Alewx
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Everything posted by Alewx
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After first look at the logs, the problem is not the config, that runs fine. Seems more like a problem with the category.
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Might be a similar problem like with Linux, OSX filesystem is different so the last screenshot indicates that it was not able to load the config causing total failure. Little hint, welding multiple docking ports is not the best idea, later in game handling them gets quite problematic.
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Alewx replied to K.Yeon's topic in KSP1 Mod Releases
Uh that is a nice toy -
Cool that you found it. I think in that case the engines were the problem, as this is still totally problematic; landing gear would work if you weld only one of them and the probe cores never made any problems.
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Yep Girka2k is right there, log from such an endless loading will give the hint what is going wrong. My current guess is: a thing in the welded part that is containing a steeringsign at the wrong position.
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I'm afrait but to me it currently looks like welding firespitter parts is somehow impossible because the data of the part is handled elsewhere, but not in the part module. Tweakscale is only possible because it changes the scaling of the part in the scene, which is readable for us, Firespitter is a whole other thing. Ok could you please enable the advanced Debugging for the welding and then weld a part and send us the log of that. There are some Points: You are the second who said that the camera after at launch would move to strange position and rotation, which has nothing directly to do with the welding but maybe the parts. Welding happens inside the editor and it creates a new part, to use this new part, you need to enable the database reload in the welding settings, or restart the game, welded parts do by default not appear in the running season of the game. Regulary the editor should be cleaned after the welding process, that is why I ask you for a log with the advanced debug option.
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[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
Alewx replied to TriggerAu's topic in KSP1 Mod Releases
Man I love you. -
That is because Firespitter works in a way that is not compatible with welding.
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Thanks, indeed that was quite tricky to do, but I hope it works as intended, the only thing that bugs me is that the attachnode from the selected part is not added to the new part.
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Hmm I would say the same CKAN is something totally new to me, while AVC seems possible within the next version(s), but no promise.
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Did you use the new offset and rotationtools or ust the old pre 0.9 way? I never welded wings before, I will look into it.
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Ubiozur, already planned that and started it, but I didn't look at it. Girka2k might have more insight into the code that was started by Ubio.
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Nope The current situation is that we maintain the mod, so it is only fair to Keep it in this thread. When we rewrite the mod from ground up, then it is time for an own thread.
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Hi Kubi, the problems you meantion are some leacy things that we still didn't find a workaround for. The Basic rules are: If you want to weld animated parts never use more than one. If you want to weld lights never use more than one. If you want to weld engines never use more than one, it still may break the part. About the max temperature you can find the setting for how it shall be calculated, like the breaking torque/force in the settings option in the main window of the weldingtool.
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Hi, that is not a known and old problem of some partpacks but has nothing to do with welding. There is a common fix for it.
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Worst that can happen is: The database gets not reloaded completly and properly and parts are missing and the game will tell you that some crafts can no longer be maintained. But that is highly depending on the amount of mods and MM patches.
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Up to you. You can risk and enable the reload of the gamedatabase in the settings, but there is no guarantee that it will work flawless, especial in case of heavy modded games.
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Because UbioZur has kindly allowed to update his work, Girka2k and I have released the next update for this great mod. Download Latest changes: Compatibility with KSP 0.90 Added Partselection Fixed problems with Config laoding Added <MaximizedModuleAttributes> for values where only the highest is wanted like the new SAS Level Added <ModulesToMultiply> for Modules that shall be added mutliple times Fixed problems with Modulemerging where sometimes modules would not be added correctly 2014-12-31 (ver2.1.0) Compatibility with KSP 0.90 Added Partselection Fixed problems with Config laoding Added <MaximizedModuleAttributes> for values where only the highest is wanted like the new SAS Level Added <ModulesToMultiply> for Modules that shall be added mutliple times Fixed problems with Modulemerging where sometimes modules would not be added correctly 2014-12-03 (ver.05) Fixed wrong rescaling of some models in KSP 0.25 Improved database reloading with ModuleManager installed Updated <ModulesToIgnore> list Dropped compatibility with KSP 0.24. 2014-11-01 (ver.04) 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 2014-10-21 KSP 0.25 compatibility Stock Toolbar integration. Added the GUI to change most settings. Added ability for change requiredTech from GUI. Improved naming of the partfiles - now welded part can be saved in file named like folder (for example "WeldedPod.cfg", not "part.cfg"). Tweakscale integration. Now it reads scale from scene part to include tweakscale. Added the correct addition of entryCosts. The ModuleAttributeList.xml gives you the ability to edit how the tool will process the merging of certain modules and their attributes. For details, see comments in the ModuleAttributeLists.xml file. <Vector2CurveModules> section is the list of modules that have to be read as vector2 curves, as an example the ISP of an RCS thruster. In <Vector4CurveModules> list are modules that will be read as vector4Curves that means they will create curves from floatpoints and tangents. There is a thread in the forum just about the magic of floatpoint tangents. <SubModules> list contains the Submodules that otherwise would be ignored and not merged, Adding an entry here will give the tool the ability to merge the attributes in it. Modules in <ModulesToIgnore> list will be completly ignored from the tool and not get added to the new part. Entries in <AveragedModuleAttributes> will make sure that the tool will not simply add the values of this attribute from the different parts and modules up, but will calculate it as aritmetric mean (average). Entries in <UnchangedModuleAttributes> list will give the tool the order to not merge the values for this attribute. <BreakingModuleAttributes> might be the most important list of Attributes, the entries here will give the tool the order to check if the values of these attributes are equal, and only allow then the merging or the module, otherwise a new module would be added. [*] Fixed crashTolerance, breakingForce and breakingTorque calculation. Improved MaxTemp calculation. Now there is three methods of calculation crashTolerance, breakingForce and breakingTorque values: legacy (UbioZur variant) arithmetic mean value of the values of parts weighted average by mass (now it's default) [*] Also it presents new ways of calculation of MaxTemp: arithmetic mean value of the values of parts (UbioZur variant) weighted average by mass lowest between values of parts (now it's default) [*] Changed config file format (and name). [*] Fixed miscalculation in case of resources which have not equal amount and maxAmount values. 2014-09-02 Fixes incorrect rescaling of parts, containing "scale" in MODEL description. 2014-09-01 Fixed incorrect calculation of COM offset. 2014-08-12 KSP 0.24 compatibility. Changed massless parts processing behavior. Sources Please note that this version is incompatible with KSP 0.25! The latest version for 0.25 The latest version for 0.24.2 Legal stuff: This work based on Malkuth's update for UbioZur's original code. We will open a new thread the moment we change from maintaining this tool to releasing our own tool for this mod. Please note this is not an official release from UbioZur!!! Thank you UbioZur for kind permission to continue your work!
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That is a function a tiny mod I made on my own is currently providing. And the reason why I asked earlier in the thread how to access the single categories.
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Example for a MM config with Needs: @PART [*]:HAS[#maxTemp[1800]]:HAS[@MODULE[ModuleEngines]]:NEEDS[DeadlyReentry]:Final{ @maxTemp += 100 }
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Uh nice, this is really evolving quite fast. Now only default scrollfunction in the filters and categories and this is becomming a really proper alternative for PC. My respect for such a development in that short time.
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Alewx replied to K.Yeon's topic in KSP1 Mod Releases
Yep it has, OPT_FAR.cfg -
That is great