Jump to content

Redchrome

Members
  • Posts

    97
  • Joined

  • Last visited

Posts posted by Redchrome

  1. While I was waiting for RoverDude to integrate into ART I wanted to try to start using the 2.5M Klaw (Astropad) so I downloaded this pack and deleted everything except this part. There doesn't seem to be anything unusual in the cfg file - its almost identical to the stock NASA grappler - so I thought I could get away with it as a standalone part without the plugin being updated. Wrong. While it arms and disarms with animations, it doesn't seem to actually grapple asteroids.

    Anyone else get this working on .90??? Thanks.

    With the 2.5m claw from Asteroid Mining Technologies, I've found it's much harder to get the claw 'stuck on' than the stock claw. However, I have managed to get it to work. it seems to require at least a good 0.6m/s impact speed, and maybe SAS turned off, unlike the stock claw where any good contact will result in a grab.

    7ships-2asteroids-transfer.jpg

  2. Does for me, I just flipped my screen inverted using the xfce display settings tool. The nVidia settings tool, which I find more powerful for multi monitor setups, also has rotation options though I don't know if they take instant effect.

    Cool. Thanks a lot for that. Web browsing might be better on a vertical screen, watching movies/TV is better on a horizontal one. Might be interesting to try KSP on a vertical screen layout.

  3. Agreed. IMHO unless you're a Free Software purist (in which case why are you playing KSP instead of a Free game :P) or involved in Linux kernel development there's no reason not to use the proprietary driver with an nVidia card.

    And for what it's worth the years I've been using the proprietary nVidia driver have mostly been spent running two monitors at different resolutions. The nVidia settings tool is very capable for setting this up and the only problem I had was one program that would pop up a small window in the "void" space on the desktop.

    I think KSP is the first video game I've bought in probably 12-13 years. Also, I played the free demo for almost 100 hours to be sure I really wanted to spend money on it. Lack of docking ports in the free game is really what made me upgrade.

    Thanks for all the advice about drivers everyone. I might very well give the nVidia card a try, and I'll look at 4GB cards again. I remember that in some ways the proprietary driver was easy to set up (but this was also back in the days when I was writing XFree86 config files by hand, and like I said, even writing my own monitor modelines), and the lack of tweakability made it less than what I wanted at the time. I don't screw around with software and hardware for fun anymore (nor need to), so tweakability is less important. ;)

    Does anyone know if the nVidia drivers support monitor rotation?

    Support it without X restart?

    - - - Updated - - -

    Two gb's is not enough for 4k now, realistically, let alone in the future.

    I just upgraded from a 2gb 670 to a 4gb 970 and have to say it surprised me that the upgrade increased performance as much as it did, and I think it is partially due to having that extra 2gb's of memory.

    This is at 1440p, not even 4k.

    I get about 20 fps more with this card, we may need to start rethinking just how gpu heavy KSP actually is.

    Thanks, that's really helpful.

    I have the same cpu you have, overclocked to 4.6ghz, my advice is to overclock yours as well, it makes a huge difference.

    The stability of the hardware on this particular box is a bit marginal, so I'm disinclined to overclock it. Thanks for the anecdote tho.

    I would try and find a used 4gb 670 over a 960, better yet, go for a 970 or a 290, it is worth the extra money, especially if you want to go to 4k, anything less and you will need to upgrade again next year anyway, the 960 is only really meant for light-medium high duty 1080p.

    Ok. Looking over the Newegg prices tho, 4GB cards cost more than I want to spend right now. 2GB cards are within what I'm willing to spend, at least on something where I'm not sure what kind of results I'm going to get.

  4. 1Gb is plenty for KSP (and all modern games with textures turned down), having said that another vote for the 2Gb GTX750Ti here.

    If you wait a week or two the GTX960 will be out - which might shake prices around, and may well be worth buying.

    BTW, those Phoronix numbers should be enough to warn you away from AMD on Linux, the modern card performance is dismal.

