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[0.22] UbioZur Welding Ltd. 2.0 Dev STOPPED


UbioZur

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In my opinion it will be the most popular mod, which really simplifies the process of creating and entertainment and reduces the resources consumed by the computer. Thanks to the author for his work. It is necessary to continue debugging fashion. There is a problem creating the radial structures (changing the design center).

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Yes! Thank you so much for this mod, I have waited so long for it. It will help and improve to build my crafts so much. I will post pictures of my projects as soon as I have finished something with this mod. Keep up the great work!

Thanks. Can't wait to see what you come up with.

This is an amazing mod, but I found two bugs: First, try welding an engine to a fuel tank and launching. The engine exhaust goes on the side and bad things happen. 2: Most of the time, when I click "Save" then "Ok" on the weld UI, the VAB just stops responding completely.

For the Engine, It's wrote on the OP, I have worked on them but it's still impossible to weld those with fairing without bug. New version coming soon.

For the VAB, DO you have lot of part mods? I feel that this happen on people with lot of mods, because I reload the database. and with lot of part mods can take a while. I have added that auto reload as an option in the configuration file (on the coming version).

Ubio, the twitch link says "i'm sorry, that page is in another castle!" also, Mythbuster, it is currently buggy with engines, Ubio is working on it.

It was one the Yargnit stream on twitch tv, where he shows how to weld them by end.

In my opinion it will be the most popular mod, which really simplifies the process of creating and entertainment and reduces the resources consumed by the computer. Thanks to the author for his work. It is necessary to continue debugging fashion. There is a problem creating the radial structures (changing the design center).

There is a CoM bug at the moment, it's fixed on the version I am going to upload a bit later.

This is going to be great. Once this is working reliably I'm going to have to rebuild my Minmus base with welded parts so it hopefully doesn't being the game to a crawl anymore, or at least speed it up to more of a slow walk.

Thanks.

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I have uploaded an updated version of the tool.

2.0 Play test 2

I fixed the CoM issue, The docking port issue, and resource issue.

I have added more support for the engines:

- Multiple engine with fairing are not supported by the game. also Engine with fairing will spam the log with a NullExecption.

- Multiple ION Engine will not all have the throttle animation as it's not supported by the game.

- Engine with alternator (that generate electricity) will automatically set the electrical resource to 0 (bug with the game).

- Engine FX should now be working and place correctly

I have added a line to the configuration file to deactivate the auto reload of the game database for those with lot of mods or problem with it.

You can now change the description.

After a merge or cancel, the selected parts will be automatically deleted.

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Bugreport!

If one of welded part has:

MODEL
{
model = KWRocketry/Parts/Structural/KWFlatadapter2x1/KW_Struct_FlatAdapter21
scale = [B][I]0.53333, 0.53333, 0.53333[/I][/B]
}
scale = [B][I]0.66666[/I][/B]

Result is:

i9iUfNC.png

Edited by ZobrAA
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Bugreport!

If one of welded part has:

MODEL
{
model = KWRocketry/Parts/Structural/KWFlatadapter2x1/KW_Struct_FlatAdapter21
scale = [B][I]0.53333, 0.53333, 0.53333[/I][/B]
}
scale = [B][I]0.66666[/I][/B]

Mods Compatibility

It would take too long to support/test mods parts. So make sure you backup your save file.

On the other side if you can explain more what the bug is, because I don't use KW so I don't know their parts and what they look like!

Also this is not the part of the cfg I generate, I could help more if I had the generated cfg.

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On the other side if you can explain more what the bug is, because I don't use KW so I don't know their parts and what they look like!

Also this is not the part of the cfg I generate, I could help more if I had the generated cfg.

Trick is in multiple rescales I think. Firsf time part model rescales on MODEL module initiation (scale = 0.53333, 0.53333, 0.53333), and second time is the global PART parameter "scale = 0.66666" option...

But when yours plugin comes to play it grabs only MODEL readings but not count global PART scale parameter...

