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girka2k

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Everything posted by girka2k

  1. Just looked at the UbioZur's code. It seems that the drag is calculated as the arithmetic average of the drags of parts. Isn't it good? Or not?.. In fact, it seems to me that it would be better to calculate the weighted average by mass. Something like TotalDrag = DragOfPart1*MassOfPart1 + DragOfPart2*MassOfPart2 + ... + DragOfPartN*MassOfPartN ? It is easy to realize. What are your opinions? Anyway, I'm using FAR and don't fly in atmosphere on welded crafts
  2. Yes, using of ModuleManager helps, as well as using Alt-F12 -> database -> overview -> reload all (but to use ModuleManager is easier). However, if you use PartCatalog, it anyway will not show the parts that did not exist at the start of the game.
  3. Indeed, impact tolerance is calculated in some strange way, it would be nice to fix it. As for the drag... First question: do you use FAR? If not, then drag depends only on the mass. If yes - hmmm... Have you tried to fly on craft with unwelded parts, then on same craft with welded parts, and then compare the readings from FAR? In first place is there any difference between values of "Reference area"? And second - in values of "Q" on same speed and altitude? And as for mass, I believe, now (massless parts fix description, link to lates tfix version) it calculates correctly. If you noticed back - won't you please upload an example .craft file you trying to weld?
  4. Hello Kerbture! You need to download malkuth fix and install it in GameData as usual. Then replace the files UbioWeldingLtd.dll and config.xml with ones from my fix. Now in VAB (and probably in SHP, I think) you should see the "Weld" button in the top right corner of the screen. It's all... And yes, I use it exactly in 0.24.2 32bit
  5. Already done: http://forum.kerbalspaceprogram.com/threads/38577-0-22-UbioZur-Welding-Ltd-2-0-Dev-Slowdown?p=1341395&viewfull=1#post1341395 and http://forum.kerbalspaceprogram.com/threads/38577-0-22-UbioZur-Welding-Ltd-2-0-Dev-Slowdown?p=1388677&viewfull=1#post1388677
  6. Thanks to the vigilance Alewx there was a bug found in my fix. So I post here fix for my fix from this post. EDIT: Last version
  7. ZodiusInfuser: First of all I would like to thank you for your work. This is a great addition to Infernal Robotics mod. However I personally find the parts little overweighted, but it's a matter of taste, as they say. At the same time I wanted to report a typo in IR_Pivotron_OneTwenty (Joint Rotatron - Wide Angle) part definition - in TweakScale MODULE word "TWEAKSCALEEXPONENTS" lost letter "T" and turned into "WEAKSCALEEXPONENTS". This inevitably weakens this part () and prevents the mass scaling. Another remark: K.A.S. mod places Electro-Magnet in nanolathing node of tech tree, while you placed your (very useful due to the lighting) Utilitron Grabber in advMetalworks. Perhaps you ought to change it?
  8. Yes, it uses TweakScale. I dont think it can be welded properly Only performance related improvement I did is lesser debug log activity Can I ask you to provide me a craft file by PM? Actually, I'm not quite sure that I well understood source code It is very likely that I added own mistakes to the existing. EDIT: I just recently downloaded and started using Near Future mods pack, so there should not be problems with testing.
  9. Well... Maybe I'm lucky but I've got three different installations of KSP with recompiled version of plugin and I dont have any problems with stability. Let's just say - not more problems than usual Please note: i'm using 32-bit version of KSP. I have not tested this plugin on a 64-bit version and don't plan to do By the way, I personally prefer to use for welding a separate installation with a full set of mods with parts and a minimal set mods with plugins - it loads much faster and it allows you to quickly see results of welding.