    Thanks Slugy,

    I don't know what good performance is, especially not for things like KSP. Some cursory looking over various articles shows that for games which don't work the graphics card so hard (which is KSP from what people are telling me), having a high-end card doesn't make so much of a difference. This is good, because it means I can optimize for things like quiet operation rather than memory size or rendering speed.

    I'm still pretty sure I want 2GB of VRAM, for the sake of being able to drive a 4K monitor and have some degree of future-proofing.

    For the same reason I'll get an extra 16GB RAM, because it's cheap and I've never regretted buying twice as much RAM as I thought I needed. :)

    I'm still enough of an old Linux geek to mistrust closed-source drivers. I'll have to compare how well the nVidia open-source vs. closed-source drivers work. It's obvious that the closed drivers work better, but how much that matters for KSP remains to be seen.

    What do people use for figuring their frame rates in KSP?

    - - - Updated - - -

    Build a cheap PC with an i5 and a 750ti - will be enough for KSP + graphical mods.

    Already got the quad-core i5 (from /proc/cpuinfo: Intel® Core i5-3570K CPU @ 3.40GHz ); just need better graphics and a bigger monitor.

  5. Thanks for the feedback.

    I used an nVidia proprietary driver about 10 years ago, and wasn't really happy with it. Admittedly I had a pretty funky setup, with two different CRTs running at different resolutions and refresh rates, and the nVidia driver didn't allow me to tweak things quite as hard as the stock drivers did. (I used to write my own video modelines to drive my monitors to the highest possible resolution at the minimum acceptable refresh rates - discovered that I stopped seeing screen flicker at about 81Hz). With LCD monitors these days (effectively fixed resolution, no refresh flicker), I won't be doing the same things to monitors that I used to, and I'm sure the drivers have gotten better over the years.

    It used to be that much of the Linux community frowned on the nVidia drivers because they were closed-source and therefore made kernel crashes effectively impossible to debug.

    This article discusses the performance of some of the latest Radeon cards with the Linux open-source driver. http://www.phoronix.com/scan.php?page=article&item=amd_radeon_12nov&num=1

    I'll take it all into consideration. Thanks again!

  6. I've been fiddling with computers for a long time, but never played many 3D games assiduously until KSP. So until now the only thing I cared about with regard to VRAM was whether it supported my desired resolution at 16-bit color depth or better. Haven't had to worry much about that since about 2000. ;)

    With all the fancy textures KSP uses for models tho, I find myself needing to run 1/8th-res textures in order to get decent performance. I've got an OSX 10.10.1 box with 12GB RAM but only 256MB VRAM. I just found out that the OSX version is only 32-bit, so that's pushing me to switch over to my Linux box (and 64-bit KSP), which has a faster CPU. I'll want more RAM for it tho, and probably an upgraded video card.

    Based on people's experiences, how important is VRAM size? I'm thinking of getting a card with 2GB VRAM. Is 1GB good enough for now, even if you have all the fancy textures turned on? I'm still thinking of getting a 2GB VRAM card, just for the sake of future-proofing (especially with a 4K monitor).

    I did some searches for this, but there doesn't seem to have been a really good discussion of VRAM requirements for KSP, and why. All the discussion is about regular RAM requirements.

    On a side note, does anyone have a suggestion for a good video card for Linux and KSP? Preferably something not too noisy, so low wattage may be a desideratum.

  7. I had something like this a couple of days ago, where the ship (no matter which ship I switched to) seemed to be in some 'black void' with nothing around it. No stars, no planets.

    Quitting and restarting solved the problem.

    I didn't take time to try to make a debug report of this but it's not unreasonable to take down as many details as you can and submit a bug report the next time this happens.

  8. I'm also testing out a "tug core" which holds LF/O fuel, RCS fuel, electricity and has mounting points on radial trusses for NERVA engines and RCS ports.

    Interestingly, the RCS thrusters can be radially attached on symmetry mode on the trusses, but not the NERFA engines (which have to be placed one by one and then rotated into position).

    Got a screenshot of this? I'm curious if we can discern a pattern between the symmetry/placement issues I see and the ones you see.

