Ringkeeper Posted January 12, 2014 Share Posted January 12, 2014 Bugreport for 0.23 with Locu's dll:multiple Kethane tanks welded together dont work, you get 0/0 Kethane storage space. Fix: delete MODULE { name = KethaneWetMassIndicator } " except one! Edit maxAmount to the correct amount. Link to comment Share on other sites More sharing options...
Zephram Kerman Posted January 12, 2014 Share Posted January 12, 2014 With a text editor, all things are possible. WeldedParts mod just helps a lot by doing the trigonometry and syntax for us. Link to comment Share on other sites More sharing options...
praise the suuun Posted January 13, 2014 Share Posted January 13, 2014 (edited) ive been dabbling in the KMP mod for 0.23 and also the unofficial 0.23 hotfix for part welding. theres quite a problem in front of me because in order to launch the massive behemoth station i have created in KMP it'll have to be part welded. it welds just fine BUT understandably the mod does not allow any non-stock parts to be launched into the sandbox; beyond the construction facility. this is because no other players have the specific mod parts/texture meshes in there game folder and it would cause invisibility and other problems. i thought since the space station had only stock parts within its weld that i would still be able to launch but THE ERROR WAS MINE not to realize that ubiozur partwelding ltd creates a new part with the texture mesh of any part that has been fused within it.my question to you, ubiozur: is there any possible way that the welded part text file write up could be written in such a way that it convinces KMP it is all stock parts? perhaps i could rewrite its craft file so that it replaces one of the many stock parts yet the texture mesh and collision remains? what is the KMP mod looking to verify within each craft? once i know what it looks to verify then i can know how to manipulate this situation. Edited January 13, 2014 by praise the suuun Link to comment Share on other sites More sharing options...
Galane Posted January 13, 2014 Share Posted January 13, 2014 The only way modded parts and plugins etc are going to work with a multiplayer KSP is if the servers automatically synchronize what everyone has. Games like Quake 3 did that where if a player joined with a custom model and/or skin it would be pushed to all other players in the same map.Another option is to have all the mods on the server, players join with a vanilla KSP plus the multiplayer mod, then all the other mods get pushed so that everyone in the game has exactly the same stuff in the same locations. Link to comment Share on other sites More sharing options...
JordanL Posted January 13, 2014 Share Posted January 13, 2014 The only way modded parts and plugins etc are going to work with a multiplayer KSP is if the servers automatically synchronize what everyone has. Games like Quake 3 did that where if a player joined with a custom model and/or skin it would be pushed to all other players in the same map.Another option is to have all the mods on the server, players join with a vanilla KSP plus the multiplayer mod, then all the other mods get pushed so that everyone in the game has exactly the same stuff in the same locations.Auto-pushing DLLs from one player to another could enormously screw windows users if someone trolls. Link to comment Share on other sites More sharing options...
Galane Posted January 13, 2014 Share Posted January 13, 2014 Auto-pushing DLLs from one player to another could enormously screw windows users if someone trolls.Which is why the server should be able to check them to ensure they are what they're supposed to be, KSP mods supported by KMP. Link to comment Share on other sites More sharing options...
praise the suuun Posted January 13, 2014 Share Posted January 13, 2014 (edited) the mod creator has mentioned in the faq that its possible to override this problem by requiring all players to have certain mods installed before access to a server is granted. im sure if i can get in contact with a server admin i could ask about adding behemoth 1 part stations to the table.are you sure that is the only way to have KMP accept a mod? i have a suspicion that writing the welded part in a certain way could fool KMP into accepting the craft as the parts that it was welded of, yet the physics implication remains. as long as they are stock parts of course. Edited January 13, 2014 by praise the suuun Link to comment Share on other sites More sharing options...