True scale must be 0.53333/0.66666=0,800003 i think

Also I wonder if there would also be "rescaleFactor" in part cfg. -_-"

Here is KW part cfg:


{
// --- general parameters ---
name = KWFlatadapter2x1
module = Part
author = KW Rocketry

// --- asset parameters ---
MODEL
{
model = KWRocketry/Parts/Structural/KWFlatadapter2x1/KW_Struct_FlatAdapter21
scale = 0.53333, 0.53333, 0.53333
}
scale = 0.66666

// --- node definitions ---
// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z
node_stack_bottom = 0.0, 0.600, 0.0, 0.0, 1.0, 0.0, 1
node_stack_top = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1


// --- editor parameters ---
cost = 1000
category = 2
subcategory = 0
title = 2.5m-1.25m Flat Adapter
manufacturer = KW Rocketry
description = A 2.5 to 1.25 meter adapter.

// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,0,1,1,0

// --- standard part parameters ---
mass = 0.1
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 9
maxTemp = 3400
fuelCrossFeed = True

breakingForce = 8000
breakingTorque = 8000

stageOffset = 1
childStageOffset = 1

// --- Stage Separator parameters ---

}
PART

And welded part code:


{
name = ZobrA-HabitateModule
module = Part
author = UbioZurWeldingLtd
rescaleFactor = 1
PhysicsSignificance = -1
node_stack_top4294677564 = 0.02336706,-2.266221,-0.0009438489,0,-1,0,1
node_stack_top4294678172 = 0.02336706,2.227536,-0.0009438489,0,1,0,1
node_attach = 0,0,0,0,-1,0,1
cost = 5200
category = Utility
subcategory = 0
title = Habitate Module A
manufacturer = UbioZur Welding Ltd
description = Modernized crew tank for orbital stations and surface bases
attachRules = 1,1,1,1,0,0,0
mass = 2.775
dragModelType = override
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 1
crashTolerance = 10
breakingForce = 22
breakingTorque = 22
maxTemp = 3400
fuelCrossFeed = True
MODEL
{
model = KWRocketry/Parts/Structural/KWFlatadapter2x1/KW_Struct_FlatAdapter21
position = 0.02336706,1.444658,-0.0009438489
scale = 0.53333,0.53333,0.53333
rotation = 0,0,0
}
MODEL
{
model = LLL/Parts/FuelTank/LLLCircHull/plain1
position = 0.02336706,-0.01934254,-0.0009438489
scale = 1,1,1
rotation = 0,0,0
}
MODEL
{
model = KWRocketry/Parts/Structural/KWFlatadapter2x1/KW_Struct_FlatAdapter21
position = 0.02336706,-1.483343,-0.0009438489
scale = 0.53333,0.53333,0.53333
rotation = 0,0,180
}
MODEL
{
model = Squad/Parts/Utility/dockingPort2/model
position = 0.02336706,-1.983338,-0.0009438489
scale = 1,1,1
rotation = 0,0,180
}
MODEL
{
model = LLL/Parts/Command/MKVII/hatchdoor
position = -1.161168,1.086258,-0.0009437595
scale = 1,1,1
rotation = 0,90,270
}
MODEL
{
model = LLL/Parts/Utility/LLLWindowlong/model
position = -1.119939,-0.3775874,-0.0009437744
scale = 0.6,0.6,0.6
rotation = 360,90.00001,270
}
MODEL
{
model = LLL/Parts/Utility/LLLWindowlong/model
position = 1.166673,-0.3775874,-0.0009440277
scale = 0.6,0.6,0.6
rotation = 360,270,270
}
MODEL
{
model = Squad/Parts/Utility/telescopicLadder/model
position = -1.100002,1.092709,0.5228916
scale = 1,1,1
rotation = 270,0,0
}
MODEL
{
model = Squad/Parts/Utility/dockingPort2/model
position = 0.02336706,1.944653,-0.0009438489
scale = 1,1,1
rotation = 0,0,0
}
MODULE
{
name = ModuleKrCrewCompartment
}
MODULE
{
name = ModuleDockingNode
referenceAttachNode = top4294677564
nodeType = size1
}
MODULE
{
name = ModuleKrHatch
}
MODULE
{
name = ModuleLight
useAnimationDim = true
lightBrightenSpeed = 1
lightDimSpeed = 1
animationName = doorlght2
resourceAmount = 0.001
useResources = true
}
MODULE
{
name = ModuleLight
lightName = Directional light
useAnimationDim = true
lightBrightenSpeed = 1
lightDimSpeed = 1
resourceAmount = 0.01
animationName = winlght
useResources = true
}
MODULE
{
name = ModuleLight
lightName = Directional light
useAnimationDim = true
lightBrightenSpeed = 1
lightDimSpeed = 1
resourceAmount = 0.01
animationName = winlght
useResources = true
}
MODULE
{
name = RetractableLadder
ladderAnimationRootName = TelusBay
ladderColliderName = ladderCollider
ladderRetractAnimationName = Retract
}
MODULE
{
name = ModuleDockingNode
referenceAttachNode = top4294678172
nodeType = size1
}
}
PART

