girka2k
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KSP2 Release Notes
Everything posted by girka2k
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This happens with many mods that add complex functionality and use plugins for this. Just do it by trial and error. ...and unfortunately, landing legs are included in this list. EDIT: And yes, integrated reloading of database is incompatible with a lot of mods. Unfortunately, significant improvements here are not expected. You will have to restart the game after welding. Support of TweakScale was announced in the latest versions!
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[0.24] - Magic Smoke Industries DevHelper v0.6
girka2k replied to sirkut's topic in KSP1 Mod Releases
Yes, things are so. Toolbar doesn't appear only when you going to VAB/SHP directly. Anyway it's a really useful mod for me! Thank you sirkut! -
If you about this problem: then I have good news for you. I had not heard about any other problems with multiple resources... @Alewx: It seems that there is replenishment for moduleAttributeList.xml?
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I guess it would be better to improve the mechanism for alerts. Now for some of these modules provides alerts about possible problems, but they are written in debug log only. The user does not see them, unfortunately. EDIT: just created an issue
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I didn't take this into account. In any case, many of the modules (for example, stock ModuleAnimateGeneric, ModuleLandingLeg, ModuleRCS, ModuleLight, ModuleDeployableSolarPanel and non-stock ModuleDockingNodeController, ModuleDockingNodeNamed) will not work correctly, if the welded part contains several of the same models (i.e. four landing legs welded in one part will not work anyway). Some don't have this problem - for example, it's ModuleDockingNode which works fine while there are preserved attach nodes associated with the docking ports
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Returning to the subject of growing parts in VAB (post, post) It turns out that this bug was introduced in KSP 0.23 (link) and there is working solution for it. By the way, I would strongly recommend to read this for those who haven't read it before - it was very useful for me.
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I recommend see carefully "Known Issues" on OP. For example "Don't use Merged RCS for rotation, the game doesn't allow it." line. Actually, from personal experience, I strongly would not recommend to include in the welded part more than one part containing specific modules. For example, welding together several engines, RCS, animated (ladders, expandable antennas) or light producing (illuminators) parts would/must lead problems
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I'm not sure I understand you correctly... Did you mean something like this? If yes, then change PhysicsSignificance to 0. But there will be some side like thisEDIT: I was totally wrong! I had in mind "change to 1" to make part physicsless
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@houndman In this post you are mentioned bug with uncontrolled grow of part's previews on mouseover in VAB/SHP. I conducted a series of experiments and found that this happens only with parts that contains three or more different resources. For example, MonoPropellant + ElectricCharge = no_problems. LiquidFuel + Oxidizer + ElectricCharge = bug. Probably the problem in the KSP itself. In the end, none of the standard parts does contain more than two resources, I think.
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Because UbioZur has allowed to update his work for new game versions, Alewx and I have released the next update for this great mod. Download Sources 2014-11-01 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. 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. These code changes may be freely used by the UbioZur or persons whom he has appointed. Please note THIS IS NOT AN OFFICAL RELEASE FROM UbioZur!!! @UbioZur: We along with Alewx would be delighted to receive your official blessing for the continuation of our work (or, at worst, the official ban). If you find it possible - please contact anyone of us.
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No, the cost of welded part is simply the total cost of all parts and resources. Anyway, nothing else in the source code. Can you give an example please (.craft file and welded part's .cfg)?
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Many thanks. And yes, only for testing purposes!
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YES! YES! I want your .craft file!!! Seriously, right now I'm working on this bug and badly need bad examples for testing. I mean .craft file before welding
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Short answer: this one.
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HELP! People, can someone provide me craft file, which would be welded wrong like this? I'm trying to reproduce this situation, but I can't... EDIT: I mean .craft file before welding.
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Errr... Not exactly so... You should open the mod's window by clicking on stock toolbar button, then drag parts and click "Weld it" button. At least, it is supposed to work this way from this commit... Anyway for me it works exactly that way - I also checked it personally just now
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I would be glad if our joint work will be useful. Moreover, there is still a lot of things can be corrected. The most notable of them at the moment - the incorrect orientation of the models (like this) and stack nodes (like this) in some cases. If someone will notice something new - tell, please. EDIT: Alewx, don't be too modest, please. At least, the idea of changing of processing of modules, as well as implementation, is entirely your merit. By the way, this applies to compatibility with Tweakscale, which was requested by many here. Well, and most of other improvements on your conscience, so to speak
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houndman, you need to download and install malkuth's fix from OP (it's for 0.23), then download this fix for 0.24.2 and replace UbioWeldingLtd.dll and config.xml files. It's all. About bugs - it's normal unfortunately EDIT: I've seen a couple of times a bug with growing part's icon. Once this has happened with part welded by this tool (you can try to weld whole stock's "Kerbal X" craft for example) but once it was part from some old mod (may be Kosmos? I'm not sure). Unfortunately, I have no idea why this is happening.
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Can it be posts #1015 and #1016 may help you? Also you can find some info about nodes orientations here EDIT: Can you provide .craft file for further testing?
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Anyway, database auto reload not fully compatable with a lot of mods, with ModuleManager among others. So in most cases will still need to restart the game. Research Them All mod will help you.
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1. Are you using fix for 0.24.2? 2. I personally use more than 100 mods at the same time. 3. Using of the TweakScale should not lead to the froze. 4. Could you please upload ksp.log somewhere, so we can see it?
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Unfortunately there is known problem with orientation of nodes. This correction will help you: node_stack_bottomfuelTank.long0 = 0,3.799405,0.0,0,[B][COLOR="#FF0000"]-1[/COLOR][/B],0,1 node_stack_topfuelTank.long0 = 0,-3.725595,0,0,[B][COLOR="#FF0000"]1[/COLOR][/B],0,1 We along with Alewx are working on a small set of fixes for this great mod, although the possibility of its release remains under question because of the uncertainty of the license. Could you please PM me the .craft file for further testing?
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Glad it helped! Yes, if here is a lot of parts, the process may take some time. The simplest thing you can do to see welded parts is restart the game. After it parts will appear. Also you can try to set the value of DataBaseAutoReload in config.xml to "1" - the part's database will be automatically reloaded after welding. However, at the moment this mode is incompatible with many mods, especially with the ModuleManager . Please also keep in mind that if you are not playing in the sandbox mode, you need to check the value of TechRequired in welded part's .cfg file - it should be something meaningful - for example, advRocketry
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You need to download and install malkuth's fix from OP (it's for 0.23), then download this fix for 0.24.2 and replace UbioWeldingLtd.dll and config.xml files. It's all. If it still will not work - useful information can certainly be found in the ksp.log - provide it to us.
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Well, link to download here List of of changes compared to malkuth's fix on OP: 1 2 3