girka2k
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KSP2 Release Notes
Everything posted by girka2k
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Well, here is a test build. I fixed rotation bug and bug with "invisible" large truss adapter from NearFuture. I hope, bug with wrong rescaling of MK1 Structural Fuselage was fixed too, but I don't sure. Please, if someone can find time - weld everything that comes to hand, especially non-stock parts. If some models will have incorrect scale - enable "Advanced Debug" in welder settings, repeat welding and upload ksp.log somewhere or (even may be better) just provide .craft file.
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About rotation by 1 degree: I found error. The bug had appeared in v04 (in this commit must be Vector3.zero not Vector3.up) It remains to deal with wrong scaling
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We have to see whether it was a problem in previous builds... Fortunately I've got a lot of parts which are welded in different builds.
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Radially attached parts are rotated by 1 degree: http://forum.kerbalspaceprogram.com/threads/38577-0-22-UbioZur-Welding-Ltd-2-0-Dev-STOPPED?p=1577002&viewfull=1#post1577002 http://forum.kerbalspaceprogram.com/threads/38577-0-22-UbioZur-Welding-Ltd-2-0-Dev-STOPPED?p=1577714&viewfull=1#post1577714 Also there is still rescale problem I hope I can find some time tonight to deal with this.
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Well, now you have a working version, and we will include these changes in the next release. Yes, I even know the shutdown command!
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Good! At the moment test build for Linux only
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Indeed, problem lies in this. I just looked at code - at same point when forming path, is explicitly used "\" separator. Probably it can be fixed, if we will know which OS used. Seems for me, there is way to check platform from the code. I can try implement this if you agree to act as a tester - I don't have Linux on hand.
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Me? I am too not a Linux expert... And not Linux experienced user unfortunately... But Badsector, it may be helpful to look at your KSP.log (or what you have under Linux). Yes, in my test installation radially attached parts are rotated by 1 degree too...
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In NearFutureConstruction 3.x path to model is NearFutureConstruction\Parts\LargeTruss\trusslrg-adapter-25\trusslrg-adapter-25 Unfortunately I am unable to run KSP during working hours, so I can not try what will happen after welding. The idea is that the path should not be changed...
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It seems more reasonable to create a new thread, as it has already been advised here. It's a matter of time and our laziness...
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OG 22:36:06.493] PartLoader: Compiling Part 'UbioWeldingLtd/Parts/Structural/DualOcto/DualOcto/DualOcto' [ERR 22:36:06.495] PartCompiler: Cannot clone model 'NearFuture/Parts/LargeTruss/trusslrg-adapter-25-25/trusslrg-adapter-25' [COLOR="#B22222"]as model does not exist[/COLOR] [ERR 22:36:06.496] PartCompiler: Cannot clone model 'NearFuture/Parts/LargeTruss/trusslrg-adapter-25-25/trusslrg-adapter-25' [COLOR="#B22222"]as model does not exist[/COLOR] [ERR 22:36:06.497] PartCompiler: Model was not compiled correctly [ERR 22:36:06.498] PartCompiler: Cannot compile model [ERR 22:36:06.498] PartCompiler: [COLOR="#B22222"]Cannot compile part[/COLOR] KSP is trying to find files that aren't there (please scroll code to the right). Welder takes information about models files exclusively from parts to weld, so please look into config file of original part. What is the path to the model's file is specified there? Is really there exists specified file? If one of models of part was not found - we will see that part with empty space instead this model. If all models were not found (as in case of DualOcto aka 2xOctogrid part) - part don't show itself in VAB/SHP completely. In addition NearFuture mod author, Nertea, in his threads has repeatedly warned against renaming folder with his mods and moving files. I recommend to follow his advice...
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I also try rename part. Indeed, the digit at the beginning of the name is not the cause. Let me ask which version of Near Future Construction you are using? Latest versions (3.0 and 3.1) have structure of folders different from yours! Good! But please give me permissions to file I send you request on GoogleDrive. About MK1 Structural Fuselage - I can completely reproduce bug. Actually model should have scale = 1.25,1.25,1.25. Something went wrong. I will try to quickly deal with this.
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Thank you for the bug report! Apparently, I missed something... will look a little later. I'm not sure but it's seems for me that (probably) name must not begin from digit. Can you try to rename it and check again in game? If the part will not appear again, can you upload KSP.log please? Please don't forget about esteemed Alewx. This is a joint work.
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Yes, this is an evil plan - to make as many as possible people to suffer, and for us to sit down to play KSP meanwhile!