Also I have a question about "PhysicsSignificance" parameter - is it what we are thinking of? Is this a physics prohibition? ^_^

Edited by ZobrAA
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Trick is in multiple rescales I think. Firsf time part model rescales on MODEL module initiation, and second time is the global PART parameter "scale = 0.66666" option...

But when yours plugin comes to play it grabs only MODEL readings but not count global PART scale parameter...

Also I wonder if there would also be "rescaleFactor" in part cfg. -_-"

I actually use the scale value that is store for the part in game. I will have a look but cannot promise anything since none of the stock part are actually using both.

Also I have a question about "PhysicsSignificance" parameter - is it what we are thinking of? Is this a physics prohibition? ^_^

Yes it is. -1 mean that it does take it to consideration (the default one). I store it so if you use only parts that have it with 1, it should be set to 1.

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I managed to get the fuselage parts welded however to attach them to a module you require radial attachments. When I welded the parts with the module rather than the fuselage part being arrayed laterally as it was welded the parts are now arrayed vertically and seperated. No warning was given and the part is not shown in the VAB.

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I'm having problems with parts not showing up in the VAB/SPH. They show up in the parts list, but when I try to move them over they don't. It still acts as if a part is selected, and must be moved back over to the parts list. Anyone know why?

The ones that do work show up far off from where my mouse-pointer is and won't attach.

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I managed to get the fuselage parts welded however to attach them to a module you require radial attachments. When I welded the parts with the module rather than the fuselage part being arrayed laterally as it was welded the parts are now arrayed vertically and seperated. No warning was given and the part is not shown in the VAB.

Doesn't show because of the position. I will keep looking to know why it set the position so far.

I'm having problems with parts not showing up in the VAB/SPH. They show up in the parts list, but when I try to move them over they don't. It still acts as if a part is selected, and must be moved back over to the parts list. Anyone know why?

The ones that do work show up far off from where my mouse-pointer is and won't attach.

Can you pm me the log file after the welding and the generated config file please. I think you have the same bug than sochin. It would help to have several log and craft so I can find what cause the problem.

Struts are really not going well, good otherwise! :-)

As you can see, the struts dont connect the pod and fueltank (only just realised you can't fill the pods - oops!), they stick out.

yeah i did not even looked at how to weld the struts since they don't need struts. May be for look later on. Looks like just a matter of setting a rotation somewhere.

And good to know for the FPS :)

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New Bug Report.

So far I've tested it with most of the stock Squad parts with little issues, save one. If a part that has a radial attachment node is welded, it seems that the entire weld becomes unattachable using the nodes, radially attaching the entire part works though. See screen shots below.

http://imgur.com/a/ogwua#0

And the part.cfg

PART

{

name = Yikes

module = Part

author = UbioZurWeldingLtd

rescaleFactor = 1

PhysicsSignificance = -1

node_stack_top4294837316 = -1.733953E-07,1.883336,6.773255E-08,0,1,0,2

node_stack_bottom4294837316 = -1.733953E-07,-1.866664,6.773255E-08,0,1,0,2

node_stack_bottom4294834866 = 0.04017336,-0.02429229,-1.207408,0,2.086163E-06,-1,1

node_stack_top4294834866 = 0.04017336,-0.02428614,-4.157884,0,2.086163E-06,-1,1

node_stack_top4294831662 = 0.04017282,1.884881,-4.684088,-3.725312E-09,0.125,-5.442272E-09,1