  9. Well, thank you for testing!

    It looks like it's time for me to install RoverDude's MKS/OKS and test it myself.

    Keep in mind that I think I first got those parts from EPL+Karbonite:

    http://forum.kerbalspaceprogram.com/threads/89774-90-%28V-25%29-ExtraPlanetary-Launchpads%28EPL%29-Regolith-Adaptation-%281-10-15%29

    I don't know if that will make a difference.

    On another note, I welded together this part (click for link to .cfg file):

    welded-SS-thrust-structure.png

    And then discovered that the attachment nodes on the ends have problems.

    * Symmetrical placement does not work. I tried putting Clamp-O-Tron Sr. ports on the tops and bottoms of the ends of the 'arms' (where you see the appropriate-sized adapters), and had to place them one-by-one instead of being able to place one and replicate it with 4-way symmetry. The same applies to normal Clamp-O-Tron ports attached to the outermost nodes on the very ends of the arms - they had to be placed one at a time.

    * I could not attach anything to the sides of the ends. The 'green balls' appear there, but dragging a part near them does not cause the usual 'snap' to that point. I can sometimes get a part to attach by placing it near the desired point and then using the Offset and Rotate tools to 'push' it into place, but sometimes those aren't enough.

    This is the original craft, from which I stripped all but one of the docking ports, the struts, and the solar panels (click here for craft file).

    screenshot41.png

    On the original I had no problems using symmetry or placing docking ports on the sides of the ends of the 'arms'.

  10. I have installed the new version on my OSX KSP instance, and so far it seems to be working. I had some bugs at first but they seemed to be related to having deleted a welded part that was used in a craft, so while that may be a game problem it's not strictly a welding problem.

    I tried the 'Select partbranch' button for the first time just now, and note that the descriptive text for how to use that function, does not fit into the field (just below the Weld it button) provided. There's obviously more text than I can see. All I can see in the field is:

    use ctrl+click to select the partbranch that 
    you want to weld into a new part. if no part is

    I would take a screenshot but the text disappears when I do so.

    Also, it would be nice if the welding dialog had some kind of 'close' button on it. I know I can click the welding icon on the toolbar, but having another button on the dialog would be a nice touch.

  11. I just got around to trying this mod as it stands, and if just using the LFO tanks (which is all I wanted anyway) Modular Fuels isn't needed. Maybe I'll install it when I decide I need a giant xenon tank or something.

    I did note that the girder sections included in the pack still have the bug wherein they don't actually touch each other, but seem to float in space with a gap between them.

    Far be it from me to tell anyone how to organize their mod, but it would seem to make sense to me to break the girders out into a separate mod pack since they really don't have any relation to the tanks.

  12. Aha! That's where appeared the part with category = -1 (none) I saw in the log!

    Very well, we will add a check for this case - it's very easy to fix.

    Thanks!

    Let's clarify.

    Firstly, stock .dll (do you mean one from Alewx release?) does not work correctly on MacOS - it's an illusion :) - I can see it from the logs.

    I mean the .dll from UbioWeldingLtd_2.1-0.90-Unofficial.rar

    Secondly, I'm not sure that understand you correctly - do you have any problems with special builds I PM you? Especially first one? It include fix for MacOS I supposed to include in next release. Nothing else does not distinguish it from "stock".

    I'll take your word for it that it doesn't work correctly on OSX. I spend much of my day being frustrated by clients who won't believe me that a piece of software is fundamentally broken, and only *appears* to work. (*cough*MicrosoftOutlook*cough*). I did not experience any differences in behavior between the .dlls you sent me.

    Important clarification.

    You can weld "anything with animations" at least if it's stock animation. The main restriction is not to weld together two identical parts (Leg+Leg=Problem, Leg+Illuminator=No_Problem).

    You can weld solar panels (static or expandable), but no more that one per weldment. Here you will find an example in "SS Tug" gallery - it's works.

    And what is problem with KW Rocketry? I have welded them repeatedly (tanks, battery, RCS)...

