

Alewx
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Crowd Sourced Science-Biome Reports Everywhere! (August 11) [6.0]
Alewx replied to DuoDex's topic in KSP1 Mod Releases
Let me take a quick look; if it is possible at all to hook in there. EDIT: Hmm so with a brief look into it, it seems quite possible. But you guys will need a coder that is focusing on this; I'm already working on welding. Also no need to be afraid of coding c# and Visual Studio is providing a lot of help. @DuoDex someone from the science mods with source code might be helpful. -
Crowd Sourced Science-Biome Reports Everywhere! (August 11) [6.0]
Alewx replied to DuoDex's topic in KSP1 Mod Releases
Has anyone looked into a small c# mod that might be able to rotate the given reports? I did not work on the science parts explicit, but taking a look does not hurt. -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
Alewx replied to girka2k's topic in KSP1 Mod Releases
Scaling is something that changed quite a lot in the way it gets handled through out the different KSP versions. It is a thing that @Fwiffo also pointed me at; and it is on the agenda. -
It is not my OP, so I can not change much.
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As you are here, I assume that you are cappable of reading, so what exactly is mentioned just in the very post above yours?!
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[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
Alewx replied to girka2k's topic in KSP1 Mod Releases
No if you put them into the config manually with the model, than it is not virtualized. I'm pretty sure that you are up to something, that is causing this trouble. But that is Math I really hate. -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
Alewx replied to girka2k's topic in KSP1 Mod Releases
That might already be the thing. as they are applied via a MM patch, they are vritualized. and not in the original config that is on the HDD. Reading the virtual config in the memory of KSP could solve the problem, but that is really just a simple thought. -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
Alewx replied to girka2k's topic in KSP1 Mod Releases
And that is the point of ugh.^^ By the way, what are these plates on top of the sensors? Are they welded in the sensors? -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
Alewx replied to girka2k's topic in KSP1 Mod Releases
Only if they are all facing the same direction, and even then, I have doubts. The science parts were throwing exceptions in the log, that the storage module was not found. It is very possible that it got updated, which would be great^^ Could be that I just made a testing area for such an improvement, that never made it live. -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
Alewx replied to girka2k's topic in KSP1 Mod Releases
Yes that should be the one I meant. I will look it up, once I'm home. -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
Alewx replied to girka2k's topic in KSP1 Mod Releases
Ok I will watch it. -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
Alewx replied to girka2k's topic in KSP1 Mod Releases
Which parts, and how do you fix it exactly? If it is just the GernicanimationModule to put in the first place, this will already get into problems with the datastorage module, which is required to be the first one. If it is something I can find a solution for it is welcome. About the internal handling, the mod gets the type of each value a module has, and then processes it based on its config; no real magic. But it is really designed to work in general on all modules, no matter what happened to their own source. It goes through all parts, and looks for modules, if there is one that is already known, it tries to find any values that are already known to it, or that might break the process. this works well for numbers, or vectors, but when it comes to text, it just takes the last one. -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
Alewx replied to girka2k's topic in KSP1 Mod Releases
Why do you weld Antennas, normally they contain animations, which just get broken. OH I see the new big dishes. That is still not the way the processing of the values work. It works on a per value base, so nothing like formulas or such for the modules. A value can be maximized, minimized, averaged, or summed, that are all the options possible. A new calculation option would be suitable if it is used in multiple cases. But specialized code for certain modules is nothing I will bring back; that was a horrible mess. -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
Alewx replied to girka2k's topic in KSP1 Mod Releases
Did you ask RoverDude? I do see a chance that the whole category is based one some source that is contained in his mod. -
[WIP] Hermes Interplanetary Vehicle from "The Martian" CONTINUED
Alewx replied to Jasseji's topic in KSP1 Mod Development
Congratz to the Baby. When where who is adapting the ship? rumors? -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
Alewx replied to girka2k's topic in KSP1 Mod Releases
The flagDecal will just get the flag assigned once at loading or at changing of the flag. the weldedFlagDecal is just an Extension, which replaced the normal flagDecal, because it works on multiple of them. The White square means it is registered as a flag decal surface but it does not get the flag assigned, due to it beeing disabled at the welding time. The new attributes for sensor can simply get added. The ignoremodules also can simply get added. -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
Alewx replied to girka2k's topic in KSP1 Mod Releases
These results are already quite confusing. -
I got a question that hopefully gets an answer in the devnote; What is going to happen with the Partsoverhaul that porkjet started? So far they are not included in 1.2 and as he no longer has the time to complete them, will they just be dropped?
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3.4 is out and it is working with 1.2. Never heard that HE is crashing any safefile.
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That means Saturday in Europe, that is not cool ;(
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[1.12.x] Konstruction! Weldable ports, servos, cranes, and magnets!
Alewx replied to RoverDude's topic in KSP1 Mod Releases
These ports, are the absolutely best things ever done.- 1,473 replies
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Thank you for participating in the communication with the community.
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[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
Alewx replied to girka2k's topic in KSP1 Mod Releases
That is quite normal, because Unity has to deal with every single object. It might look simple but under the surface is happening a lot more, so loading such a huge craft is taking quite some time. but 45 Minutes seems a bit ridiculous. What CPU and GPU do you have? Also welding the whole craft into just a single part or 5 is not always the best idea, it is a bit try and error to find the best solution for a welded craft. This will take some time, no matter how well the documentation is. I still have to make it workable in a generic way. With Welding Continued, we implemented a method to have it working on the values and less on single modules, because when you design it that way, you have to make a new update for every single mod that appears and adds a module. And the way back to handle every module in a special way is nothing I want to return to, it would increase the workload to maintain welding exponential. the goal is to make welding able to handle everything, but based on the user defined configuration in the addition file, which provides the data to process the single values correct. Also remember Welding is not able to produce an everything is fine solution. There will often be cases where it will take some post welding editing to get everything correct. -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
Alewx replied to girka2k's topic in KSP1 Mod Releases
Update to UbioWeld Continued 2.3.4 Recompile for KSP 1.2 Slightly improved under the hood added new Basic Moduleattributes Download version 2.3.4 for KSP 1.2 I need to investigate how the mod works before I can tell you anything about it. But for the special case that the mod addds multiple modules with the same name, just add the module into the advanced config as a new "ModulesToMultiply". that would already do the trick for the first problem. -
simply forgot it. they made it even impossible to access the single vertices of the model, it is a evil unity option, and I already reported this back at them, but seems no one cared about it.