node_stack_bottom4294831662 = 0.04017293,-1.877619,-4.684088,-3.725312E-09,0.125,-5.442272E-09,1

node_stack_bottom4294834672 = -1.207407,-0.02429238,-0.04017346,-1,2.145767E-06,0,1

node_stack_top4294834672 = -4.157884,-0.02428605,-0.04017346,-1,2.145767E-06,0,1

node_stack_top4294831334 = -4.684087,1.884881,-0.04017305,1.117587E-08,0.125,3.725311E-09,1

node_stack_bottom4294831334 = -4.684087,-1.877619,-0.04017316,1.117587E-08,0.125,3.725311E-09,1

node_stack_bottom4294834648 = -0.04017336,-0.02429229,1.207407,8.742279E-08,2.086163E-06,1,1

node_stack_top4294834648 = -0.0401731,-0.02428614,4.157884,8.742279E-08,2.086163E-06,1,1

node_stack_top4294831298 = -0.04017317,1.884881,4.684088,3.725311E-09,0.125,-2.008318E-09,1

node_stack_bottom4294831298 = -0.04017328,-1.877619,4.684088,3.725311E-09,0.125,-2.008318E-09,1

node_stack_bottom4294834624 = 1.207408,-0.02429238,0.04017324,1,2.145767E-06,0,1

node_stack_top4294834624 = 4.157884,-0.02428605,0.04017324,1,2.145767E-06,0,1

node_stack_top4294831262 = 4.684088,1.884881,0.0401733,-1.117587E-08,0.125,-3.725311E-09,1

node_stack_bottom4294831262 = 4.684088,-1.877619,0.04017342,-1.117587E-08,0.125,-3.725311E-09,1

node_attach = 0.62625,0,0,0.125,0,0,1

cost = 14000

category = Propulsion

subcategory = 0

title = My welded part

manufacturer = UbioZur Welding Ltd

description = Warranty void during re-entry.

attachRules = 1,1,1,1,0,0,0

mass = 5.5

dragModelType = default

maximum_drag = 1.8

minimum_drag = 2.3

angularDrag = 14

crashTolerance = 6

breakingForce = 50

breakingTorque = 50

maxTemp = 2900

fuelCrossFeed = True

MODEL

{

model = Squad/Parts/FuelTank/fuelTank1-2/model

position = -1.733953E-07,0.008335981,6.773255E-08

scale = 1,1,1

rotation = 0,0,0

}

MODEL

{

model = Squad/Parts/Structural/trussPiece3x/model

position = 0.04017336,-0.02428922,-2.682646

scale = 1,1,1

rotation = 90,180,0

}

MODEL

{

model = Squad/Parts/FuelTank/fuelTank_long/model

position = 0.04017288,0.009880933,-4.684088

scale = 1.25,1.25,1.25

rotation = 1.707557E-06,270,2.494554E-06

}

MODEL

{

model = Squad/Parts/Structural/trussPiece3x/model

position = -2.682646,-0.02428922,-0.04017346

scale = 1,1,1

rotation = 90,270,0

}

MODEL

{

model = Squad/Parts/FuelTank/fuelTank_long/model

position = -4.684087,0.009880933,-0.04017311

scale = 1.25,1.25,1.25

rotation = 1.707557E-06,8.537734E-06,-5.12264E-06

}

MODEL

{

model = Squad/Parts/Structural/trussPiece3x/model

position = -0.04017323,-0.02428922,2.682645

scale = 1,1,1

rotation = 90,5.008957E-06,0

}

MODEL

{

model = Squad/Parts/FuelTank/fuelTank_long/model

position = -0.04017323,0.009880933,4.684088

scale = 1.25,1.25,1.25

rotation = 1.707557E-06,90.00002,-9.205447E-07

}

MODEL

{

model = Squad/Parts/Structural/trussPiece3x/model

position = 2.682646,-0.02428922,0.04017324

scale = 1,1,1

rotation = 90,90.00001,0

}

MODEL

{

model = Squad/Parts/FuelTank/fuelTank_long/model

position = 4.684088,0.009880933,0.04017336

scale = 1.25,1.25,1.25

rotation = 1.707557E-06,180,-5.12264E-06

}

RESOURCE

{

name = LiquidFuel

amount = 2880

maxAmount = 2880

}

RESOURCE

{

name = Oxidizer

amount = 3520

maxAmount = 3520

}

}

I will start testing other popular mods tonight, including KSPX, KW, B9 and others. I'll let you know if I encounter any mod specific issues.