    Ok, I haven't tested all these things, I am just trying to compile a list based on what I've found by skimming this thread. It's a reference for me and for the next person who is wondering what will work and what won't. :) Thanks for the clarification. Here's an attempt at a revised list:

    Do not use this mod with:

    * B9

    * Infernal Robotics

    * Firespitter

    * Procedural parts

    * Struts (because they're semi-procedural)

    * Parts from Extra-Planetary Launchpads Regolith Adaptation which are re-configured by the EL_CONFIG.cfg file from RoverDude's MKS/OKS

    (it's harmless to remove this file, you'll just see some parts you otherwise wouldn't).

    * Engines

    * Wings

    * More than one docking port, solar panel, or light per weldment. You can weld animated parts if it's stock animation. The main restriction is not to weld together two identical parts. So for instance, two legs presents a problem and they will not animate. One leg and one illuminator on the same weldment does not present a problem.

  13. I found the problem (or at least the responsible config)!

    The EL_CONFIG.cfg file from RoverDude's MKS/OKS module sets some values on those parts I've been having trouble with. Removing that file causes welding to work normally again!

    http://forum.kerbalspaceprogram.com/threads/89774-90-%28V-25%29-ExtraPlanetary-Launchpads%28EPL%29-Regolith-Adaptation-%281-10-15%29?p=1667995#post1667995

    I have not yet tried going back to the stock .dll to see if it works the same.

    - - - Updated - - -

    I can confirm that it works as expected with the stock .dll file. (As opposed to the custom ones @girka2K was kind enough to send me).

    So my updated list of do's and don'ts is now:

    Do not use this mod with:

    * B9

    * KW Rocketry

    * Infernal Robotics

    * Firespitter

    * Procedural parts

    * Struts (because they're semi-procedural)

    * Parts from Extra-Planetary Launchpads Regolith Adaptation which are re-configured by the EL_CONFIG.cfg file from RoverDude's MKS/OKS (it's harmless to remove this file, you'll just see some parts you otherwise wouldn't).

    * Engines

    * Wings

    * Solar panels

    * Lights

    * Anything with animations

    * More than one docking port

    - - - Updated - - -

    I'll join Alewx - thank you for the hint! A year or two on this forum - and I can remove apologies from my signature :)

    Glad to be of some help in return for the help you've given me!

  14. Basically with the latest release , MKS got its own parts/supply chain for building RocketParts. Its a little more complicated that the traditional Ore---->Metal---->RocketParts Supply chain. (alot more really, but awesome. Id recommend giving it a try, it does add alot of depth, and of course if you like it you wont need this mod anymore :P)

    Having the EL parts and their easy production chain, kinda defeats the purpose of having the new production chain for MKS.

    I'll give it a try at some point, at the moment all I'm doing is throwing spent rocket stages into a recycle bin and churning out space station parts. Sooner or later I'll start building deeper-space ships for mining and tourism, and then I'll experiment with the ISRU stuff in depth more.

    Anyway. If you still want to use EPL parts and keep the MKS mod, you can delete the EL_CONFIG.cfg in the Kolonization folder. This will keep the EPL parts from being unresearchable (the reason you cant see them)

    Thank you for the information! That config file breaks UbioZur Welding on the parts that it refers to. I was wondering what was going on and why I got very strange behavior when trying to weld those parts. Removing that config file solves the problem. Exactly *why* it breaks things I don't know, but I'll pass the information on to the UbioZur welding devs.

    http://forum.kerbalspaceprogram.com/threads/38577-0-22-UbioZur-Welding-Ltd-2-0-Dev-STOPPED?p=1665617#post1665617

  15. if i have instaled Extraplanetary launchpads, module manager, Karbonite, Regolit Adaption + Optional extra parts,scansat all is ok, but after i instaling OKS/MKS any items is no longer in game. for example i cant find: Rocketpart hexcans, MSV containers, recycling bins, Runway...

    Can me say anyone where is problem ?

    If you go to the advanced part selection sidebar (click the black sideways-pointing triangle in the upper left corner) and choose parts by the type of resource they store, use, or provide (the brown menus) you should be able to find all the parts.

    I find it kind of annoying too.

