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New attributes in craft files


katateochi

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I was having a look in the craft files to see what's changed and I've noticed a couple things.

There is now a size attribute that holds the dimensions of the craft. That's useful and self-explanatory.

Then in each part there are now attPos, attPos0 attRot, attRot0, and symMethod attributes which are all to do with the new (and wonderful) ways of attaching parts.

Then in all parts (as far as I can see) there are also these three;


modCost = 0
modMass = 0
modSize = (0.0, 0.0, 0.0)

In a stock aircraft I quickly threw together it seems the values for those attributes are always zero values. Does anyone know what those are for and under what conditions do they change?

And has anyone spotted anything else that's different in the craft files?

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What happens if you change the values manually?

PS: I haven't downloaded 0.90, don't reply to me saying " do it yourself you lazy KSP forum user".

You know it is a valid question even if you did download .90. BTW you aren't alone.

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For plugin mod developers, Squad gave us new methods to streamline modifying the cost/mass/size of parts from within a partModule.

Posting on my mobile from work so I can't test, but I would strongly suspect that those numbers represent those changes.

So if a mod wants to double a part's cost, it would save there in the .craft file so that when you launched it would use the modified cost.

Now the question is how that number works. Is it a percent? float? Something else?

D.

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What happens if you change the values manually?

PS: I haven't downloaded 0.90, don't reply to me saying " do it yourself you lazy KSP forum user".

well I'd be a total hypocrite if I called you lazy, as I'm outsourcing the question to the community in the first place! (also at work so can't, shouldn't play). I'll try messing around with them later and see what explodes happens.

For plugin mod developers, Squad gave us new methods to streamline modifying the cost/mass/size of parts from within a partModule.

Posting on my mobile from work so I can't test, but I would strongly suspect that those numbers represent those changes.

So if a mod wants to double a part's cost, it would save there in the .craft file so that when you launched it would use the modified cost.

Now the question is how that number works. Is it a percent? float? Something else?

D.

Ah cool, thanks! That makes sense. I wonder how this will effect the implementation of say TweakScale, will it still need to add its own modules?

I wish the craft had its cost (before being altered by strategies), total mass and other attributes stored in the file too. That would make what I'm doing on KerbalX.com much easier!

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