goldenpsp Posted October 25, 2018 Share Posted October 25, 2018 31 minutes ago, AYes said: Can I download welding ports separately? No. You are welcome to download the mod and then trim the stuff you don't want. Quote Link to comment Share on other sites More sharing options...
AYes Posted October 27, 2018 Share Posted October 27, 2018 Well, how to remove from the fashion all the excess? Quote Link to comment Share on other sites More sharing options...
RoverDude Posted October 27, 2018 Author Share Posted October 27, 2018 32 minutes ago, AYes said: Well, how to remove from the fashion all the excess? Go into your Gamedata folder, UmbraSpaceIndustries/Konstruction and delete the parts you do not want. Quote Link to comment Share on other sites More sharing options...
AYes Posted October 27, 2018 Share Posted October 27, 2018 Leave only 000_USITools? Folder "Agency" can be deleted? Quote Link to comment Share on other sites More sharing options...
RoverDude Posted October 27, 2018 Author Share Posted October 27, 2018 3 minutes ago, AYes said: Leave only 000_USITools? Folder "Agency" can be deleted? I said Konstruction - and the parts you do not want only. You will have to (carefully) experiment. Quote Link to comment Share on other sites More sharing options...
Space_Coyote Posted October 27, 2018 Share Posted October 27, 2018 I would like to throw out a suggestion to Rover dude about the docking ports.. as I like them for the welding of space station parts.. Now some modders out there have station parts that are in the 3.75m mode and I noticed that there is no 3.75 meter weldable constuction part for a dockign port.. I was hoping that in the future that part would become avaiable .. also a 5 meter port might be an option as well Also why is it that the Konstruction ports are not even adjustable with Tweakscale I mean it would be perfect to make a ability to have the chance to use a couple of 23.75 parts together to get the desired effect.. Just a thought. Space_Coyote Quote Link to comment Share on other sites More sharing options...
Dafni Posted October 27, 2018 Share Posted October 27, 2018 Love the mod, especially the welding ports. Works perfect in my 1.3.1 install. Zero issues, works exactly as I would have imagined. Nice idea and execution @RoverDude thank you very much. Quote Link to comment Share on other sites More sharing options...
overkill13 Posted October 27, 2018 Share Posted October 27, 2018 (edited) 1 hour ago, Space_Coyote said: I would like to throw out a suggestion to Rover dude about the docking ports.. as I like them for the welding of space station parts..Just a thought. ... Space_Coyote You can dock 3.75 and 5m parts using senior docking ports. I suppose it isn't the nicest looking setup, but it is fully functional. The larger ports do not change the structural integrity after welding. Tweakscale does not provide support for port size matching. If you increased a sr docking port to 3.75m it would still be able to dock to 2.5m ports due to the way the port matching is coded in the game. Ports are matched by file name, part name or something along those lines, not by the node size. I'm not even sure if Tweakscale modifies node sizes when you change the size of the parts. At any rate, this functionality would need to be provided by Tweakscale, not Konstruction! Edited October 27, 2018 by overkill13 Quote Link to comment Share on other sites More sharing options...
DStaal Posted October 27, 2018 Share Posted October 27, 2018 7 hours ago, AYes said: Well, how to remove from the fashion all the excess? RoverDude's option is fine and will work, but there is a better way: Quote Link to comment Share on other sites More sharing options...
Bored971 Posted November 3, 2018 Share Posted November 3, 2018 I apologize in advance if a bunch of others have said this; I looked and didn't see it but it's always possible I missed it. @RoverDude Are you still working on this mod to bring it current for 1.5.1? Quote Link to comment Share on other sites More sharing options...
RoverDude Posted November 3, 2018 Author Share Posted November 3, 2018 1.5.1 versions are in the constellation, also in the raw github versions if you are feeling punchy doing a general 1.5.1 release for the individual repos this weekend Quote Link to comment Share on other sites More sharing options...
MaverickSawyer Posted November 3, 2018 Share Posted November 3, 2018 HUZZAH! I can finally field the Akita rover again! Quote Link to comment Share on other sites More sharing options...