    This is because MKS replaces a bunch of the parts from EPL as we have equivalents. That's by design.

    I'm not sure I understand what you're saying.

    * If the parts are replaced because they're nonfunctional/broken, they shouldn't be visible at all (at least ideally, if that's not possible then there should be a note in the doco somewhere at least)

    * If the parts are obsoleted, some of us might like the older part (I have some gripes with the values in some of the parts, and like the style of some more than others).

    So why are the parts visible in some places but not others?

  16. 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.

    Oh good, thank you.

    It would be very helpful to put in a warning message saying something like "Struts are semi-procedural parts and will break, so I am removing them from the weldment". (If you aren't familiar with the word, "weldment" is what welders call a welded part.)

    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.

    Ah, I should have recognized that they are procedural.

    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.

    I never selected parts before welding. I always just tried to weld the whole thing. I haven't experimented with welding just part of a craft yet.

    The craft always lights up purple when I weld. Is that not expected behavior?

  17. 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.

    OSX uses the same slash (/) direction as Linux, so I'd think that if you made it work for Linux it would work for OSX.

    If need be I can try KSP on my Linux box. It has a faster processor but crappier graphics card, so I play on OSX.

    I don't have a Windows machine capable of running KSP.

    I wasn't sure about welding docking ports, so I built a test article, and as you say, so far it seems that more than one docking port per welded part breaks. This part welded successfully but I couldn't dock to it.

    Also, I was amused at the progress going to 102%. :)

    adapter-doesnt_work.jpg

    I'm compiling a list of do's and don'ts for welding based on what I've read in this thread and my experience:

    Do not use with:

    * B9

    * KW Rocketry

    * Infernal Robotics

    * Firespitter

    * Procedural parts

    * Engines

    * Wings

    * Solar panels

    * lights

    * Anything with animations

    * more than one docking port

    * struts

    My experience with struts was based on this part:

    screenshot41.png

    Which after welding looked like this:

    screenshot39.png

    The solar panels not being extendible is not surprising, I knew about that limitation before. The struts being rotated 90 degrees was a surprise tho.

    Is that a known bug, or something new?

    Perhaps related to the craft and its odd orientation of fuel tanks?

    I think I have the KSP.log from that as well if you'd like to look at it, or else I can re-generate it easily enough, or build some test pieces.

  18. Well, it's all fine, thanks for the detailed report, but exactly what I'm need for start is full KSP.log and/or Player.log :blush:.

    KSP shows not all information in debug console. Moreover I badly need some data from log when EDITOR scene just loaded.

    PM sent with logs. let me know if you need more.

    I do not know about Player.log, I do not seem to have one of those, I'll read the thread you linked to tho, thank you.

  19. I tried to do a simple test of welding a couple of parts together and taking detailed notes and screenshots. However, everything worked pretty much as I would expect it to, without any glaring bugs.

    So I don't yet have a detailed example of things breaking. On the upside, I have a useful baseline of comparison for when things work as expected. For the record, below is a listing of what I did and the results I got.

    If you'd like, PM me and I'll send you the screenshots and my KSP.log.

    Now to try more things and see what breaks and when. I wouldn't be surprised if my earlier problems were due to some quirk of the parts I was using.

    Started a new game named welding_debug, Sandbox mode, Easy Difficulty

    Upon loading, I got the welcome message from Gene Kerman (and chose "Thanks, I've got it"),
    and the EPL dialog with the default options "Always use resources" and "Allow progressive builds" set (and chose "OK").


    Opened the debug menu by pressing Option+F12 (previously having changed my keyboard settings using the advice here: http://forum.kerbalspaceprogram.com/threads/31391-Opening-debug-console-on-a-Mac since I'm doing this on OSX).
    Noted that this took a screenshot at the same time, but I think this is a feature of Steam since it didn't go into the usual KSP screenshots directory.


    Clicked on VAB
    With no ship loaded, tried clicking the Welding button to see if I could bring up a settings configuration. No result.


