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BulkheadProfiles - function and variable settings


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The bulkheadProfiles parameter (generally found after the physics parameters in config file) is generally given 1 to 3 values of the following user undefined variables.

Size Prefixes

Size0

Size1

Size2

Size3

MK prefixes

MK1,

MK2,

MK3

and

srf

The problem is that I have tanks that are of intermediate and larger sizes. The tanks are highly streamlined and so I would like to define their values.

This thread is simply a seed for the discussion.

Edited by PB666
Remove misleading material
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My understanding is that bulkheadProfiles simply make it easier to find parts using one of the VAB/SPH part list filters, and is defined independently of drag.

If this were the case you would only need three values ("V", "S", and "srf"). Anyway I am fishing for the meaning of these values.

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If this were the case you would only need three values ("V", "S", and "srf"). Anyway I am fishing for the meaning of these values.

No, he's right, they are for size sorting in the VAB.

Size0 = 0.625m diameter parts

Size1 = 1.25m

size2 = 2.5m

size3 = 3.75m

srf = surface mounted parts

Mk1, mk2, etc means they match that hullshape and can attach together seamlessly.

That lets you sort parts in the VAB/SPH by those sizes.

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No, he's right, they are for size sorting in the VAB.

Size0 = 0.625m diameter parts

Size1 = 1.25m

size2 = 2.5m

size3 = 3.75m

srf = surface mounted parts

Mk1, mk2, etc means they match that hullshape and can attach together seamlessly.

That lets you sort parts in the VAB/SPH by those sizes.

Oohhhh, well thanks for the explanation (at least I think, need to try that), that makes sense now. Without the sorting feature it had no effect in either assembly facility, so I figured it had an effect elsewhere.

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Has anyone tried adding a size4 for example just to see what happens? I assume there's not a thumbnail graphic for that.

It produces a dotted "?"

This is not going to be a feature I worry about, since most of my parts either narrow to standard diameters or broaden from a standard diameter.

I think size4 is a good designator for all parts that scale larger than 3 at either stackable surface. The Icon area would not tolerate a larger graphic.

My sort of hap-hazardness on these post is largely a function of the fact I have alot of orange in the database reloads, and I have have to decide which mods from 0.2 to 0.24 have to be thrown out and which can be rescued. There have been many that could not be saved. The funny thing is that most of the parts I made from blender have minor problems, almost all of the parts I dl-ed from the pre-curse download site are 'cursed'. lol.

My current task are (hoping others can sympathize), I have literally 100s of parts.

-Re tech tree orphaned parts

-Apply a manufacturer for parts I created, including standards and icons (and make sure the names are spelled consistently)

-Figure out how to enable DRAG CUBES to parts that were made sleek, or otherwise lower the drag coefficients is a reasonable manner.

One has to be somewhat careful about lowering drag, because on "separated" parts, drag is largely what drives separation, and if you down engine and the lower part has insufficient drag it will push back into the higher stage. This is particularly problematic with jet powered launch stages.

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This is not going to be a feature I worry about, since most of my parts either narrow to standard diameters or broaden from a standard diameter.

Ok I thought this thread was for discussing bulkheadProfiles for everyone, but if this is just for you then I'll make another thread.

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Ok I thought this thread was for discussing bulkheadProfiles for everyone, but if this is just for you then I'll make another thread.

It is for everyone, I'm shifting gears though because of the dozen other issues the patch created.

If you or anyone can find a way to add profiles, then I think it is worth worrying about.

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Is this entry necessary or required for parts to work correctly? ReStock has several parts much larger than the size 3 Kerbodyne ones.

no, you actually don't need most values in the config as they will all default to something if not entered.

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I've been trying to add larger round profiles with their own custom icons for filtering. It looks like it's STILL hardcoded. I followed the naming convention and added icons for sizes larger than 3 but the game wouldn't use them. Has anyone else tried this?

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I've been trying to add larger round profiles with their own custom icons for filtering. It looks like it's STILL hardcoded. I followed the naming convention and added icons for sizes larger than 3 but the game wouldn't use them. Has anyone else tried this?

There has to be a cfg that assigns icons to labels. If the label has no icon then it just adds a dotted questionmark.

- - - Updated - - -

Its not required as long as you have the part assigned to an existing function group (e.g. engine, construction, utility). The sorting maps to the profile option for part sorting.

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I've been trying to add larger round profiles with their own custom icons for filtering. It looks like it's STILL hardcoded. I followed the naming convention and added icons for sizes larger than 3 but the game wouldn't use them. Has anyone else tried this?

I tried it out briefly and couldn't get it to work, seems to be that a plugin would be required just to add a simple icon. From my testing, the game seems to automatically sort things based on their attachment nodes if specific bulkhead profiles are not defined, so things with size 4 attachment nodes would all be auto sorted into a size4 category. If people are going to be defining bulkheads for non-stock diameters then as long as everyone sticks to the same standard (size4, size5, etc.) it'll work out for the users, with the exception of the icons.

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There has to be a cfg that assigns icons to labels. If the label has no icon then it just adds a dotted questionmark.