Gargamel Posted November 3, 2018 Share Posted November 3, 2018 On 10/27/2018 at 9:07 AM, Space_Coyote said: Now some modders out there have station parts that are in the 3.75m mode and I noticed that there is no 3.75 meter weldable constuction part for a dockign port.. I was hoping that in the future that part would become avaiable .. also a 5 meter port might be an option as well As the nodes disappear after welding, you shouldn't need anything else. Yes, using a Jr on a 5m part might look weird, but they will be gone when you're done. Design for the end look you want, don't worry about how the ports look. Quote Link to comment Share on other sites More sharing options...
AYes Posted November 5, 2018 Share Posted November 5, 2018 Indeed, if the ports disappear, then there is no difference how they looked before disappearing. Quote Link to comment Share on other sites More sharing options...
ioresult Posted November 5, 2018 Share Posted November 5, 2018 Hello Community and Rover Dude, I'm trying to break up a plane with very long wings to fly on Thatmo so they fit both inside a rocket fairing and a warp space bubble (using USI Warp engine). Since wing panels don't seem to have nodes, the welding ports don't attach. So I'm trying to use the physicsless Cubic Octagonal Strut part as an attachment point. When I try to compress parts, that breaks the game: the two parts that are supposed to fuse (the plane body with wing stub and the rest of the wing) aren't affected by physics anymore. On the runway, they start drifting apart into the air and even at full thrust, the engines have no effect. In orbit, on rails warp is disabled because of some phantom acceleration and the orbit changes even with zero gee force (I guess they're going in a straight line and do not follow an orbital path anymore since they aren't affected by gravity anymore). If I use the modular girder segment as attachment part, then it works fine. But they're heavy and cause a lot of drag. Should I patch a .cfg to make a "konstruction" Cubic Octagonal Stut with physics enabled? Is there a way to configure the ports to attach anywhere like the Strut? That would be even better than using an intermediate part. PS I'm running KSP 1.3.1. An old save with a lot of mods that would break if I try to upgrade. It's one of the last things I want to do in that save before starting afresh on a Galileo planets pack in 1.5.1. Quote Link to comment Share on other sites More sharing options...
ioresult Posted November 6, 2018 Share Posted November 6, 2018 I changed the attach rules of the ports from attachRules = 1,0,1,0,0 to attachRules = 1,1,1,1,0. It works in the editor. I still have to quick save and quick load, to have the wings parts of the physics world, but once the game reloaded, the wings are attached to the root node and not the wing stubs. They're all wobbly and after playing with physics warp, I can see that they wobble around the root part. The root of the plane is the nose, and I have construction ports near the nose. If I compress the wings first, and then compress the nose, then the wings become offset. If I compress the nose first, then the wings, they're not offset, but very wobbly. All I'm left with is having the wings attach to the stubs (their parent) instead of the root part. Quote Link to comment Share on other sites More sharing options...
ioresult Posted November 6, 2018 Share Posted November 6, 2018 So I found how to correct my persistent.sfs save file to have my wings properly connected to their respective stubs. The root part of each wing get's their parents set to 0 (parent = 0) and surface-attached to -1 (srfN = srfAttach, -1). After correcting the 0 and -1 to the proper parent, then everything seems to be normal. Rover Dude, if you're listening, do you think you could fix that please? Thanks. If not, it's not so bad, I just rename my plane to a unique name, look for it in the save file, edit it (looking for and fixing parts with parent=0), then reload it. Quote Link to comment Share on other sites More sharing options...
