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[0.22] UbioZur Welding Ltd. 2.0 Dev STOPPED


UbioZur

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How the hell did you manage to make THAT fly straight?

When i add a single antenna on only one side of my crafts it suddenly starts spinning very slightly to one direction.

Is there some trick i do not know?

As long as your thrust vector lines up with your center of mass, it will fly straight regardless of how things look visually. In this case I would probably mess with the thrust vector as messing with CoM usually makes things do backflips when doing physical simulations.

Lots of SAS does wonders too~

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I am in node hell trying to put a welded part inside another welded part. I know you're swamped Uboizur but I am making a request anyway ha ha! It would be great if there were some way that would be easy for you to program, where when the part is generated, different classes of nodes could be chosen to have nodes or not. Anything at all that might give the user some control over what nodes are generated. Perhaps, in the part generation dialog, there might be a list of KSP parts used in the welded part, and a button selector box next to each, allowing the user to turn on/off nodes for those parts, when the new part is generated. That would be so sweet.

Not a bad idea.

Does the mod work with .23? It's not working for me.

Nothing is working, you can't use the action groups or move anything. The welded part doesn't recognize the parts. And I don't think it's easy to get it working.

I have managed to get .23, I will release a new dll with the link to the new game data soon. Not going to get the new EFFECTS{} on it I think, I kind of have an idea of something to do with this.

Hi,

When I use mode I can't change name ship in angar. I can't see upper column.

Can you send me a screenshot please?

Little request, could you weld a docking prt. Junior with 4 attenae around like the one on the MunBug? But set it so it joins up with standard clamp o trons... be a great help, cheers

I am not making new cfg, it is now an in game tool so you can weld the things.

PS: the antena will not work as they use the same animation (3 will be extended, and 1 will be animated)

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Ubio, is welding still a problem with Module Manager installed?

From my understanding this is a problem with MM, not with this plugin. The way welding works is by creating new parts and reloading the database. MM only performs it's work on startup thus any reloads will cause parts that require MM to misbehave.

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Just thought I should let everyone here know: I was getting a weird interaction between this mod and RCS Build Aid v0.4 wherein the text field at top center of the screen was missing, and there was no way to enter any text to write the name of your craft to be saved. I removed this mod, and the problem has ceased.

Again, just F.Y.I., in case anyone else is experiencing the same thing. :)

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Just thought I should let everyone here know: I was getting a weird interaction between this mod and RCS Build Aid v0.4 wherein the text field at top center of the screen was missing, and there was no way to enter any text to write the name of your craft to be saved. I removed this mod, and the problem has ceased.

Again, just F.Y.I., in case anyone else is experiencing the same thing. :)

same here, had to remove both of them. I kept my pre-welded parts though, just dumped the dll's and plugins.

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One way to have it with MM, is to disable the autoreload of the database, and restart the game once you finish your welding. that way MM can load also.

Thanks for the compatibility report Neutrinovore I will try to have a look and see why this is happening, and fix it if it's on my side.

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UbioZur, just wanted to say how appreciative I am of this mod. Been following along from the time you were manually editing cfg's till now. This mod has certainly kept KSP interesting well beyond just lowering your part count. Thank you and keep up the good work.

Edited by Voidryder
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One way to have it with MM, is to disable the autoreload of the database, and restart the game once you finish your welding. that way MM can load also.

Thanks for the compatibility report Neutrinovore I will try to have a look and see why this is happening, and fix it if it's on my side.

Thanks for taking a look. :)

To be clear, I'm not assigning 'blame', per se, to your mod, nor to RCS Build Aid. It just seemed that, for whatever reason, on my computer with the mods I have installed, these two mods didn't seem to want to play nicely together. I only removed the Welding tool because RCS Build Aid is literally essential to me anymore, I absolutely cannot build a rocket or plane or even a rover without using it extensively during the design process. But it's only a 'nice to have' item to be able to weld parts together for the purpose of lowering part count and structural rigidity.

So, if and when you can get the situation figured out, I certainly hope to be able to add the Welding Tool back into my embarrassingly extensive list of mods.

Have a great day, and Happy Holidays everyone! :D

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I have a quick question.

I'm trying to make a "saddle truss" using a KWRocketry bulkhead piece and girders. I made the part, but when I attach it to my craft and launch, the screen flashes to a frozen shot of deep space with no altimeter or velocity readings. When I return to the space center, I can't select any buildings, and when I exit to the main menu, I can't select any of the options, and have to open Task Manager to quit KSP.

Moreover, if I load a subassembly with the welded saddle truss, or any vessel with the saddle truss, the ship loads, though the VAB and SPH behave as if the vehicle isn't even there, waiting for me to place a parent part. When I do place a parent part, I still can't launch, exit, save, or load ships (the buttons react when clicked, but nothing happens). Is this a problem on my end, with the KWRocketry part I'm using (specifically the 3.75m bulkhead), or is this a known bug?

Thanks!

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I have a quick question.

I'm trying to make a "saddle truss" using a KWRocketry bulkhead piece and girders. I made the part, but when I attach it to my craft and launch, the screen flashes to a frozen shot of deep space with no altimeter or velocity readings. When I return to the space center, I can't select any buildings, and when I exit to the main menu, I can't select any of the options, and have to open Task Manager to quit KSP.

Moreover, if I load a subassembly with the welded saddle truss, or any vessel with the saddle truss, the ship loads, though the VAB and SPH behave as if the vehicle isn't even there, waiting for me to place a parent part. When I do place a parent part, I still can't launch, exit, save, or load ships (the buttons react when clicked, but nothing happens). Is this a problem on my end, with the KWRocketry part I'm using (specifically the 3.75m bulkhead), or is this a known bug?

