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[0.22] UbioZur Welding Ltd. 2.0 Dev STOPPED


UbioZur

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I have not tried this in 23.5 yet sorry guys. I will get around to maybe checking it out for any quick fixes that might need. I'm using welded parts in my game though from .23 though and that seems fine.

Edit No error codes that I could see. Recompiled in the New 23.5 Versions.. Should be all set.. Download is the same.

Thanks Malkuth.

I can work a bit on my code for the next version at the moment. But not too much as I am moving between hotels. End may, June and later should become easier for me to be more active with the plugin again.

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When I weld the parts they don't show up in the parts list even if I reload the game or restart

Are you playing in career mode? If so you got to go into and edit the .cfg and change the tech req.

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When I weld the parts they don't show up in the parts list even if I reload the game or restart

If in career mode you have to unlock the parts in advRocketry first. All welded parts end up in advRocketry. And like adding a new mod to an existing Career game you have to unlock them first. Go into Research select advRocketry and select the part and unlock it.

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I will check it out in sandbox. Give me a few hours to get to it.

Update

I tested in Sandbox mode and all seems fine. Made a part (all stock parts) and the part showed up.

What could be going on?

1. When you guys weld a part, you have a choice of where it will show up (list wise) so If you save it to Structure it will show up in structure most likely the last in the list. If you save it under command it will show up in command and so on again last in the list.

2. Mod parts, UBI usually does not have issues with mod parts.. But sometimes it does. Its not guaranteed to work with modded parts.

Edited by malkuth
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Hm

the example Parts of UBI show up.

I made a welded part from 25 2x2structurplate and didn't appear in part list (even not after reenter VAB and game restart)

My KSP is a heavy modded 23.5 Installation on Linux

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Hm

the example Parts of UBI show up.

I made a welded part from 25 2x2structurplate and didn't appear in part list (even not after reenter VAB and game restart)

My KSP is a heavy modded 23.5 Installation on Linux

look in C:\Kerbal Space Program\GameData\UbioWeldingLtd\Parts

see if the part is listed. If it is then your maybe its just lost in your heavly modded list of parts?

If not, then I don't know. It works in mine and parts show up. In career and sandbox.

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I'm on Mac and I removed all my mods to test and when I welded stock parts the config file shows up in the parts folder but the parts are not in game?

I wish I had an answer for you. If its in the parts folder it should be in your game. :( And macs have the same file structure as PC I believe so it can't be that. It has a cfg file and everything in the parts folder right?

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I'm on Mac and I removed all my mods to test and when I welded stock parts the config file shows up in the parts folder but the parts are not in game?

Can you pm me the config file please? so I can have a look.

And also the log file.

Also sorry for the lake of support, i am still working on a final version while I am travelling.

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Looks like that i've caught the error (or at least the problem):