chaossands Posted November 8, 2018 Share Posted November 8, 2018 On 3/1/2017 at 5:13 AM, Kobymaru said: Hi. quick question: How does the Magno-Pad targeting work? I was under the impression that I only have to stick such a pad on the target vessel, click "Enable Targeting" on my magnet and that's that. However, when enabling targeting and the magnet, the target wouldn't budge: no reaction to the magnet. Only when I turned targeting off did the target instantly snap back to the magnet. Did I do something wrong, or might that be a bug? I'm seeing the same behavior here. Fresh 1.4.5 install w/MH, only mods installed are Konstruction, AGM Cont'd, Alcubierrie Standalone, kOS, Editor Ex Redux (linuxgurugamer), Janitor's Closet, UbioZur Welding, all via CKAN and current. When I stick a magno-pad on an object and put out a crane or arm with a magnet, and set magnet ON w/force up to max and targeting ON, I get nothing. As soon as I shut off targeting it usually catapults the object, and often destroys the crane... Fun, :-) so the magnetism is working, but seems like targeting/pads aren't working. Do I need to do/install something else for the pads to work? Bug? Quote Link to comment Share on other sites More sharing options...
PolecatEZ Posted November 9, 2018 Share Posted November 9, 2018 I seem to have that same issue in my stock game with the grapple unit. For some things but not for others, targeting center mass or targeting with the magnet doesn't make it a real target...the game acts like I have no target. Then, suddenly, it does usually randomly. Quote Link to comment Share on other sites More sharing options...
Haxorouse Posted November 10, 2018 Share Posted November 10, 2018 so wait... are the version for 1.5.x out because I don't see them on the GitHub Quote Link to comment Share on other sites More sharing options...
Stevie_D Posted November 11, 2018 Share Posted November 11, 2018 14 hours ago, Haxorouse said: so wait... are the version for 1.5.x out because I don't see them on the GitHub If it was, i'd imagine RoverDude would have "[1.5]" in the title of the thread. That's usually a dead giveaway. Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted November 11, 2018 Share Posted November 11, 2018 1 hour ago, Stevie_D said: If it was, i'd imagine RoverDude would have "[1.5]" in the title of the thread. That's usually a dead giveaway. If it was high enough on @RoverDude's priority list, the title of the thread would already say 1.4.X as the mod has been 1.4 compatible for a very long time. Given that it is at 1.3 I don't think I'd use thread titles as my guide. That being said, the mods are not finished in terms of official 1.5 compatibility but a constellation release was made for 1.5 for testing https://github.com/BobPalmer/USI_Constellation/releases Quote Link to comment Share on other sites More sharing options...
toric5 Posted November 12, 2018 Share Posted November 12, 2018 On 11/2/2018 at 8:37 PM, RoverDude said: 1.5.1 versions are in the constellation, also in the raw github versions if you are feeling punchy doing a general 1.5.1 release for the individual repos this weekend any news on this? Is the conselation release considered 'finished'? Quote Link to comment Share on other sites More sharing options...
RoverDude Posted November 12, 2018 Author Share Posted November 12, 2018 4 minutes ago, toric5 said: any news on this? Is the conselation release considered 'finished'? Other than MKS which i need to merge - was out for the weekend, so anticipate everything rolling out either Monday or Tuesday. I may even get punchy and adjust forum thread titles Quote Link to comment Share on other sites More sharing options...
chaossands Posted November 13, 2018 Share Posted November 13, 2018 On 11/8/2018 at 6:28 PM, PolecatEZ said: I seem to have that same issue in my stock game with the grapple unit. For some things but not for others, targeting center mass or targeting with the magnet doesn't make it a real target...the game acts like I have no target. Then, suddenly, it does usually randomly. Interesting, I'll have to fiddle with the grapple a bit. I'm not sure how the magnet on it is supposed to work. I've been working with the crane and magnet arm to exercise it, and I've gotten the general magnet functionality to work on them. As my testing has shown so far, the magnet when ON but target is OFF, it sucks in ANYTHING within range and roughly in front of the the magnet on the arm. Vessel targeting doesn't make a difference, in fact, I've even ripped of parts on the parent vessel with the magnet! As I understand it, for the crane and arm magnets, targeting is supposed to limit the magnet pull to Magno-Pads within range, but I have yet to get it to work. That's an interesting idea though, do you have to have the object with the magno-pad set as the target vessel as well? Quote Link to comment Share on other sites More sharing options...
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