TheCardinal Posted February 10, 2015 Share Posted February 10, 2015 every time I try to weld wing stuff together, this happens. Why? =)A suggestion you might try:Save the ship, go to the VAB and load the ship there. Then try to weld it. Several of my weldings have rotated parts when i weld a ship in the SPH but not when i weld it in the VAB. Please let me know if that helps. Quote Link to comment Share on other sites More sharing options...
ShadowZone Posted February 10, 2015 Share Posted February 10, 2015 A suggestion you might try:Save the ship, go to the VAB and load the ship there. Then try to weld it. Several of my weldings have rotated parts when i weld a ship in the SPH but not when i weld it in the VAB. Please let me know if that helps.Thanks that created functional parts! But for some reason I cannot attach some of them to the receiving nodes. Do you have any idea why that may happen? I have set "preserve all nodes" in the settings (otherwise there would not have been a node at all). Quote Link to comment Share on other sites More sharing options...
Alewx Posted February 10, 2015 Share Posted February 10, 2015 (edited) Thanks that created functional parts! But for some reason I cannot attach some of them to the receiving nodes. Do you have any idea why that may happen? I have set "preserve all nodes" in the settings (otherwise there would not have been a node at all).That sounds strongly like the node has the wrong direction.Try to find the node that you want to use for attaching and look which direction it has x, y, z, x1, y1, z1, s; xyz are the position coordinates, x1y1z1 are the direction vectors and s is the size of the node. Edited February 10, 2015 by Alewx Quote Link to comment Share on other sites More sharing options...
ShadowZone Posted February 10, 2015 Share Posted February 10, 2015 That sounds strongly like the node has the wrong direction.Try to find the node that you want to use for attaching and look which direction it has x, y, z, x1, y1, z1, s; xyz are the position coordinates, x1y1z1 are the direction vectors and s is the size of the node.Do you mean inside .cfg file? I have welded stoff to a large SRB which i can only attach at the bottom but not the top. This is what it looks like in the .cfg ... node_stack_topMassiveBooster0 = 0.00049,9.1464,1.96171,0,1,0,1 node_stack_bottomMassiveBooster0 = 0.00049,-5.71838,1.96171,0,1,0,1 node_attach = 0,0,-0.635,0,0,1,1If I interpret your comment and these numbers right... I should change the bottom string so it ends on "0,1,1,1" - correct?The problem really is: it attaches but the entire welded part stays red for some reason. Quote Link to comment Share on other sites More sharing options...
Alewx Posted February 11, 2015 Share Posted February 11, 2015 Do you mean inside .cfg file? I have welded stoff to a large SRB which i can only attach at the bottom but not the top. This is what it looks like in the .cfg ... node_stack_topMassiveBooster0 = 0.00049,9.1464,1.96171,0,1,0,1 node_stack_bottomMassiveBooster0 = 0.00049,-5.71838,1.96171,0,1,0,1 node_attach = 0,0,-0.635,0,0,1,1If I interpret your comment and these numbers right... I should change the bottom string so it ends on "0,1,1,1" - correct?The problem really is: it attaches but the entire welded part stays red for some reason.Hmm the part is slightly of center having a central position that is half a meter on the z axis back in the space, but a side of that I see nothing really wrong.the node_attach seems ok, there is no change really needed.try to replace the other two stack attach nodes with the following stuff:node_stack_bottomMassiveBooster0 = 0.00049,-5.71838,1.96171,0,-1,0,1node_stack_topMassiveBooster0 = 0.00049,9.1464,1.96171,0,1,0,1 That way the part gets the top node with the up direction in last position which is required by the game to interpret the node directions correct, and the bottom node gets the direction downwards. that should fix your problem. Quote Link to comment Share on other sites More sharing options...
Alewx Posted February 11, 2015 Share Posted February 11, 2015 [....]Sorry but can you provide this as a link to a txt file for download, with the limitations of a forum and to make it still viewable for others it is the better way. Quote Link to comment Share on other sites More sharing options...
Gkirmathal Posted February 12, 2015 Share Posted February 12, 2015 Hey guys, anyone have the issue that some weldments give the blackscreen bug (UI still visible) when laucnhing the part? Or does any how to debug this issue?It is becomming somewhat impossible for me to weld certain parts, even going by the do's/don'ts in the FP. Some combinations give no issues, while other rather simple low partcount desings like: an OKTO + RoverMate + battery results in a blackscreen when you test launch the part. Quote Link to comment Share on other sites More sharing options...