locu Posted January 13, 2014 Share Posted January 13, 2014 are you sure that is the only way to have KMP accept a mod? i have a suspicion that writing the welded part in a certain way could fool KMP into accepting the craft as the parts that it was welded of, yet the physics implication remains. as long as they are stock parts of course.Well, I am most doubtful that this would actually work - and even if it would work, the way I understood KMP works is that it just spawns other players vehicles into your KSP, so if you would replace a stock part with a welded one, others would still just see the stock part in that place, without all the welded on parts (and that would most likely look pretty weird!).Regarding the exchangeability between players: It would make much more sense if KMP would only exchange parts and such, but no dlls. To use mods that require dlls, KMP should just require all these dlls to be present on the server already. Link to comment Share on other sites More sharing options...
mrBlaQ Posted January 14, 2014 Share Posted January 14, 2014 Thank you again, @locu for your dll offering. I'd love to know how to compile the source files, maybe fix the KW Rocketry scale issue. I can handle php, java, some C. I just don't have a clue how to set up a dev environment for Unity mods. Would you care to point me in the direction of a proper tutorial?Thanks to you, I've been able to build this fine beast in 0.23 Link to comment Share on other sites More sharing options...
locu Posted January 14, 2014 Share Posted January 14, 2014 Would you care to point me in the direction of a proper tutorial?Well, there is a tutorial on how to set up the IDE you want to use: http://wiki.kerbalspaceprogram.com/wiki/Pluginsi.e., I used visual studio, so I just followed the directions in the ksp-wiki to set up visual studio for ksp and imported the c#-files of this mod. Then you just let it compile, check the errors and try to figure out why it did not compile. Once you get to a point where it does compile, you can add debug messages to be printed to the ksp console. Link to comment Share on other sites More sharing options...
MortalDanger Posted January 15, 2014 Share Posted January 15, 2014 Right, so my game crashes on start if I try to load previously welded parts from .22. I've tried with the hotfix dll and without.Unity Player [version: Unity 4.2.2f1_54f0fc09defb]KSP.exe caused an Access Violation (0xc0000005) in module KSP.exe at 0023:00dc7d46.Error occurred at 2014-01-15_173604.C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP.exe, run by John Ballard.78% memory in use.0 MB physical memory [1732 MB free].0 MB paging file [0 MB free].0 MB user address space [123 MB free].Write to location 00000000 caused an access violation.Context:EDI: 0x0019044f ESI: 0x00000000 EAX: 0x00000000EBX: 0x00000000 ECX: 0x00000000 EDX: 0x0000000cEIP: 0x00dc7d46 EBP: 0x0c80fa9c SegCs: 0x00000023EFlags: 0x00010206 ESP: 0x0c80fa78 SegSs: 0x0000002bBytes at CS:EIP:c6 04 0e 00 8b 4d f4 64 89 0d 00 00 00 00 5f 5e Stack:0x0c80fa78: 00190447 8f866c3c 00190447 00000000 G...<l..G.......0x0c80fa88: 8f866c3c 0c80fa78 0c80fd60 015749b0 <l..x...`....IW.0x0c80fa98: ffffffff 0c80fab8 00dd3b2a 00190447 ........*;..G...0x0c80faa8: 00000000 8f866c3c 0c80fbb4 8f866c04 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..>.............0x0c80fca8: 00000000 0c80fc6c 00fc75d7 0c80fd60 ....l....u..`...0x0c80fcb8: 76b46ff0 8f82038c 8f82064c 8f82064c .o.v....L...L...0x0c80fcc8: 043e18d8 f248f564 3f666666 4624e800 ..>.d.H.fff?..$F0x0c80fcd8: 451fc000 0000293a f248f564 0c80fd08 ...E:)..d.H.....0x0c80fce8: 00fb9d72 00000000 043e1888 043e1888 r.........>...>.0x0c80fcf8: 043e1888 0c80f6cc 0c80fd60 043fe194 ..>.....`.....?.0x0c80fd08: 0c80fd10 00fba5ab 0c80fd24 010451b0 ........$....Q..0x0c80fd18: 043e1888 00000000 00000000 0c80fd30 ..>.........0...0x0c80fd28: 74be336a 043e1888 0c80fd70 76f99f72 j3.t..>.p...r..v0x0c80fd38: 043e1888 7b0027e1 00000000 00000000 ..>..'.{........0x0c80fd48: 043e1888 c0000005 74c076c7 74c076c7 ..>......v.t.v.t0x0c80fd58: 0c80fd3c 0c80f4c4 ffffffff 76fd71f5 <............q.v0x0c80fd68: 01781fc1 00000000 0c80fd88 76f99f45 ..x.........E..v0x0c80fd78: 01045170 043e1888 00000000 00000000 pQ....