    Load menu works (it stopped working in my other sandbox game after I tried experimenting with welding)


    Starting with nothing, I chose an FL-T100 tank which became my root part in the expected position.
    Choosing another FL-T100 I connected it on top of the first tank.


    Clicking on the Welding button, I now get a GUI with a 'Settings' button.
    Took screenshot
    Set 'Advanced Debug' and 'Database Autoreload' from the Settings menu
    Took screenshot
    Saved settings
    Took screenshot




    Chose the 'Weld it' button.
    Gave it a name.
    took a screenshot
    Got the welding progress dialog, and lots of data scrolled by on the debug menu. Processed for a long time, then gave a dialog saying "New part saved and shipped!"
    Clicked 'Ok'
    New part now available in the Fuel Tanks menu.
    I even found a part I'd welded before, but thought didn't work.


    Exited VAB
    Camera view was normal


    Quit the game
    Saved KSP.log

    - - - Updated - - -

    Ok, I have what appears to be a repeat of the bug I experienced before. Here's my testing methodology and screenshots of the result. PM me and I'll send you my KSP.log file.

    Loaded saved game welding_debug, Sandbox mode, Easy DifficultyOpened the debug menu and set it to show the debug log.
    clicked on VAB


    Starting with nothing, chose an MSV-2000 metal can from EPL.
    I note that this can, when the module was first installed on my system, used to appear in the Utility menu.
    Now it is only visible on the Metal resource type on the Advanced part selection menu.


    Verified welding Advanced Debug was turned on


    Chose a second MSV-2000 can and put it atop the first one.


    Chose the 'Weld it' button.
    Got no progress on the welding GUI.
    debug log showed "-- End Welding -- | 2 parts welded"
    debug log showed "[Exception] IndexOutOfRangeException Array Index is out of range"
    The part cannot be moved around the VAB.
    GUI does not go away.
    took a screenshot
    [img=http://i292.photobucket.com/albums/mm12/redchrome/KSP%20Welding%20debug/screenshot15.png]

    Exited VAB
    Found that the camera view was from beside the VAB, facing the SPH.
    took screenshot
    [img=http://i292.photobucket.com/albums/mm12/redchrome/KSP%20Welding%20debug/screenshot16.png]


    quit the game
    saved KSP.log

    - - - Updated - - -

    Further testing, as before, PM me for the KSP.log of this debugging session.

    Loaded saved game welding_debug, Sandbox mode, Easy Difficulty
    clicked on VAB


    Starting with nothing, chose an MSV-2000 metal can from EPL.
    As before, I note that this can, when the module was first installed on my system, used to appear in the Utility menu.
    Now it is only visible on the Metal resource type on the Advanced part selection menu.




    Choose two Rockomax Brand Adapters and put them on either end of the container, inverting the lower one so the whole assembly is tapered
    at each end.
    Attached a Clamp-O-Tron docking port to each end, inverting the lower one so that it is usable.


    Realized I'd forgotten the debug menu. Opened the debug menu and set it to show the debug log.


    Verified welding Advanced debug is turned on


    Chose the 'Weld it' button.
    As before, GUI froze, exception appeared in log.
    Took screenshot
    [img=http://i292.photobucket.com/albums/mm12/redchrome/KSP%20Welding%20debug/screenshot17.png]


    Exited VAB
    As before, view after exiting VAB was facing the SPH rather than the conventional higher view.
    Upon re-entering the VAB, I noted that only the root part of the craft I had worked on, was visible.
    Also that the name was "VesselName" instead of "Untitled Space Craft".
    Also that the part-picker sidebar was unusable.
    Took screenshot.
    [img=http://i292.photobucket.com/albums/mm12/redchrome/KSP%20Welding%20debug/screenshot18.png]


    Exited VAB
    Took screenshot of debug log as a reference for what was going on at this point in the log
    [img=http://i292.photobucket.com/albums/mm12/redchrome/KSP%20Welding%20debug/screenshot25.png]


    Clicked on VAB again
    No vessed visible this time
    Chose the Mk3 fuel tank long fuselage section.
    Noted that the part appeared with one end of it on the 'floor' of the VAB instead of in midair. On one previous occasion I saw a part (a
    Large Rocket Parts can) buried halfway into the floor when it appeared. Perhaps the difference in whether the part appears on the floor
    or buried halfway into the floor is based on the origin of a coordinate system describing the part?
    Took screenshot
    [img=http://i292.photobucket.com/albums/mm12/redchrome/KSP%20Welding%20debug/screenshot27.png]


    quit the game
    saved KSP.log

  20. Thanks for clearing that up and yes I use ART so it seems that I will be figuring out how to link 2 asteroids together 1 for ART tanks and 1 with all my nifty stuff.