  10. Hello everyone! While honorable UbioZur is missing, I took it upon myself to correct two small but annoying (for me) bugs. First - incorrect rescaling of parts, containing "scale" in MODEL definition. For example, many of KW Rocketry parts or Cubic Trusses from Spherical and Toroidal Tank Pack from Talisar. [table=align: center] [tr] [td]Mix of KW, Talisar & Squad parts, prepared for welding[/td] [td]Incorrectly welded part Note correct scales of stock parts.[/td] [/tr] [tr] [td][/td] [td][/td] [/tr] [/table] Second - incorrect Center Of Mass (COM) offset calculations for parts, containing more than one model - for example, most of Talisar's Cubic Trusses or any previously welded parts . COM of welded part in this cases was strongly biased, sometimes beyond the welded parts. Download here Bug found - reuploaded here Source changes you can find in Pull request for unofficial version from malkuth Now I'm trying to fight against the wrong rotation of the parts with the MODEL definitions in the case of "not default" root part rotation... to UbioZur I'm sorry that I took the liberty to publish the corrected variant without your permission. At the same time I got the impression that the License on OP allows such actions temporarily. Anyway if you oppose my actions - I will immediately remove the link. Of course, if you find it useful, all the changes that I made to the code can be freely used by you, or by a person you designate your deputy. EDIT: Latest version
  11. Unofficially: http://forum.kerbalspaceprogram.com/threads/38577-0-22-UbioZur-Welding-Ltd-2-0-Dev-Slowdown?p=1341395&viewfull=1#post1341395 EDIT: Latest version
  12. TaranisElsu, I would like to ask a question if you do not mind KSP ignores mass of massless parts (batteries for example). At the same time, your mod adds it to total mass. Was this intentional, or is it a simple coincidence?
  13. First of all, many thanks to you, TaranisElsu, for this wonderful mod! Unfortunately, as all have noted, it is incompatible with KSP 0.24 I allowed myself recompile it for KSP 0.24.2. Also I make small improvment: because in 0.24 all resources have cost, now it is calculated for each part separately, as well as the final price. Download this DLL and replace original one. Source code changes you can find here. Also I make pull request on https://github.com/taraniselsu/TacPartLister And yes, license is the same as the autor's - CC BY-NC-SA 3.0
  14. to Alewx, Tivec Thank you for your kind words, but in the absence of UbioZur this mod is doomed to stagnation. I hope that soon he will be able to return to work on this very useful mod.
  15. Hello everybody! I found a small bug (or feature - I don't sure), when I was welding the service module for the space station. It has a LOT of small batteries. Surprisingly, the mass of the welded part was about 40% higher , than total mass of source parts was calculated in VAB by VOID for example. Little investigation showed that the reason of it was the way KSP is processing mass of some parts (including batteries). It's so-called massless parts. It has attribute PhysicsSignificance = 1 and its mass is not taken into account by KSP, although stated in the description in VAB. However, the original UbioZur's code adds the weight of such parts to the total mass of welded part. I'm not sure if this was done intentionally or accidentally. Anyway this 0.24.2-compatible patch allows you to make the processing of mass similar to stock, if settings file config.xml (included) has the line <bool name="DontProcessMasslessParts">1</bool> If this parameter omited or equals to "0" then mass of all parts is processed as before. Any other attributes of parts are handled as usual. Source code changes may be found in pull request to malkuth1974 unofficial version I beg your pardon for my poor English . Unfortunately, I never studied it seriously. EDIT: Latest version
  16. Well, as far as I can remember, once here was discussed this problem. If I am not mistaken, the UboZur had recommended to turn root part on 90 degrees, and then attach the other... Anyway, I never encountered such a problem
  17. First of all I would like to thank UbioZur for his great mod. Without it my PC would have already melted! Unfortunately as you can see this mod is not compatible with KSP 0.24+ The good news is that it was easy to fix. The only problem was that now in KSP the price of the parts is a float value and not the integer. It is enough to change a single line in the source code and recompile it for 0.24.2, and that's all. More specifically, it was enough to take unofficial version from malkuth http://forum.kerbalspaceprogram.com/threads/38577-0-22-UbioZur-Welding-Ltd-2-0-Playtest-5-Now-In-Game-Tool?p=1002144&viewfull=1#post1002144, open it in MS Visual Studio and in the file "Welder.cs" change line 910 as follows: "_cost += newpart.partInfo.cost;" -> "_cost += (int)newpart.partInfo.cost;". Now compile. It's all. You can make it yourself or download this file and replace original dll with it: https://www.dropbox.com/s/ftwauiq6n6x8qbd/UbioWeldingLtd.dll to UbioZur I'm sorry that I took the liberty to publish the corrected variant without your permission. At the same time I got the impression that the License on OP allows such actions temporarily. Anyway if you oppose my actions - I will immediately remove the link. EDIT: Latest version
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