already. Normally the tanks have a maximum of two resources at once, but welded parts are unlimited, so that they are not covered.
  2. How many resources are in the part after the weldment? I think I know already what this is about.
  3. Nice collection of SSTOs, are the wings complete OPT, in parts it looks like B9 Procedural Wings.
  4. My testcase was an octo strut, not the cubic, but it should work also with that, but it should fix that problem in general.
  5. There is nothing that sounds wrong, but using Mods with an unsupportes KSP Version can have all kinds of effects. HE is having some problems with the very first hangar visit in a new savegame, and sometimes random problems with some lights, but I'm working on that.
  6. Ok thanks for the response. I wanted to try and implement something like it in Hangar Extender. But my attempts endet with something quite strange where only tapping the control key again and again increased the Speed.
  7. Is the EditorCamera still working or does it require codechanges?
  8. Would it be possible to enhance Tweakscale so that it not just changes the size of a single part but of a whole craft? As example you build a satellite and then change its scale from 1.25m to 0.625m to bring it as a whole into orbit.
  9. Update to UbioWeld Continued 2.3.2 Fixed NAN values and parts caused by massless parts (octo strut) Improved submodule merging (Fuelcell) Download version 2.3.2 for KSP 1.1.2
  10. Maybe you can post which mods you use? I know just about one other mod that is interferring with HE.
  11. Sorry for the dump question just testing it out, would have made it clear, thanks for the quick repsonses.
  12. Thanks, is the atmosphere also applied in the compact mode?
  13. That can be done without any problem. This might be a bit tricky, but I think I have an idea after reproducing it. Hmm also quite tricky, maybe a check for the rootpart would already help. But massless parts were always a cheat, not sure that I can really solve that to 100%. EDIT: hmm the second INPUT_RESOURCE part is just ignored and not merged, that is why the value is wrong.
  14. Hey there, I noticed a difference in the TWR of crafts from Editor to Flight. In the Editor the TWR is higher as in the Flight Scene; I made this with stock parts. it was without any staging. My testcraft is a RC001S an FL-T100 and a Reliant Engine. TWR in Editor is 11.46 and in Flgiht it is 10.71 KSP 1.1.2 32bit / 64bit
  15. That is quite a massive request; editing modules on the fly and that generic is really few, that will need some planning. Does this happen also with "processed massless parts"? This octo strut is really a pain, that is not a problem of the selected partbranch just of this damn strut.
  16. Update to UbioWeld Continued 2.3.1 Recompile for KSP 1.1.2 New weldedFlagDecal Module, works like stock one but with welded parts Adapted for B9PartSwitch partbranches are now centered at Z and X before weldment is done Download version 2.3.1 for KSP 1.1.2
  17. Great, I just made my MM file to handle no longer FSFuelswitch but InterstellarFuelswitch.
  18. With an IDE is is pretty readable. A new release will be possible quite soon.
  19. @blowfish Thanks for the info, I give it a testrun and report back. Update: Tested your suggestion and it works flawless so far, big thank you.
  20. To smooth out welding a bit more I want to add a new partmodule that will replace an existing one at runetime. public void clearDecalModule() { PartModuleList modules = part.Modules; PartModule pm; for(int i =0; i < part.Modules.Count; i++) { pm = part.Modules[i]; if (pm is FlagDecal) { if (((FlagDecal)pm).textureQuadName == textureQuadName) { part.Modules.Remove(pm); Destroy(pm); break; } } } if(HighLogic.LoadedSceneIsEditor) { GameEvents.onEditorPartEvent.Fire(ConstructionEventType.PartTweaked, part); GameEvents.onEditorShipModified.Fire(EditorLogic.fetch.ship); } else if(HighLogic.LoadedSceneIsFlight) { GameEvents.onVesselWasModified.Fire(vessel); } } Everything happens in the "public override void OnStart(StartState state)" and it runs very fine for itself, but just in the next frame I get an exception: It indicates that the list of partmodules does not get updated, is there a workaround for fix this problem or an alternative route? I appreciate every Adivce.
  21. Kind of, either there are public holidays in mexico, or they are hard working on 1.1.3, the mod Monday is also missing.
  22. After reviewing the code of this snippet, I finally know what you were reffering to as the problem. First of all because Unity is working with floats it is not very common to get really precise values, especially with the positions of gameobjects. But depending on the tools that KSP provides maybe it is possible to relocate the whole part tree of the weldment to the origin and then get atlast the root at vector3.zero. EDIT: Implemented a repositioning of the weldment before the part is welded. Now there is just one last thing that is causing some trouble for me; a runtime removal of a module.
  23. The model positions are the point where it begins. They are the root for everything else.
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