    So here's the nifty (I think) thing I managed to bash together (almost literally, RoverDude's low-profile claw seems to require quite a bit more force to 'grab' an asteroid when compared to the stock claw).

    That's 7 ships on two asteroids. Stuck together with a double-ended coupler and a lot of attempts, failures, good ideas and poor ideas. I don't yet know what all I need to make those asteroids 'mineable' (i.e. have more than 0 for the quantities of stuff they contain), but it looks like the game will let you magically transfer stuff between asteroids. :)

    7ships-2asteroids-transfer.jpg

    Thanks again for all the goodies, RoverDude!

  21. 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.

    Sorry about the slow response to this, I was away all weekend.

    I have a few more notes from my last attempt (before I got your message about turning on debugging):

    * I have restarted the game several times, since I'd read the cautions about not all mods like being reloaded in the middle of the game. The parts I welded still do not appear in the list of available parts.

    * One time, I tried welding my part, the welding GUI wouldn't close after clicking the weld button, so I exited the VAB (ended up 'beside' it again), clicked on it again to re-enter, tried picking a Huge HexCan (from EPL) and the part appeared halfway buried in the 'floor' of the VAB. This makes me suspect that something is messing up the coordinate system within the game.

    * I tried welding a couple of metal cans (from EPL), and did get the GUI to give me some options, then close. When re-loading the craft, only 1 part (out of the two claimed to be there) was visible!

    * I tried putting that 'craft' on the launch pad, and got an error message about 'craft size unknown'

    * Now I can't get the craft 'Load' GUI to appear in the VAB or SPH! So my game is broken until I sort that out. I'm going to try removing the broken craft files and see if that fixes things.

    I'm doing this on OSX with the standard iMac keyboard, and the OS is hijacking the function keys, so I can't use all of them. Not all of them seem to remap as easily as others. I'm still sorting out how to get access to the function-key functionality, but I haven't looked at it hard. I will try to find time today to get my game working again and see if I can debug some of this for you.

    - - - Updated - - -

    @Redchrome By the way, do you, by chance, have no Kerbal Konstructs installed?

    I do not know what Kerbal Konstructs is, I do not have it installed.

    I will post my list of installed mods when I start debugging this more assiduously.

  22. I just tried this mod, welding my first part (a Rocket Parts bin from the ELP+Karbonite mod, which was already welded with UbioZur Welding, plus a couple of structural conical adapters to get it down to the size of a regular Clamp-O-Tron at one end, and a Clamp-O-Tron Sr. at the other end, for a grand total of 5 parts).

    After welding the whole thing together, I exited the VAB, and found that instead of the usual high-level 'isometric' view of the Space Center, I got a view of the road between the VAB and the astronaut office, facing north.

    Re-entering the VAB and exiting again, I got the expected behavior.

    Odd, but not disastrous so far.

    Next, I'm going to try to build this parts bin at my space station (using Extraplanetary Launchpads) and see if it works.

    Update:

    After quitting and examining the craft files between the version before welding and after welding, a 'diff -u' shows that they're identical except for the 'ship' and 'description' tuples where I changed the description. Still shows as being 5 parts instead of 1 (which I would expect). I can still disassemble it.

    Also, quitting the VAB after welding a part still puts me on the road between the VAB and the astronaut office, facing the SPH.

    Once the assembly is welded, I cannot move or drag it around the VAB, let alone make a subassembly out of it by dragging it to the subassembly menu.

×
×
  • Create New...