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Because UbioZur has kindly allowed to update his work, Alewx and I have released the next update for this great mod. Download update ver.05 Latest changes: Fixed wrong rescaling of some models in KSP 0.25 Improved database reloading with ModuleManager installed (still incompatible with LOT of other mods) Updated <ModulesToIgnore> list Dropped compatibility with KSP 0.24.2 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 0.24.2! The latest version for 0.24.2 Legal stuff: This work based on Malkuth's update for UbioZur's original code. All rights to original source code belong to UbioZur, the rights to subsequent code changes belong to their authors. Please note this is not an official release from UbioZur!!! Thank you UbioZur for kind permission to continue your work!
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Are you playing in the career mode? If so, do you already open technology, which you selected for the welded part? Is welded part visible in the sandbox mode? It will be done in the near future. I hope... At the moment some useful information can be found on the OP.
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@Hotblack Desiato I agree with every point! I see you know a lot about this matter
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With PartCatalog installed I had a bug once. After database reloading all parts disappeared from game (until KSP restart of course) and I was given a message about all the ships that they can't be loaded. It seems to me that the backup is obviously not hurt in situation like this.
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Friends, I can only join to Alewx. If you have any problems with database reloading - disable it in settings (button in Welder main window)! Reloading is incompatible with some mods (as mentioned in OP) - PartCatalog for example! Perhaps it will not be compatible with them ever. Always, always do it before welding (and do it always anyway )! You can backup persistent.sfs manually or save game from SpaceCenter. EDIT: By the way, I usually weld in another (minimal) copy of KSP - only mods with parts, nothing more.
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[1.1.0] Flight Manager for Reusable Stages (FMRS x1.1.0 [Experimental])
girka2k replied to SIT89's topic in KSP1 Mod Releases
@SIT89 First of all, let me thank you for this beautiful mod! With it's help we can satisfy our craving for economy of funds and complexity of technical solutions. The process of design of launch vehicles has become much more interesting now. Unfortunately I found little bug, which spoils KSP's GUI: In the fact your mod changes style of many standard GUI elements and also affect other mods which use standard styles (FAR for example). Anyway, I did little fix (or rather stub) for this problem. You will find details and proposed changes of the code in the pull request on GitHub. -
In general you will have problems if you will weld more that one instance of such part together. But you can combine, for example, one ladder, docking port an one landing leg in one part - it will work perfectly. Unfortunately, UbioZur's last post in this thread was on 24th July 2014. Last activity on forum was on 16 Jct 2014. He also did not respond to PM. Usually it does not promise anything good. However, let's hope for his return. At the moment, we along with Alewx are trying to keep the mod in minimal working condition as is allowed by the license.
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@TaranisElsu: First of all, thanks for the new release! In fact I constantly use your mod - it's very helpful for optimizing mass/cost ratio - so I am very interested in it's usability. I had a few hours of free time, so I'm a little looked at your code (it's always nice to look at a well-organized neat code) and made for myself a few improvements that I would like to present here. Perhaps you will find (some of) them good and will want include them in your mod. All changes you may find in your repo on GitHub - I did two concurrent pull requests - choose any. I hope the version of the code on your GitHub was in actual state... - Fixed issue you mentioned: "Hiding a column zeros the total for that column (displayed along the bottom)". Frankly, it's not very elegant solution, but it's simple and it's works. - After some usage I found that window is too wide for me and has added some reorganization: - Also I got the impression that in English usually they use the expressions "wet mass" and "dry mass" to denote the mass of a part together with fuel (or other consumable resources) and without it correspondently (however, you might make already an impression about my knowledge of English ). Anyway, I made some changes in the text of the header. - The latest addition - I wanted to make the columns more different from each other and have not found anything better than make numerals colored. Can't say that the color scheme became better, but this is the best that I can.
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I had two post about PhysicsSignificance before my eyes (and was provided links to them!) but I managed to pervert their meaning in few words. I take off my hat to your vigilance!
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there is a simpler way - just disable "Database autoreload" in mod's settings, then comfortably exit the game when you like to after welding. A few days ago I discovered that problem with scaling of models was appeared in 0.25 again. The fix is ready and is in testing.
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Indeed, even leaving aside the author's opinion on such action, the main problem here is the uncertainty of the UbioZur's license: Perhaps this text with some stretch of imagination can be interpreted as permission to our with Alewx current activity, but I can't imagine a new thread which will be started with the links to such license (let me remind you that the current forum rules explicitly require you to specify the type of license). In principle, an acceptable solution would be to rewrite the entire mod as a whole. This task seems to me quite feasible, but still a few ambitious at the moment. @Alewx: About license and a new thread. Perhaps you could write to any of the moderators and ask for their opinion on this issue? At least you are reasonably fluent in English. Unfortunately, for me the prospect to engage in such extensive correspondence is no less severe than to rewrite the whole mod from the scratch