I welded a part from five structuralPanel2


PART
{
name = 5structurePlates
module = Part
author = UbioZurWeldingLtd
rescaleFactor = 1
PhysicsSignificance = -1
node_stack_topstructuralPanel20 = -7.947286E-08,0.02939514,4.268562E-08,0,-1,0,0
node_stack_bottomstructuralPanel20 = -7.947286E-08,-0.02560486,4.268562E-08,0,1,0,0
node_stack_topstructuralPanel21 = 0.006781975,0.02702621,-2,0,-1,0,0
node_stack_bottomstructuralPanel21 = 0.006781975,-0.02797379,-2,0,1,0,0
node_stack_topstructuralPanel22 = -2,0.02702621,-0.006781997,0,-1,0,0
node_stack_bottomstructuralPanel22 = -2,-0.02797379,-0.006781997,0,1,0,0
node_stack_topstructuralPanel23 = -0.006781896,0.02702621,2,0,-1,0,0
node_stack_bottomstructuralPanel23 = -0.006781896,-0.02797379,2,0,1,0,0
node_stack_topstructuralPanel24 = 2,0.02702621,0.006781844,0,-1,0,0
node_stack_bottomstructuralPanel24 = 2,-0.02797379,0.006781844,0,1,0,0
node_attach = -1,0,0,-1,0,0,0
CrewCapacity = 0
TechRequired = sandboxWeld
entryCost = 0
cost = 2000
category = Structural
subcategory = 0
title = 5 Plates
manufacturer = UbioZur Welding Ltd
description = Warranty void during re-entry.
attachRules = 1,1,1,1,0,0,0
mass = 1.5
dragModelType = override
maximum_drag = 0
minimum_drag = 0
angularDrag = 0
crashTolerance = 189.375
breakingForce = 473.4375
breakingTorque = 473.4375
maxTemp = 1600
fuelCrossFeed = False
MODEL
{
model = Squad/Parts/Structural/structuralPanel2/mu
position = -7.947286E-08,0.001895142,4.268562E-08
scale = 1,1,1
rotation = 0,0,0
}
MODEL
{
model = Squad/Parts/Structural/structuralPanel2/mu
position = 0.006781975,-0.0004737853,-2
scale = 1,1,1
rotation = 0,90,-2.049057E-05
}
MODEL
{
model = Squad/Parts/Structural/structuralPanel2/mu
position = -2,-0.0004737853,-0.006781997
scale = 1,1,1
rotation = 0,180,-2.049057E-05
}
MODEL
{
model = Squad/Parts/Structural/structuralPanel2/mu
position = -0.006781896,-0.0004737853,2
scale = 1,1,1
rotation = 1.628444E-12,270,-2.049057E-05
}
MODEL
{
model = Squad/Parts/Structural/structuralPanel2/mu
position = 2,-0.0004737853,0.006781844
scale = 1,1,1
rotation = 0,0,-2.049057E-05
}
}

The reference for 3d modelfiles are given as 'mu', but the actual filenames are 'model.mu'.

In the shipped prewelded parts the references are given right as 'model'.

changed this in my Part and it works.

What can causes this error? changes in 023 or 0.23.5?

Note:

I don't know if any other has this Problem and what a OS you use, but like Mach_XXII with MacOS, unix Filesystem differ from windows ones, maybe there is a problem.

(hope this true, i don't know very much about mac)

Edited by Voidi
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Looks like that i've caught the error (or at least the problem):

I welded a part from five structuralPanel2

The reference for 3d modelfiles are given as 'mu', but the actual filenames are 'model.mu'.

In the shipped prewelded parts the references are given right as 'model'.

changed this in my Part and it works.

What can causes this error? changes in 023 or 0.23.5?

Note:

I don't know if any other has this Problem and what a OS you use, but like Mach_XXII with MacOS, unix Filesystem differ from windows ones, maybe there is a problem.

(hope this true, i don't know very much about mac)

Thanks, definitely remove the /mu at the end of each model.

It can be from the MacOS, I will have a better look, I never had that problem.

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Looks like that i've caught the error (or at least the problem):

