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Alewx

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Everything posted by Alewx

  1. Can you also provide a list of mods that are installed. This empty list is strange really strange.
  2. Did you update the mod that brought in the parts between the starts of the game?
  3. Nope that are actually two different pairs of shoes. The breakingForce and breakingTorque are the values that define the requirement for the part to be destroyed and get removed from the world. The value for the joints is only handled by KJR, but welding will merge the welded parts into one new single part so that it might look like it would have stronger joint forces but there are no joints as it is just a single part.
  4. No log no help.... Especially as both mods have nothing to do with each other.
  5. if you use the RCS in weldments with Q or E it is likely to be wrong/broken. Also I somehow remember that it was said the RCS models/modules would get some improvement, so maybe that is why it is no different than 1.0.
  6. RCS ports to not work properly if welded, it is not recommended to do that. their function will be broken in parts, the transition might work but rotation forces do not. And yes there were some major changes between these versions. CCC was not tested so far, will have to investigate how it interferes with the Switch. the Switches are both working and will be integrated into a single module in the partfile.
  7. I can only agree in the workflow with @WuphonsReach in the use of hatches. it is very much a KSP limitation like many other things where it is only designed to take the only possible or first found object of a certain kind.
  8. Scaling is in that version still a problem, there is not much I can do, but to recommend that you use actual KSP and updated Ubiowelding mod, this problem was fixed about 4 versions further. Sorry that I can't assist you more.
  9. Thanks for the update, I was already worried, that some of the best things would be lost.
  10. Since there were no major changes in the KSP lib, yes still should work with 1.2.1
  11. Update to UbioWeld Continued 2.5.0 New feature: Internal merging new internals will be created from the weldment and saved as seperate file for the weldment improved mass calculation precision Download version 2.5.0 for KSP 1.2.2
  12. Because of no explicit permission by the original creator. and I have respect for him so I will not do it unless I get this.
  13. Based on the description no, it would allow a restartless reloading of the mod, but not the reloading of single parts. That would be a feature of MM, and and KSP itself. KSP has a hook for db reloading and MM uses it for the module merging and reloading.
  14. Sorry but nope, afaik there is no way to just reload specific parts, but I have been wrong in the past. That sounds like it would require a new method; of merging the modules... Have you just tried to add the KIS module to the list of doubling modules? that way you would keep the separate modules each with the distinctive values.
  15. Is the forum finally working again.... you should be able to add them all into the right section: <AveragedModuleAttributes> <ModuleAttribute AttributeName="ModuleCoreHeat_CoreTempGoal" /> <ModuleAttribute AttributeName="ModuleCoreHeat_CoreToPartRatio" /> <ModuleAttribute AttributeName="ModuleCoreHeat_CoreTempGoalAdjustment" /> ......... <AveragedModuleAttributes> About the PassiveEnergy, not so sure because it is vector based, could try, but that might end up horribly.
  16. Your problem is just based on the ModuleCoreHeat and its values, they get summed up and not processed as average, that is why you get an overheating. If you add the values into the attributes config for average it should work.
  17. @jmbailey2000 just explained it perfectly. Welcome to the Forums.
  18. It is just that he does not provide any Information that would make it even slightly possible to find out what was going wrong there.
  19. So also for you and for future in the OP the simple rules to get support for Welding issues. -What KSP Version is used -What Welding Version is used -Which Mods are installed -Preweldment craftfile -KSP.Log These are the basic requirements that are necessary for any support of the issues that are happening. I can not magically guess what is going wrong with all the crazy stuff you guys are building in game.
  20. yep, was expecting there to be more child transforms, but now it is safe.
  21. Update to UbioWeld Continued 2.4.4 Fixed a NPE with certain parts Download version 2.4.4 for KSP 1.2.1
  22. isn't it quite outdated for KSP 1.2.1, the new UI does no longer jiggle around or did I miss something? I'm a bit worried because your other weldment of just 3 different tanks does throw the same exception but with completely different parts. Thanks for craft, I hope I can find a quick solution.
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