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Alewx

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Everything posted by Alewx

  1. That is not correct, it is totally compatible with ATM even with LoD. Welding does not create new models or textures it only references the textures of the parts. ATM does take long time to prepare all textures, but that has nothing to do with Welding
  2. hmm good question, that case was not tested. As it is not animated(in most cases) that should not give a problem and the module merging is designed to combine the values of each intake into a single module, so it should not cause any trouble.
  3. Well you can select the technode that is required for the part, so I see no reason why It should not work in carrer.
  4. Well I still lack the skills for good spaceplane construction of flying.
  5. Nope I'm using FAR, hmm during my few testflights it always dents to the right side, maybe because i attach the engines always on the leftside in symmetrymode.... Pic takes a moment. Thicker part would help with the fiddling of the adapter, batterys are the same problem for, but since 0.9 it seems to be even less precise which node it snaps to. EDIT: Just doubled my tail wings for more yaw stability and that seems to solve it, strange, but did also a reload of the game.
  6. Really nice update, Looks great now with streamlines textures at the J parts. The K plate adapter is giving some trouble because of ist thickness, tried 10 minutes to place it and then gace up because all other nodes got the attach. And another thing that seems to only hit me, the planes with OPT parts are moving to left or right side right after takeoff, I do everything in symmetry, and the way it happens seems to be that only one engine gets calculated but only in the air. I had the same problem with the compressors in 1.49. Is thre anyone experiencing something similar?
  7. Hmm the first Thing I see is that you have multiple MM installed, one is enough, try only the latest version. [EXC 11:24:44.188] NullReferenceException: Object reference not set to an instance of an object UbioWeldingLtd.DatabaseHandler.initMMAssembly () UbioWeldingLtd.UbioZurWeldingLtd.Awake () UnityEngine.GameObject:AddComponent(Type) AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup) AddonLoader:StartAddons(Startup) AddonLoader:OnLevelWasLoaded(Int32) This one here tells me there is a problem with the preparing of MM at the loading of UbioWeldingLtd. So cleaning all MM files and then installing the newest one should solve your problem.
  8. Yep that is right, the more data the better Thanks for the files, we will look at it.
  9. 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.
  10. Maybe a video from Scott Manley about this would be appropriate
  11. 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.
  12. Wow that is really a nice jet. impressive, but you didn't use the 1.49 parts .
  13. Bugs are not my problems, they got indeed much fixed. No my concern is the utterly totally misconception of the game design. It is just so argh, ... uses gamepad for it, ignores joystick and makes a menu only usable with six keys. no proper fleet management, station management, oh the list is soooo long. Stop me before I run against a wall. Oh and best of this easteregg, the kerbal looks by far so much better than any real character in the game.
  14. And the biggest fail of the company... Rebirth is still a broken piece of software. But cool that there is such a easteregg Kerbals everywhere.
  15. I welded already successfully 1800 parts, without any problems, the many attachnodes caused the editor to go with 1fps but it worked.
  16. You can have all the mods installed, and will have no Problems. But welding the parts from the mods that are maked as incompatible, will break the result or simple not appear.
  17. It was an accepted risk I took when implementing it, as the solution was not totally clear at that moment. But as I said, I'm working on it.
  18. Looks like you welded a partbranch from under a commandpod? Try to weld the parts as a whole then you will get bottom and top stack_attachnodes. I'm working on a fix for the missing node with a selected partbranches.
  19. It is both possible, you can restart the game or let MM do the thing, but only on your own risk, some mods really do not like it if the gamedatabase gets reloaded.