I welded a part from five structuralPanel2


PART
{
name = 5structurePlates
module = Part
author = UbioZurWeldingLtd
rescaleFactor = 1
PhysicsSignificance = -1
node_stack_topstructuralPanel20 = -7.947286E-08,0.02939514,4.268562E-08,0,-1,0,0
node_stack_bottomstructuralPanel20 = -7.947286E-08,-0.02560486,4.268562E-08,0,1,0,0
node_stack_topstructuralPanel21 = 0.006781975,0.02702621,-2,0,-1,0,0
node_stack_bottomstructuralPanel21 = 0.006781975,-0.02797379,-2,0,1,0,0
node_stack_topstructuralPanel22 = -2,0.02702621,-0.006781997,0,-1,0,0
node_stack_bottomstructuralPanel22 = -2,-0.02797379,-0.006781997,0,1,0,0
node_stack_topstructuralPanel23 = -0.006781896,0.02702621,2,0,-1,0,0
node_stack_bottomstructuralPanel23 = -0.006781896,-0.02797379,2,0,1,0,0
node_stack_topstructuralPanel24 = 2,0.02702621,0.006781844,0,-1,0,0
node_stack_bottomstructuralPanel24 = 2,-0.02797379,0.006781844,0,1,0,0
node_attach = -1,0,0,-1,0,0,0
CrewCapacity = 0
TechRequired = sandboxWeld
entryCost = 0
cost = 2000
category = Structural
subcategory = 0
title = 5 Plates
manufacturer = UbioZur Welding Ltd
description = Warranty void during re-entry.
attachRules = 1,1,1,1,0,0,0
mass = 1.5
dragModelType = override
maximum_drag = 0
minimum_drag = 0
angularDrag = 0
crashTolerance = 189.375
breakingForce = 473.4375
breakingTorque = 473.4375
maxTemp = 1600
fuelCrossFeed = False
MODEL
{
model = Squad/Parts/Structural/structuralPanel2/mu
position = -7.947286E-08,0.001895142,4.268562E-08
scale = 1,1,1
rotation = 0,0,0
}
MODEL
{
model = Squad/Parts/Structural/structuralPanel2/mu
position = 0.006781975,-0.0004737853,-2
scale = 1,1,1
rotation = 0,90,-2.049057E-05
}
MODEL
{
model = Squad/Parts/Structural/structuralPanel2/mu
position = -2,-0.0004737853,-0.006781997
scale = 1,1,1
rotation = 0,180,-2.049057E-05
}
MODEL
{
model = Squad/Parts/Structural/structuralPanel2/mu
position = -0.006781896,-0.0004737853,2
scale = 1,1,1
rotation = 1.628444E-12,270,-2.049057E-05
}
MODEL
{
model = Squad/Parts/Structural/structuralPanel2/mu
position = 2,-0.0004737853,0.006781844
scale = 1,1,1
rotation = 0,0,-2.049057E-05
}
}

The reference for 3d modelfiles are given as 'mu', but the actual filenames are 'model.mu'.

In the shipped prewelded parts the references are given right as 'model'.

changed this in my Part and it works.

What can causes this error? changes in 023 or 0.23.5?

Note:

I don't know if any other has this Problem and what a OS you use, but like Mach_XXII with MacOS, unix Filesystem differ from windows ones, maybe there is a problem.

(hope this true, i don't know very much about mac)

Yes they should be written like this.

MODEL

{

model = Squad/Parts/Structural/structuralPanel2/model

position = -7.947286E-08,0.001895142,4.268562E-08

scale = 1,1,1

rotation = 0,0,0

}

MODEL

{

model = Squad/Parts/Structural/structuralPanel2/model

position = 0.006781975,-0.0004737853,-2

scale = 1,1,1

rotation = 0,90,-2.049057E-05

}

MODEL

{

model = Squad/Parts/Structural/structuralPanel2/model

position = -2,-0.0004737853,-0.006781997

scale = 1,1,1

rotation = 0,180,-2.049057E-05

}

MODEL

{

model = Squad/Parts/Structural/structuralPanel2/model

position = -0.006781896,-0.0004737853,2

scale = 1,1,1

rotation = 1.628444E-12,270,-2.049057E-05

}

MODEL

{

model = Squad/Parts/Structural/structuralPanel2/model

position = 2,-0.0004737853,0.006781844

scale = 1,1,1

rotation = 0,0,-2.049057E-05

}

interesting your using a mac and its recording the extension instead of name. Does it do it on every type of part, if so then this is def a mac related bug. And the stucturalpanel def has the mesh name as model.mu so wondering whats different about mac thats making the check for Mesh name not work? Maybe its a unity thing.. Or seems from reading code that this part uses Assembly-Csharp to get the file names.

Wondering if macs have issues with UrlDir.UrlConfig? I have not delved much into how this works so really don't know much about it. :( or macs for the matter. :(

Edited by malkuth
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Correction: Mach_XXII writes he use MacOS, I use GNU/Linux (Ubuntu/Debian), but in this case both OS seem behave the same

My complete Log, Testinstallation, try to weld 9 structuralPanels

http://www.dertobi.name/~tobias/upload/ksp/KSP.log

I take a look at the Code from Malkuths github repo

File Welder.cs Line 340 may be the error source

string filename = string.Format("{0}\\{1}.mu", cfgdir.parent.parent.path, mesh);

Assuming that '{0}' is the path of directory and {1} is the name of model, '\\' doesn't work on normal Unix Filesystems

Don't know how this can handled properly, in the ksp context.