Edited by noonespecial
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I propose a change in fashion, you must create a button combination (example Shift+Y) for welding parts. When the method of dragging a ready design for welding construction have to pull in the upper-left corner is lost (after welding) the design center.

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B9 Compatibility Report.

Installation of B9 does not break the Weld Plug in. Good news is, seems that nearly all parts can be welded just fine. There are few odd examples. Some of the tail pieces generate an exception and are not welded but ONLY if they are preceeded by an animated storage compartment. Alone, they seem to function properly. This may be an issue with multiple animations per part. Alone, each animate part functions properly in the weld. Additionally, if more than one light is added to the weld, this seems to throw an exception to.

However, if I remember, both of these are known issues with KSP (multiple animations per part and multiple lights per part are not allowed). I could be mistaken, I only vaguely recall reading that someplace.

Associated Logs.

KSP_Log.txt http://pastebin.com/sucSdapF

Output_log.txt

http://pastebin.com/breq2rTF

http://pastebin.com/f1mgYBs3

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I tested it, and here are my first results and problems.

First of all, it really increases performance. My Mass Relay before welding had 1001 parts, now it is just one part.

Second, i tested it with some mods. Infernal Robotics and Aviation Lights doesn't work after welding.

Before welding, 6 FPS. After welding 50 FPS!

I can't believe it, it's so amazing! Now i can really play with it and not just lag around.

Also i don't need struts and it stays together and it doesn't wobble anymore.

An7xifr.jpg

Before welding: (4-6 FPS) (only in space it was stable)

eRfa340.jpg

But i have some problems, some of them are already fixed with your first update.

The first thing is, i want to use the attachment point at the bottom, but like you can see in the third picture it attaches in the middle of the structure, but there is no attachment point. It is an invisible point.

I need it for the rings of the Mass Relay, like you can see in the second picture.

Also if i use the rotatrons of the Infernal Robotics mod after welding, the whole relay is spinning, instead just the rotatron.

p31jG5v.jpg

Here i put it on the pod, but it just can't attach properly. Will there be a fix for it?

4OVmE8y.jpg

I hope i didn't post too many pictures.

Edited by Space Scumbag
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This is the mod I've been waiting for since the first weeks of playing KSP! It's strange that I didn't notice it before.

I've found some strange bugs.

1.After welding parts this strange thing appears at the bottom of SPH or VAB. It dissappears if I leave the VAB/SPH and enter it again.

lk7l.png

2.After welding parts FAR doesn't recognize stock control surfaces. I mean, they aren't shown in the list of control surfaces and they start behaving in that stupid way how they originally behave(a rudder trying to be an aeleron and so on). After restarting the game everything is fine again until I try to weld something again.

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New Bug Report.

So far I've tested it with most of the stock Squad parts with little issues, save one. If a part that has a radial attachment node is welded, it seems that the entire weld becomes unattachable using the nodes, radially attaching the entire part works though. See screen shots below.

I will start testing other popular mods tonight, including KSPX, KW, B9 and others. I'll let you know if I encounter any mod specific issues.

Thanks I will have a look at it.

Defining the surface attachment boundary is quite hard considering it depend on what you are doing.

B9 Compatibility Report.

Installation of B9 does not break the Weld Plug in. Good news is, seems that nearly all parts can be welded just fine. There are few odd examples. Some of the tail pieces generate an exception and are not welded but ONLY if they are preceeded by an animated storage compartment. Alone, they seem to function properly. This may be an issue with multiple animations per part. Alone, each animate part functions properly in the weld. Additionally, if more than one light is added to the weld, this seems to throw an exception to.