  20. Because UbioZur has kindly allowed to update his work, Alewx and girka2k have taken care to update and maintain this great mod. From the UbioZur's original thread: ----IMPORTANT---- These are the basic requirements that are necessary for any support of the issues that are happening. -What KSP Version is used -What Welding Version is used -Which Mods are installed -Preweldment craftfile -KSP.Log If you do not provide this information, do not expect great help. ----IMPORTANT---- Please read carefully "Known limitations" and "Known Issues" sections before using this mod. The program is still under heavy development, so you may encounter problems when using it, and the result of it's work may not satisfy you. In this case, do not hesitate to report it here. This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin. Download version 2.5.3 for KSP 1.4.2 Download version 2.5.2 for KSP 1.3.1 Download version 2.5.0 for KSP 1.2.2 Download version 2.3.3 for KSP 1.1.2 Download Config and Icons for very useful Filter Extensions mod. Examples for welding (even including single animated parts): Latest changes: 2018-04-06 - Version 2.5.3 - Continued Recompiled for KSP 1.4.2 2017-07-09 - Version 2.5.2 - Continued Recompiled for KSP 1.3.1 2017-07-09 - Version 2.5.1 - Continued Recompiled for KSP 1.3.0 Fixed empty WeldedMeshSwitch slots 2016-11-15 - Version 2.5.0 - Continued New Feature: Internal merging Welding parts with internals will now create new internals for this weldment Improved mass calculation precision 2016-11-15 - Version 2.4.4 - Continued Fixed NPE with certain parts Full history of changes: Installation As usual, extract the GameData folder from archive into the main folder where your game is installed - for example: C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program WARNING! Don't delete GameData\UbioWeldingLtd\Parts folder or you will lose all your weldments! Usage Create the set of part you would like to weld inside the VAB or SPH Press button in stock Launcher Follow the instructions. Weldments will be saved in the GameData\UbioWeldingLtd\Parts folder Reload game and then you will have your weldment available on the part list. (You can try to save time by enabling the "Database autoreload" option in settings, but it should be borne in mind that this mode is incompatible with many mods and can cause problems.) Known limitations / supported and unsupported mods If you weld together multiple RCS, you will not be able to use the weldment for rotation - the game doesn't allow it. Don't include in your weldment more than one Leg/Light/Solar panel/Science experiment - it is game limitation. The main restriction is not to weld together two identical parts from this list. So for instance, you should not weld two legs together. One leg and one illuminator on the same weldment does not present a problem. Also it is better not to combine together several Docking ports in one weldment. If you weld Engine with integrated Alternator, your weldment always will have Electricity amount equal to 0 even if you have welded a battery to it (Bug/Feature of the game). Multiple Engine with Fairing are not supported by the game. Generally, I suggest not include the engine(s) in your weldment. Crew Hatch: Game allow them only near the CoM of the weldment or hatch will be unusable. Game won't allow several hatches. Winglet/wings/control surfaces/parachutes: they can/must work incorrectly after welding. Wheels are cuasing problems with craft spawns. Other limitations will be described Soon(â„¢) Incompatible mods: You can have all these mods installed, and will have no problems. But welding the parts from them will lead to unusable weldment. Procedural parts Infernal Robotics Compatible mods: Tweakscale Hullcam VDS (only one camera per weldment) Remote tech (don't add more than one antenna to your weldment) Feel free to share in this thread what mods works and don't work for everyone to know. Known Issues welded engines are causing a major trouble, already when they are welded and also as a new part. Other stuff Sources The latest version for 0.25 The latest version for 0.24.2 Legal stuff Code and artworks are licensed under the Attribution-NonCommercial-ShareAlike 3.0 (CC BY-NC-SA 3.0) creative commons license. See http://creativecommons.org/licenses/by-nc-sa/3.0/legalcode for full details. This work based on malkuth's update for UbioZur's original code. All rights to original source code belong to UbioZur. The rights to malkuth's code update belongs to malkuth The rights to subsequent code changes and artworks belongs to Alewx and girka2k Thank you UbioZur for kind permission to continue your work! <--- If you suddenly decided to press star to raise reputation, do not forget that support of this mod is our joint work with Alewx and Girka2k so please raise his reputation too!
  21. Thanks for the hint, I will include it. Hmm, Ok I will have to look up if it is a bug or intended, was not working on it the last week. Quite hard to get back into the job after two free weeks
  22. The struts are a known issue, and I'm planning to add a feature to remove all struts from welded parts before they are processed. They are semi-procedural parts so they would break anyway, but the rotation of them should not be, but has nothing to do with the rotation of the other parts. Girka2k made the Linux adaptation, maybe I can add OSX to it, without breaking stuff, but he is more capable than I with that. The 102% progress is indeed really funny, but that is gathered directly from ModuleManager, not part of Welding. I saw in the screenshots that you select parts before welding this is only required in case you want to weld just a branch of the craft, otherwise it takes the whole craft in the VAB/SPH for welding.
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