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Correction: Mach_XXII writes he use MacOS, I use GNU/Linux (Ubuntu/Debian), but in this case both OS seem behave the same

My complete Log, Testinstallation, try to weld 9 structuralPanels

http://www.dertobi.name/~tobias/upload/ksp/KSP.log

I take a look at the Code from Malkuths github repo

File Welder.cs Line 340 may be the error source

string filename = string.Format("{0}\\{1}.mu", cfgdir.parent.parent.path, mesh);

Assuming that '{0}' is the path of directory and {1} is the name of model, '\\' doesn't work on normal Unix Filesystems

Don't know how this can handled properly, in the ksp context.

Interesting If I did a test would you mind checking it out. I don't have the OS to test it.

to break it down. You have it right {0} = cfgdir.parrent.parent.path Then // represents a Litteral / followed by / to represent the actual backslash. and {1} represents mesh.

so in this case for windows system.. Directory/name.mesh.. So you might be right in thinking that if Linux does not represent a backslash then it has to be written to work on both systems. Not sure how. Pretty sure UbiZur has much more knowledge on this then I do..

If anyone has any ideas I can do a quick fix.

Edited by malkuth
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How handle KSP this things internally? because at the next line

string url = string.Format("{0}/{1}", cfgdir.parent.parent.url, mesh);

and that the value what the function should return

you see the rest of this path thing uses slashes

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How handle KSP this things internally? because at the next line

string url = string.Format("{0}/{1}", cfgdir.parent.parent.url, mesh);

and that the value what the function should return

you see the rest of this path thing uses slashes

Yes thats using URL which is different its not pointing to a File Path but an internal path. That should not be different on any system.

The one above is a file path, which is directly checking a Directory for a file with Model.mu. If file not found its suppose to default or get the name.mu.

Edited by malkuth
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is System.IO reenabled? then http://msdn.microsoft.com/en-us/library/system.io.path.aspx

otherwise try http://forums.opensuse.org/showthread.php/443656-Cross-platform-filesystem-navigation-in-Mono

Slashes instead of Backslashes, the work at least on the Windows Commandline

I have already tried reversing the backslash. The problem is that the other parts of the code still use \.

So you will get a file structure like this in game.

C:\kerbal\Kerbal Space Program\GameData\Squad\Parts\Structural\structuralPanel2/model.mu

and then ubi defaults to model.mu.. Which is fine, except it will cause other issues where model.mu is not the name in some other Mods.

At this point I'm chalking it up to a bug in the Unity system of not being very cross platform friendly with Directory type stuff. At least with UrlDir and assembly C- Sharp.

I could most likely re write some of this part of the code. But really don't have time And UbioZur is working on a newer version anyway and already said he would look into this.

Edited by malkuth
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Well uh...

I don't think Ubio likes HSH :P

yidYHJt.jpg

EDIT: Well then. When it reloaded the parts again, I went to Space center and R&D to research the new parts... I was greeted with

every

single

part

being de-locked.

I'm not clicking 300 parts.

Edited by The Destroyer
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Well uh...

I don't think Ubio likes HSH :P

http://i.imgur.com/yidYHJt.jpg

EDIT: Well then. When it reloaded the parts again, I went to Space center and R&D to research the new parts... I was greeted with

every

single

part

being de-locked.

I'm not clicking 300 parts.

Hey now. Part welding works well for optimizing HSH. There's a bit of finesse in design and tricking to make it work well.

First thing: build in the SPH, save the craft, make a copy of the craft file and move the copy to the VAB folder. Let the VAB re align your craft and then weld.

Second: make sure your root part is free so you can plop it down the weld onto anything. That's more difficult than this other method- build your hull, weld it, then use it as your first part.

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