>.........0x0c80fd88: 00000000 00000000 01045170 043e1888 ........pQ....>.0x0c80fd98: 00000000 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Size: 0x0019d000File Size: 1667584 File Time: 2010-11-20_062116Version: Company: Microsoft Corporation Product: Microsoft® Windows® Operating System FileDesc: Windows Setup API FileVer: 6.1.7601.17514 ProdVer: 6.1.7601.17514Module 81C:\Windows\syswow64\WS2_32.dllImage Base: 0x76ad0000 Image Size: 0x00035000File Size: 206848 File Time: 2010-11-20_062140Version: Company: Microsoft Corporation Product: Microsoft® Windows® Operating System FileDesc: Windows Socket 2.0 32-Bit DLL FileVer: 6.1.7601.17514 ProdVer: 6.1.7601.17514Module 82C:\Windows\syswow64\KERNELBASE.dllImage Base: 0x76b10000 Image Size: 0x00047000File Size: 274944 File Time: 2013-08-01_195044Version: Company: Microsoft Corporation Product: Microsoft® Windows® Operating System FileDesc: Windows NT BASE API Client DLL FileVer: 6.1.7601.18229 ProdVer: 6.1.7601.18229Module 83C:\Windows\SysWOW64\ntdll.dllImage Base: 0x76f60000 Image Size: 0x00180000File Size: 1292192 File Time: 2013-08-28_195032Version: Company: Microsoft Corporation Product: Microsoft® Windows® Operating System FileDesc: NT Layer DLL FileVer: 6.1.7601.18247 ProdVer: 6.1.7601.18247== [end of error.log] == Link to comment Share on other sites More sharing options...
Dreadp1r4te Posted January 15, 2014 Share Posted January 15, 2014 KMP support is gonna be difficult because currently the mod protection for KMP uses the part name as a verifier; the Welder, as far as I understand it, creates NEW parts with unique names, and that part would need to be distributed to every other player on the server even IF you allowed that part name in the KMP Allowed Parts list. Very bad things happen when a player without a part installed passes near (within loading range of) a ship/station that contains aforementioned part, usually along the lines of Spontaneous Unplanned Dissassembly®, for both players. Link to comment Share on other sites More sharing options...
praise the suuun Posted January 16, 2014 Share Posted January 16, 2014 KMP support is gonna be difficult because currently the mod protection for KMP uses the part name as a verifier; the Welder, as far as I understand it, creates NEW parts with unique names, and that part would need to be distributed to every other player on the server even IF you allowed that part name in the KMP Allowed Parts list. Very bad things happen when a player without a part installed passes near (within loading range of) a ship/station that contains aforementioned part, usually along the lines of Spontaneous Unplanned Dissassembly®, for both players.thats very interesting. even if i did convince the "verifier" to accept the part as a stock part under the radar it would blow up the kmp server. still, the idea of a behemoth space port with the physics of one part is extremely attractive for multiplayer. this just means that if we want our creations to be on kmp that we have to ask admins to add it to the table. fortunately this is much easier than adding an entire mod pack which includes way more than just one text file to ovverride by hand. a problem arrises where everyone who enters the server must also have your craft in there directory, but ultimately i think this can prove extremely fun! Link to comment Share on other sites More sharing options...
Zephram Kerman Posted January 16, 2014 Share Posted January 16, 2014 Right, so my game crashes on start if I try to load previously welded parts from .22. I've tried with the hotfix dll and without.That's weird. I've been using previously welded parts from 0.22 without any trouble. The DLL thing is just to get the tool working in 0.23. On the other hand, I've been getting a few crashes at seemingly random times. None of them repeatable. Perhaps the offending part is very large? I notice near the top of your debug the page file is down to 0MB free. If you still have 0.22 installed, try creating a small part, then see if 0.23 still crashes in that case. Link to comment Share on other sites More sharing options...