However, if I remember, both of these are known issues with KSP (multiple animations per part and multiple lights per part are not allowed). I could be mistaken, I only vaguely recall reading that someplace.

Yeah the way ksp know where things are is by using collider in the mesh (little invisible mesh inside the model), and with several parts of the same collider, ksp just can't handle several modules associated with it.

I tested it, and here are my first results and problems.

First of all, it really increases performance. My Mass Relay before welding had 1001 parts, now it is just one part.

Second, i tested it with some mods. Infernal Robotics and Aviation Lights doesn't work after welding.

Before welding, 6 FPS. After welding 50 FPS!

I can't believe it, it's so amazing! Now i can really play with it and not just lag around.

Also i don't need struts and it stays together and it doesn't wobble anymore.

Wow! that is HUGE!

But i have some problems, some of them are already fixed with your first update.

The first thing is, i want to use the attachment point at the bottom, but like you can see in the third picture it attaches in the middle of the structure, but there is no attachment point. It is an invisible point.

I need it for the rings of the Mass Relay, like you can see in the second picture.

Also if i use the rotatrons of the Infernal Robotics mod after welding, the whole relay is spinning, instead just the rotatron.

To avoid flooding the screen with attach point that we should not be able to attach on normally because they are already attached, I remove those points.may be add a octogal strut hidden inside.

I guess i can add that option in the configuration file for the next version, it won't took too long to add.

I hope i didn't post too many pictures.

Never enough of picture that awesome!

This is the mod I've been waiting for since the first weeks of playing KSP! It's strange that I didn't notice it before.

I've found some strange bugs.

1.After welding parts this strange thing appears at the bottom of SPH or VAB. It dissappears if I leave the VAB/SPH and enter it again.

Humm did you used those parts in the weld?, can you pm the log next time it happen please (in ksp.log).

2.After welding parts FAR doesn't recognize stock control surfaces. I mean, they aren't shown in the list of control surfaces and they start behaving in that stupid way how they originally behave(a rudder trying to be an aeleron and so on). After restarting the game everything is fine again until I try to weld something again.

- Note: Don't try to weld wings / control surfaces , they are not managed completely at the moment.


Known Issues

  • Winglet/wings/control surfaces / parachutes not yet supported (cfg are still pre 0.15 format)

At the moment the aerodynamic parts of the KSP still use a old pre 0.15 version of the config file. It's a bit harder to merge them. I will have a look for them, but later once everything else is more stable.

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Bug report:

If I radially attach things, then I can only attach the welded part to my rocket by the nodes that appear at the radial attachment points.

Example (5x X200-16 tanks arranged in a 4-pointed star using I-beams):