- - - Updated - - -

Its not required as long as you have the part assigned to an existing function group (e.g. engine, construction, utility). The sorting maps to the profile option for part sorting.

OK but if you're going to say you figured this out then actually explain it with examples. Are you speaking from experience or just making up stories?

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OK but if you're going to say you figured this out then actually explain it with examples. Are you speaking from experience or just making up stories?

OK so the stuff I added with "size4" were sorted under the [dotted ?]. That is an observation. Other icons for the VAB part sorter are defined, so they should be defined somewhere.

Which means now I quess you want me to look?

hmmm.

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OK so the stuff I added with "size4" were sorted under the [dotted ?]. That is an observation. Other icons for the VAB part sorter are defined, so they should be defined somewhere.

Which means now I quess you want me to look?

hmmm.

OK so this is what I have found.

I previously created "mk4", "mk6", "mk8" bulkhead profiles along with "size01" (size 0.75), "size1p5" and size4.

Each of these showed up as a new tab in each has its uniquely named mouseover label meaning the game CAN PICK UP NEW profile names and USE THOSE NAMES TO CREATE NEW TABS, each with its own unique mouseover identifyer. So you can without adding icons recognize your parts tab. In addition those names fall into alphabetical order

IOW mk4 follows mk3 (mk 3).

HOWEVER . . . . . . . . .

The stock names (e.g. "size1") has a mouseover name of "size 1" but the added names have mouseover names exactly as written into the variable

Each added tab gets a [dotted ?]

So for instance in the model: liquidenginePoodle.cfg

"bulkheadProfiles = size2" but is found under a tab with a mouseover name of "Size 2 [2.5 meter]"

Mysize4 mod in the same folder: grizzly.cfg

"bulkheadProfiles = size4" and is found under a tab with a mouseover name of "size4"

So we can conclude that for stock profiles the game recognizes the profile and assigns them to a tab by attaching it to an class defined object that contains both an icon and a tab name.

So where do the icons come from?

The are found under \PartList

here is what the readme for the folder says

Note on all icons::::::::::::::::::::::::::::::::::::::::::::

All icons contained in the 'Icons' and 'SimpleIcons' folders are automatically loaded into the game and available to be placed on any custom partlist tab category or subcategory.

All icons are supposed to be 32x32 in png format. Icons in the 'Icons' and 'SimpleIcons' folder will be named after the myIcon.png template. In this case the name of the icon would be 'myIcon' and can be loaded by script with 'PartCategorizer.Instance.GetIcon("myIcon");' Note that PartCategorizer is only instantiated within the VAB/SPH.

Make sure to not use the '_' char or any other 'weird' chars in your icon names.

-------------------------------------------------------------

The 'Icons' folder:::::::::::::::::::::::::::::::::::::::::::

This folder contains standard icons and are loaded in sets. for example.

myIcon.png

myIcon_selected.png

myIcon.png represents the 'normal' state of an icon, The one you see in the partlist toolbar when the filter/category/subcategory is not selected. Typically a dark colored icon on a transparent background.

myIcon_selected.png represent the 'selected' state of an icon. The one you see in the partlist toolbar when the filter/category/subcategory is not selected. Typically a light colored icon on a transparent background.

-------------------------------------------------------------

The 'SimpleIcons' folder:::::::::::::::::::::::::::::::::::::

This folder contains simple icons [that] are generated from white icons on a transparent background.

Looking into the squad/PartList/SimpleIcons folder you will find the Icons in PNG format listed. (I had previously explored this directory so that I knew these icon files existed, although had not compared icon file names with profile variable names)

The icons have names like cs_mk2 where as the mouseover is "mk 2" and the variable name is "mk2"

So somewhere in the game script or a config file there must be some sort of loading and conversion table for stock profiles.

For me the mouseover names and ordering suffices, they should suffice for any modder.

- - - Updated - - -

I tried it out briefly and couldn't get it to work, seems to be that a plugin would be required just to add a simple icon. From my testing, the game seems to automatically sort things based on their attachment nodes if specific bulkhead profiles are not defined, so things with size 4 attachment nodes would all be auto sorted into a size4 category. If people are going to be defining bulkheads for non-stock diameters then as long as everyone sticks to the same standard (size4, size5, etc.) it'll work out for the users, with the exception of the icons.

You cannot use their naming conventions because their naming conventions use cs_size1

and this is what it says in the readme

Make sure to not use the '_' char or any other 'weird' chars in your icon names.

OK so you cant use their conventions, what conventions can you use.

Suppose your profile name is "size4" then you should have two files one named

"size4.png" (what the unselected Icon looks like)

and

"size4_selected.png"

They belong in a folder you have to create (called "Icons") And they have to be loaded by a script

'PartCategorizer.Instance.GetIcon("size4")

for the stock variables they also have scripts assigning them to the size toolbar and also assigning mouseover names.

I say that because of this script and because there was no cfg visible that does this assignment.

IOW your icons have to have a painted background and foreground, and selected is specified by two pngs icons.

Their icons have an invisible background and are specified by a single file in simpleicons.

Edited by PB666
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