LtKraftKrackers Posted January 16, 2014 Share Posted January 16, 2014 is this mod still being worked on? Link to comment Share on other sites More sharing options...
firefrog Posted January 16, 2014 Share Posted January 16, 2014 The new welded part should appear in the items list after you refresh the list by clicking on some other category and returning. (That threw me off at first.) To get the original assembly back, just do CNTL-Z (undo). After a short freeze, it should reappear.Sorry, I completely forgot about this thread. No, it didn't refresh. Somewhen I got it working, but as of version .23 now, I didn't get the mod yet. Might even skip it completely, for thoughts of "being fair" in career mode or such. Although noone will judge me I reckon (or if so, I wouldn't care, haha) Link to comment Share on other sites More sharing options...
CyclonicTuna Posted January 17, 2014 Share Posted January 17, 2014 With ever increasing amount of mods and KSP not going to be 64 bit for a while... WE NEED THIS IN .23!! Link to comment Share on other sites More sharing options...
ozarkamax Posted January 17, 2014 Share Posted January 17, 2014 strongly suggesting collaboration with the kmp guys for this. server side integration would be huge. Link to comment Share on other sites More sharing options...
ozarkamax Posted January 17, 2014 Share Posted January 17, 2014 does this preserve drag calculations as if the parts were seperate? Link to comment Share on other sites More sharing options...
RustyNail Posted January 17, 2014 Share Posted January 17, 2014 Hello, Im new on the forum, and have been playing around with this plug-in.I have gotten it to work with several different parts.My problem is after making such parts, when I try to put them together, they work fine in VaB.But when I actually try and fly them into orbit, none of the Welded parts stay "stuck" together.VaB shows green when placing the parts together, but any other part falls off like its not connected after flying it.Any help would be greatly appreciated.Thanks in advance. RustyNail Link to comment Share on other sites More sharing options...
CyclonicTuna Posted January 17, 2014 Share Posted January 17, 2014 Hello, Im new on the forum, and have been playing around with this plug-in.I have gotten it to work with several different parts.My problem is after making such parts, when I try to put them together, they work fine in VaB.But when I actually try and fly them into orbit, none of the Welded parts stay "stuck" together.VaB shows green when placing the parts together, but any other part falls off like its not connected after flying it.Any help would be greatly appreciated.Thanks in advance. RustyNailWhich version of KSP are you using? Because plug-ins rerely transcend versions flawlessly. This plugin is only compatible with .22. The current version of ksp is .23. Link to comment Share on other sites More sharing options...
RustyNail Posted January 18, 2014 Share Posted January 18, 2014 Which version of KSP are you using? Because plug-ins rerely transcend versions flawlessly. This plugin is only compatible with .22. The current version of ksp is .23.I have Both versions installed, but only using .22 with this mod and all of the tests involved.Problem does replicate if I move said parts to ksp .23 career mode. Link to comment Share on other sites More sharing options...