PART
{
name = Station-Core-4
module = Part
author = UbioZurWeldingLtd
rescaleFactor = 1
PhysicsSignificance = -1
node_stack_top4294427884 = 2.086163E-07,0.4687508,2.086163E-07,0,1,0,2
node_stack_bottom4294427884 = 2.086163E-07,-0.4687492,2.086163E-07,0,1,0,2
node_stack_top4294426714 = -3.13744,-8.813257E-07,-3.137441,0.7071068,4.768372E-07,0.7071069,0
node_stack_bottom4294426714 = -0.8771394,6.429071E-07,-0.8771399,-0.7071068,-4.768372E-07,-0.7071069,0
node_stack_top4294423812 = -3.987281,0.4687499,-3.987282,-7.787723E-08,1,3.225779E-08,2
node_stack_bottom4294423812 = -3.987281,-0.4687501,-3.987282,-7.787723E-08,1,3.225779E-08,2
node_stack_top4294426620 = -3.137441,-5.002676E-07,3.13744,0.7071068,2.384186E-07,-0.7071067,0
node_stack_bottom4294426620 = -0.8771402,2.618489E-07,0.8771398,-0.7071068,-2.384186E-07,0.7071067,0
node_stack_top4294423614 = -3.987282,0.4687499,3.987281,-5.034347E-08,1,-4.366267E-08,2
node_stack_bottom4294423614 = -3.987282,-0.4687501,3.987281,-5.034347E-08,1,-4.366267E-08,2
node_stack_top4294426596 = 3.137441,-8.813257E-07,3.137441,-0.7071069,4.768372E-07,-0.7071069,0
node_stack_bottom4294426596 = 0.87714,6.429071E-07,0.8771403,0.7071069,-4.768372E-07,0.7071069,0
node_stack_top4294423582 = 3.987281,0.4687499,3.987282,-5.506751E-08,1,-2.280971E-08,2
node_stack_bottom4294423582 = 3.987281,-0.4687501,3.987282,-5.506751E-08,1,-2.280971E-08,2
node_stack_top4294426572 = 3.137441,-5.002676E-07,-3.13744,-0.7071068,2.384186E-07,0.7071067,0
node_stack_bottom4294426572 = 0.8771402,2.618489E-07,-0.8771396,0.7071068,-2.384186E-07,-0.7071067,0
node_stack_top4294423550 = 3.987282,0.4687499,-3.98728,5.506752E-08,1,-2.280971E-08,2
node_stack_bottom4294423550 = 3.987282,-0.4687501,-3.98728,5.506752E-08,1,-2.280971E-08,2
node_attach = 1.25,0,0,1,0,0,1
cost = 4900
category = Structural
subcategory = 0
title = Station Core:4way
manufacturer = UbioZur Welding Ltd
description = Warranty void during re-entry.
attachRules = 1,1,1,1,0,0,0
mass = 4
dragModelType = default
maximum_drag = 1.8
minimum_drag = 2.3
angularDrag = 14
crashTolerance = 6
breakingForce = 200
breakingTorque = 200
maxTemp = 2900
fuelCrossFeed = True
MODEL
{
model = Squad/Parts/FuelTank/fuelTank4-2/model
position = 2.086163E-07,8.34465E-07,2.086163E-07
scale = 1,1,1
rotation = 0,0,0
}
MODEL
{
model = Squad/Parts/Structural/structuralIBeam2/model
position = -2.00729,-1.192093E-07,-2.007291
scale = 1,1,1
rotation = 90,225,0
}
MODEL
{
model = Squad/Parts/FuelTank/fuelTank4-2/model
position = -3.987281,-1.192093E-07,-3.987282
scale = 1,1,1
rotation = 4.462037E-06,315,1.848235E-06
}
MODEL
{
model = Squad/Parts/Structural/structuralIBeam2/model
position = -2.007291,-1.192093E-07,2.00729
scale = 1,1,1
rotation = 90,315,0
}
MODEL
{
model = Squad/Parts/FuelTank/fuelTank4-2/model
position = -3.987282,-1.192093E-07,3.987281
scale = 1,1,1
rotation = 360,44.99999,2.706683E-07
}
MODEL
{
model = Squad/Parts/Structural/structuralIBeam2/model
position = 2.007291,-1.192093E-07,2.007291
scale = 1,1,1
rotation = 90,45,0
}
MODEL
{
model = Squad/Parts/FuelTank/fuelTank4-2/model
position = 3.987281,-1.192093E-07,3.987282
scale = 1,1,1
rotation = 360,135,-3.155136E-06
}
MODEL
{
model = Squad/Parts/Structural/structuralIBeam2/model
position = 2.007291,-1.192093E-07,-2.00729
scale = 1,1,1
rotation = 90,135,0
}
MODEL
{
model = Squad/Parts/FuelTank/fuelTank4-2/model
position = 3.987282,-1.192093E-07,-3.98728
scale = 1,1,1
rotation = 360,225,3.155136E-06
}
RESOURCE
{
name = LiquidFuel
amount = 1800
maxAmount = 1800
}
RESOURCE
{
name = Oxidizer
amount = 2200
maxAmount = 2200
}
}

I'm not familiar enough with KSP's part system to derive what's wrong with this, but it simply refuses to attach as a vertical stack.. it'll snap to a node, but when I click the part remains semi-transparent and red-tinged meaning it's placed but not attached... I can successfully radially attach it though.

Also, if I summon one as the root (first) part, I can successfully attach other parts to it.

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Great mod :D future releases should have better compatibility when trying to weld modded parts as only my stock parts in the weld load and the VAB freezes up after if i use modded parts, so better compatibility with mods would be great :)

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