WuphonsReach Posted February 12, 2015 Share Posted February 12, 2015 OKTO + RoverMate + battery results in a blackscreen when you test launch the part.Both OKTO and RoverMate parts both considered to be command modules - I suggest not welding them to each other.There are lots of causes of the black screen bug in KSP 0.90 though...My general workflow for welding a part is:1. Create a .craft file in the SPH or VAB that contains only the parts that are to be welded together. I usually call them "Welding - PARTNAME" where "PARTNAME" is what I will eventually name the welded part. I also work on the part description textThis is also where I spend the most time fine-tuning things, running down a mental checklist, thinking about uses, etc.2. Save the vessel in the VAB/SPH editor.3. Click the UbioZur Welding icon in the main toolbar.4. Click on "Weld it" button. Assign it to the correct category and tech node. Fix the part names and add in the description (both are copy/paste from the VAB/SPH editor name/description windows).5. Exit the VAB and close down KSP.6. Relaunch KSP, try out the new part in a test design using Kerbal Construction Time's simulation function. If I don't like what I'm seeing, I revert the simulation, close down KSP, remove the parts .cfg file, open KSP back up, re-weld, and try again. Quote Link to comment Share on other sites More sharing options...
Gkirmathal Posted February 12, 2015 Share Posted February 12, 2015 Both OKTO and RoverMate parts both considered to be command modules - I suggest not welding them to each other.There are lots of causes of the black screen bug in KSP 0.90 though...Thanks, it figures that those parts might conflict. To be honest, never encountered this bug before, untill I started testing the mod.Just got the rover base working and fully tested a design. Though odd thing that happend: when added 2 more batteries (as seperate parts), the blackscreen bug returned. Which seems random and it left me wondering if the batteries are the cause.That's the workflow I've been using as well, although I do testing in sandbox mode, to figure out which parts conflict. And that takes a lot or KSP restarts lately.Also I have my thoughts that maybe Ven Stock Part Revamp is giving the issues. As adding a Mk1-2 + fuel tank gives the same bug, but welding 24 NF radial hydrogen tanks to a large hydrogen main tank + NF strucural components goes without a fuzz. Quote Link to comment Share on other sites More sharing options...
WuphonsReach Posted February 12, 2015 Share Posted February 12, 2015 I've welded parts with dozens of the stock (Z-1k) or the KW radial batteries. One of my most common uses is to weld a QBE, 125cm reaction wheel and a few Z-1k batteries together to serve as a better probe core.I also have a battery mast which is just 50 Z-1k batteries stacked and then welded together. Quote Link to comment Share on other sites More sharing options...
NoMrBond Posted February 13, 2015 Share Posted February 13, 2015 Maxmaps approved Quote Link to comment Share on other sites More sharing options...
renejant Posted February 13, 2015 Share Posted February 13, 2015 (edited) output_log snippedNext time, don't post your logs here but put them in a dropbox or something and link them here... Much easier for us to read and it keeps the thread viewable... Edited February 13, 2015 by renejant Quote Link to comment Share on other sites More sharing options...
LABHOUSE Posted February 13, 2015 Share Posted February 13, 2015 Are welded crafts still compatible with a 100% stock install? Put answer in main post. Quote Link to comment Share on other sites More sharing options...
NoMrBond Posted February 13, 2015 Share Posted February 13, 2015 Are welded crafts still compatible with a 100% stock install? Put answer in main post.I wouldn't think so if the welding is generating a composite part using MODEL{} calls Quote Link to comment Share on other sites More sharing options...
LABHOUSE Posted February 13, 2015 Share Posted February 13, 2015 ​5 char Quote Link to comment Share on other sites More sharing options...
WuphonsReach Posted February 13, 2015 Share Posted February 13, 2015 Are welded crafts still compatible with a 100% stock install? Put answer in main post.At a minimum, I would expect that you need the UbioZur Welding mod installed... but it's quite possible that you don't need anything other then the .cfg file that references only stock parts. Quote Link to comment Share on other sites More sharing options...
Alewx Posted February 13, 2015 Share Posted February 13, 2015 (edited) Hey guys, anyone have the issue that some weldments give the blackscreen bug (UI still visible) when laucnhing the part? Or does any how to debug this issue?It is becomming somewhat impossible for me to weld certain parts, even going by the do's/don'ts in the FP. Some combinations give no issues, while other rather simple low partcount desings like: an OKTO + RoverMate + battery results in a blackscreen when you test launch the part.Ven's redesigned stockparts are not tested, so I can't say much about that and welding.About OKTO rovermate and battery, these are pure stockparts so there should not be a conflict, but I will check it this weekend.Maxmaps approved that is great.Are welded crafts still compatible with a 100% stock install? Put answer in main post.As long as the weldment only contains parts that are 100% stock, there should be no problem.EDIT:Tested the rovermate OKTO battery welding and worked without any problems.My rover in the end exploded because to too high turn rate, but it worked. Edited February 15, 2015 by Alewx Quote Link to comment Share on other sites More sharing options...