RustyNail Posted January 18, 2014 Share Posted January 18, 2014 This is the part in question:This is its coding:PART{ name = OFS-Structure module = Part author = UbioZurWeldingLtd rescaleFactor = 1 PhysicsSignificance = -1 node_stack_bottomlargeAdapter0OFS-Middle0 = 0,2.727659,0.5151255,0,1,0,2 node_stack_topbatteryBankLarge5OFS-Middle0 = 0,9.572899,0.5151255,0,1,0,2 node_stack_bottomlargeAdapter1 = 0,7.03231,2.932279,0,0,-1,2 node_stack_bottomlargeAdapter2 = 0,7.03231,-1.902028,0,0,1,2 node_stack_bottomlargeAdapter3 = -2.417153,7.03231,0.5151255,1,0,0,2 node_stack_bottomlargeAdapter4 = 2.417153,7.03231,0.5151255,-1,0,0,2 node_attach = 0,0,0,0,0,0,0 CrewCapacity = 0 TechRequired = sandboxWeld entryCost = 0 cost = 13330 category = Structural subcategory = 0 title = OFS-Structure manufacturer = UbioZur Welding Ltd description = Warranty void during re-entry. attachRules = 1,1,1,1,1,1,1 mass = 3.16 dragModelType = default maximum_drag = 0.1937012 minimum_drag = 0.2877197 angularDrag = 1.928223 crashTolerance = 22.99823 breakingForce = 457.9819 breakingTorque = 457.9819 maxTemp = 2908.496 fuelCrossFeed = True MODEL { model = Squad/Parts/Utility/largeAdapter/model position = 0,3.482659,0.5151255 scale = 1,1,1 rotation = 0,0,0 } MODEL { model = Squad/Parts/FuelTank/MK1FuselageStructural/model position = 0,5.182659,0.5151255 scale = 1.25,1.25,1.25 rotation = 0,0,0 } MODEL { model = Squad/Parts/Structural/stationHub/model position = 0,7.03231,0.5151255 scale = 1,1,1 rotation = 0,0,0 } MODEL { model = Squad/Parts/Utility/largeAdapter2/model position = 0,8.133682,0.5151255 scale = 1,1,1 rotation = 0,0,0 } MODEL { model = Squad/Parts/FuelTank/RCSTank1-2/model position = 0,8.822899,0.5151255 scale = 1,1,1 rotation = 0,0,0 } MODEL { model = Squad/Parts/Electrical/batteryBankLarge/model position = 0,9.447899,0.5151255 scale = 1,1,1 rotation = 0,0,0 } MODEL { model = Squad/Parts/Electrical/RTG/model position = 0,5.251233,-0.08585417 scale = 1,1,1 rotation = 0,180,0 } MODEL { model = Squad/Parts/Utility/largeAdapter/model position = 0,7.03231,2.177279 scale = 1,1,1 rotation = 270,0,0 } MODEL { model = Squad/Parts/Utility/largeAdapter/model position = 0,7.03231,-1.147028 scale = 1,1,1 rotation = 270,180,0 } MODEL { model = Squad/Parts/Utility/largeAdapter/model position = -1.662153,7.03231,0.5151255 scale = 1,1,1 rotation = 270,270,0 } MODEL { model = Squad/Parts/Utility/largeAdapter/model position = 1.662153,7.03231,0.5151255 scale = 1,1,1 rotation = 90,270,0 } RESOURCE { name = MonoPropellant amount = 750 maxAmount = 750 } RESOURCE { name = ElectricCharge amount = 4000 maxAmount = 4000 } MODULE { name = ModuleGenerator isAlwaysActive = true OUTPUT_RESOURCE { name = ElectricCharge rate = 0.75 } }}Attaching a Cupola:attaches fine This is what happens while flying, or in orbit to any of the connecting surfaces with any part.Its hard to see, but the module is coming apart from the structure just by moving the rocket around. Link to comment Share on other sites More sharing options...
RustyNail Posted January 18, 2014 Share Posted January 18, 2014 sorry for the second post.this happened just by spinning the vessel: Link to comment Share on other sites More sharing options...
praise the suuun Posted January 18, 2014 Share Posted January 18, 2014 strongly suggesting collaboration with the kmp guys for this. server side integration would be huge.its not necessary to intergrate functionality of both those mods. part welding already works just fine beside kmp. the problem is NO WELDED VESSEL CAN BE LAUNCHED INTO THE KMP SANDBOX whenever we like. i have been exploring and researching all possible ways to make the last sentence not true. what needs to happen for every single welded vessel is it must be downloaded by all players, the admin has to whitelist the part with a function in the kmp server box. we cant just add any ship we like to the kmp sandbox when we choose to. it has to be processed and accepted into the saved game of every person who goes onto the server otherwise the server breaks down. Link to comment Share on other sites More sharing options...
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