Thanks!

I don't believe it's a known bug, I know there is some KWRocketry that does not work, can you pm me the logs and the cfg please?

I am still trying to get some time to sort out the .23 version.

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Having the same issue some others were having. In a stock install of 0.23 with no mods, in the VAB the UI at the top middle of the screen was gone so it was impossible to name a ship. Also, the "weld" button was no where to be found. Hopefully it's just an issue with 0.23 and easy fix.

mV2hnql.png

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I think this is due to the fact that it's not compiled with the .23 dll.

I'll try to get something up asap.

So I ran across this mod and wanted to put it to good use, but also got the problem that it did not work in .23

Hence I tried to recompile it in Visual Studio 2012 - but just recompiling won't do the job since the compiler throws 4 errors:

Three of them were related to the functions:

EditorLogic.fetch.Unlock and EditorLogic.fetch.Lock

the error was pretty simple: It just missed an argument regarding the lock-label, so I just added a string like ""lockcodeforthewelding" to the passed parameters.

The second error regards the foreach (GameObject gobj in fx.fxEmitters)-part of the weldthispart-function - aparently, there are no GameObjects in fxEmitters anymore (that or I am terribly bad in tracing the code). I circumvented this by just commenting out the foreach and adding a GameObject gobj = newpart.gameObject; instead.

This way, everything compiled. It also started with KSP. I even have the Welding-Button in the VAB! But: When I drag an assembly onto the Button, it seems like a windows opens that just is not drawn? I cannot click or work on my assembly at all, but there is nothing to close either. Some investigation turned out that the foreach-function just could not be fixed as easy as I expected. So I just commented out the whole foreach-part - it only adds graphic effects like smoke to stuff like engines, right? (RIGHT?) - and after another compilation, I got a dll that actually worked in KSP!

If someone should be interested in this DLL, here's a download-link:

http://www.wh2.tu-dresden.de/~locutus/UbioWeldingLtd.zip

(I hope the original author will come up with a better fix that will also include the FX-part pretty soon, though)

Edited by locu
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UbioZur thank you so much for this awesome mod :)

I welded parts of my ring station together ... from around 1600 to 280 parts ;)

I'm playing in 0.23 and weldet the parts in 0.22.

Only Problem were the attach nodes, because they weren't set right. I startet with a fuel tank and copied its attachment points in my weldet craft and now it fits. :D

Here are a few pictures of the station. ;)

utuuszry.png

9x3yhfrb.png

992znofa.png

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So I ran across this mod and wanted to put it to good use, but also got the problem that it did not work in .23

Hence I tried to recompile it in Visual Studio 2012 - but just recompiling won't do the job since the compiler throws 4 errors:

Three of them were related to the functions:

EditorLogic.fetch.Unlock and EditorLogic.fetch.Lock

the error was pretty simple: It just missed an argument regarding the lock-label, so I just added a string like ""lockcodeforthewelding" to the passed parameters.

The second error regards the foreach (GameObject gobj in fx.fxEmitters)-part of the weldthispart-function - aparently, there are no GameObjects in fxEmitters anymore (that or I am terribly bad in tracing the code). I circumvented this by just commenting out the foreach and adding a GameObject gobj = newpart.gameObject; instead.

This way, everything compiled. It also started with KSP. I even have the Welding-Button in the VAB! But: When I drag an assembly onto the Button, it seems like a windows opens that just is not drawn? I cannot click or work on my assembly at all, but there is nothing to close either. Some investigation turned out that the foreach-function just could not be fixed as easy as I expected. So I just commented out the whole foreach-part - it only adds graphic effects like smoke to stuff like engines, right? (RIGHT?) - and after another compilation, I got a dll that actually worked in KSP!

If someone should be interested in this DLL, here's a download-link:

http://www.load.to/ntHfkQ8jQu/weldingtool.zip

(I hope the original author will come up with a better fix that will also include the FX-part pretty soon, though)

Yeah there are a few fix here and there. I just need some more time to test, and with the holiday time it's a bit busy for me at the moment.

Question...

If i used a add on part for example Tyberdine Shuttle parts, and i have wielded them do i still need to have the mod to make the wielded part stay on the game or it will disappear as soon as I delete the add on?

You need the original mod, as this is where the models are taken from.

UbioZur thank you so much for this awesome mod :)

I welded parts of my ring station together ... from around 1600 to 280 parts ;)

I'm playing in 0.23 and weldet the parts in 0.22.

Only Problem were the attach nodes, because they weren't set right. I startet with a fuel tank and copied its attachment points in my weldet craft and now it fits. :D

Here are a few pictures of the station. ;)

That is a sweet looking space station.

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UbioZur thank you so much for this awesome mod :)

I welded parts of my ring station together ... from around 1600 to 280 parts ;)

I'm playing in 0.23 and weldet the parts in 0.22.

Only Problem were the attach nodes, because they weren't set right. I startet with a fuel tank and copied its attachment points in my weldet craft and now it fits. :D

Here are a few pictures of the station. ;)

http://s1.directupload.net/images/131230/utuuszry.png

http://s14.directupload.net/images/131230/9x3yhfrb.png

http://s7.directupload.net/images/131230/992znofa.png

Interesting that is a good idea thanks!

WIP 40x30x12m Space Hanger all welded and ready for next phase :)

xMULhFX.png

omklwaV.png

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