DavidHunter Posted February 16, 2015 Share Posted February 16, 2015 Sorry, noob question...I created a "weldment" following the instructions in the OP. After pressing the "Weld it" button, the assembly turned a shade of red, and nothing seemed to happen. I restarted the game and the part isn't in my parts list, nor is it in my GameData folder.How is this meant to work? :S Quote Link to comment Share on other sites More sharing options...
Alewx Posted February 16, 2015 Share Posted February 16, 2015 Sorry, noob question...I created a "weldment" following the instructions in the OP. After pressing the "Weld it" button, the assembly turned a shade of red, and nothing seemed to happen. I restarted the game and the part isn't in my parts list, nor is it in my GameData folder.How is this meant to work? :SCould you please repeat the welding and post a link to your ksp.log after that and before restarting the game. Quote Link to comment Share on other sites More sharing options...
DavidHunter Posted February 19, 2015 Share Posted February 19, 2015 Could you please repeat the welding and post a link to your ksp.log after that and before restarting the game.Sure. Here it is: https://dl.dropboxusercontent.com/u/4446393/KSP.logThanks in advance. Quote Link to comment Share on other sites More sharing options...
McyD Posted February 19, 2015 Share Posted February 19, 2015 Wow, very interesting mod. Just when you think everything that can be added Kerbal has been, something like this comes along. Nice Job. Quote Link to comment Share on other sites More sharing options...
Alewx Posted February 19, 2015 Share Posted February 19, 2015 Sure. Here it is: https://dl.dropboxusercontent.com/u/4446393/KSP.logThanks in advance. Thanks I found what is causing the problems,[LOG 15:16:16.364] [WeldingTool] | ModuleRTAntenna - MaxQ is float[EXC 15:16:16.364] ArgumentNullException: Argument cannot be null.Parameter name: s System.Double.Parse (System.String s, NumberStyles style, IFormatProvider provider) System.Single.Parse (System.String s) UbioWeldingLtd.Welder.mergeModuleFloatValues (System.String newModuleName, .ConfigNode newModule, .ConfigNode existingNewModule, System.String ModuleAttribute) UbioWeldingLtd.Welder.mergeModuleAttributes (System.String newModuleName, .ConfigNode newModule, .ConfigNode existingNewModule) UbioWeldingLtd.Welder.mergeModulesAlexTest (System.String partname, .UrlConfig configuration) UbioWeldingLtd.Welder.weldThisPart (.Part newpart) UbioWeldingLtd.UbioZurWeldingLtd.weldPart (.Part partToWeld) UbioWeldingLtd.UbioZurWeldingLtd.OnMainWindow (Int32 windowID) UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style)Do you have RemoteTech or Antenna Range installed? Quote Link to comment Share on other sites More sharing options...
DavidHunter Posted February 19, 2015 Share Posted February 19, 2015 Thanks I found what is causing the problems,[LOG 15:16:16.364] [WeldingTool] | ModuleRTAntenna - MaxQ is float[EXC 15:16:16.364] ArgumentNullException: Argument cannot be null.Parameter name: s System.Double.Parse (System.String s, NumberStyles style, IFormatProvider provider) System.Single.Parse (System.String s) UbioWeldingLtd.Welder.mergeModuleFloatValues (System.String newModuleName, .ConfigNode newModule, .ConfigNode existingNewModule, System.String ModuleAttribute) UbioWeldingLtd.Welder.mergeModuleAttributes (System.String newModuleName, .ConfigNode newModule, .ConfigNode existingNewModule) UbioWeldingLtd.Welder.mergeModulesAlexTest (System.String partname, .UrlConfig configuration) UbioWeldingLtd.Welder.weldThisPart (.Part newpart) UbioWeldingLtd.UbioZurWeldingLtd.weldPart (.Part partToWeld) UbioWeldingLtd.UbioZurWeldingLtd.OnMainWindow (Int32 windowID) UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style)Do you have RemoteTech or Antenna Range installed?Yes, RemoteTech. Quote Link to comment Share on other sites More sharing options...
Alewx Posted February 19, 2015 Share Posted February 19, 2015 Yes, RemoteTech.Ok I will need to check that, mostly this weekend.If I can reach Girka, then we can give maybe an update somewhere around the Homeworld realease(extra vacation for that), but no promises. Quote Link to comment Share on other sites More sharing options...
DavidHunter Posted February 19, 2015 Share Posted February 19, 2015 Ok I will need to check that, mostly this weekend.If I can reach Girka, then we can give maybe an update somewhere around the Homeworld realease(extra vacation for that), but no promises.No worries; thanks in advance for your work. Quote Link to comment Share on other sites More sharing options...
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