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In-game part welding


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Hello Samuel, I wanted to give you some alternative that I used personally which might be easier but only works for node-connected parts. Below you find a screenshot of a google docs spreadsheet where I took every part's attachment nodes and various other parameters (scale, model file) and placed that in the top half of the sheet. From I calculated the actual height, part positions, attachment node positions and additional scaling factors I wanted to apply to specific parts in the lower half. The end result of this particular spreadsheet are the screenshots I posted earlier in this thread.

The calculations are not that difficult, you basically take the absolute position of part A, add the relative (scaled) distance for the attachment node you are interested in, add the relative (scaled) distance for the attachment node of part B and you will receive the absolute position of part B. After that you apply any rotation. This method works even for parts which have an off-center model. The basic calculations are explained here.

As a suggestion I recommend first removing all assets you are not welding from the GameData folder, this will speed up reloading the database considerably during testing.

By the way, to know what is front/back and left/right you can go to the VAB and rotate the craft so you are looking outside towards the launchpad. Front will be towards you, back is facing away from you, left is left and right is right. Top and bottom should be self-explanatory.

XOzkgFl.png

Edited by xtremeqg
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