Hotblack Desiato Posted April 13, 2015 Share Posted April 13, 2015 Hello, I have just a simple and possibly stupid question :So, with this mod I build my lifter for 100t for example, then wield all the parts together, then save it (like subassembly, but making it 1 whole part) and then when I want to lift 100t part the total part count will be payload+1 ?Or simply wield together my station modules, so core + 6 module station will be 7 parts instead of 150 ?This will add to loading time, but will help with fps later ?more or less yes...but I wouldn't go that far.leave the engines out of your weld.means: top: payload, connected by either a stack decoupler or dockingport to your lifter. the lifter is one part (all tanks and structural elements together). and then the engines as a few parts.you could easily bring a 1000t ssto (since you can't get rid of stages) below 30 parts, without any weirdnesses with the rocket engines. Quote Link to comment Share on other sites More sharing options...
WuphonsReach Posted April 13, 2015 Share Posted April 13, 2015 Im attempting to weld a part with multiple texture options (like the B9 structural panels where you can right click on it and select "next/previous version). When I weld it, however, the part loads fine but the textures will rapidly flick through the different options. Is there a way of telling the mod to only use the texture that you have selected?ThanksIn general, things with multiple texture options, or other special right-click options (like picking fuel types) -- are non-weldable.So, with this mod I build my lifter for 100t for example, then wield all the parts together, then save it (like subassembly, but making it 1 whole part) and then when I want to lift 100t part the total part count will be payload+1 ?Or simply wield together my station modules, so core + 6 module station will be 7 parts instead of 150 ?You could definitely weld together the fuel tanks, plus linear RCS ports, plus RCS tanks, plus standard reaction wheels into a single piece. But you'll want to avoid things like:- Engines- Radial fins- Multi-port RCS thrusters- Anything with an animationCreating station cores works very well. A common design for me is a Hitchhiker module in the geographic center, then 4k batteries, 250cm reaction wheels, 250cm RCS or fuel tanks, plus TAC Life Support supply containers, plus Kibbal storage, plus some BZ radial connectors along with 125-250 adapter plates to give me a few radial 250cm attachment nodes. Maybe with linear RCS ports on the ends (although 2 or 4 reaction wheels works just fine).Note:When welding, use a second copy of KSP and make sure to install the exception detection mod. Create the weld, quit out of KSP, then immediately come back in and attempt to use the piece to build a new vessel. If there is any wierdness (like graphical glitches when you preview the part by putting the mouse over the item) or if you got an exception while doing the weld -- then what you have is not going to weld nicely and should be deleted and re-created differently. Quote Link to comment Share on other sites More sharing options...
Mapoko Posted April 13, 2015 Share Posted April 13, 2015 more or less yes...but I wouldn't go that far.leave the engines out of your weld.means: top: payload, connected by either a stack decoupler or dockingport to your lifter. the lifter is one part (all tanks and structural elements together). and then the engines as a few parts.you could easily bring a 1000t ssto (since you can't get rid of stages) below 30 parts, without any weirdnesses with the rocket engines.Thanks. Downloading ! Quote Link to comment Share on other sites More sharing options...
jmbailey2000 Posted April 14, 2015 Share Posted April 14, 2015 You could definitely weld together the fuel tanks, plus linear RCS ports, plus RCS tanksBe careful if using Fuel Tanks+. They are great, but the parts have an automatic shroud that closes around a part when added to the tank. I have found that welding works and in the VAB you can add parts, but when you launch, all the parts fall off. If I take the tank's auto shroud component out of the .cfg file, welding works great. I've avoided welding the tanks at the moment until I can learn how to delete things from a part file with ModuleManager. Quote Link to comment Share on other sites More sharing options...
DauntingFlyer Posted April 15, 2015 Share Posted April 15, 2015 Built a 600+ part ship with the main frame made out IR's structural parts.Proceeded to weld the entire front part.Realize IR is incompatible. Quote Link to comment Share on other sites More sharing options...
Hotblack Desiato Posted April 15, 2015 Share Posted April 15, 2015 the IR-parts have special functions, and you should be careful with that.regarding rcs-ports. I haven't tried it yet, but since the OP states that it is possible to weld one rcs-unit (multiport) into the weld, I'd take a look at the 2,5m octagonal rcs tank from roverdudes transportation mod.that thing has a probe core, sas, rcs-tank and 4 4-port rcs thrusters. and since it is just one part from the beginning, it shouldn't violate the one rcs-port rule (because it's practically hand-welded). Quote Link to comment Share on other sites More sharing options...
DauntingFlyer Posted April 15, 2015 Share Posted April 15, 2015 the IR-parts have special functions, and you should be careful with that.The parts I used special function is to keep the integrity of the ship, hence structural parts. Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted April 15, 2015 Share Posted April 15, 2015 I have actually had good luck welding multiple 4-way RCS blocks in my welds. I found in the end it depended more upon what modules were present in the exported part .cfg file (and in what order!), especially regarding engines. I had to do quite a bit of manual editing in order to get some of the stuff working properly. A couple of duplicated transform names in the models used in the parts, and everything will go sideways fast. So, to some extent, it depends upon the specific parts being welded (e.g. Poodle engine works, LV-N Atomic motor does not, or would not for me). I'll try and get a list of the engines that I have successfully used in welds, and the steps necessary to get them working.Regarding other 'special' parts; many can be used if special care is taken and/or the config file is edited after the weld is done. E.G. parts that use the FS texture and mesh switches; these -can- be used, but you need to manually edit the config to specify the -single- texture/mesh that should be used. Again, it mostly comes down to what -modules- are present in the parts, and the specific transform names that they use. I have a lander module that is..well.. an entire lander, in one piece. Docking port, lights, RCS-4-way x 4, I-beams and flat adapters for landing legs, engine, antenna, and science bits. The right-click menu is huge. Will try and get a pic of it. I also have a freighter core that is a single welded piece; tanks, reactors, engine, rcs, sas, docking port, and light. So... some of this stuff -can- work, with a little bit of persistence and experimentation.Stations and bases too. Have quite a few -really- large welded parts that I use to put together stations and bases. What used to be 150+ parts is now <20 for most of my installations (and most of that is docking ports, lights, and solar panels; stuff that could not be welded in the quantities used).Anyhow... just thought I should add that this is an awesome add-on; without it I probably would have succumbed to part number overload long ago and quit playing due to lag. Quote Link to comment Share on other sites More sharing options...
FennexFox Posted April 15, 2015 Share Posted April 15, 2015 Real Fuel thing works not well with this mod? I have some problem with this mod, and that's my best guess. Quote Link to comment Share on other sites More sharing options...
Space Scumbag Posted April 15, 2015 Share Posted April 15, 2015 My latest weld. From 2300 parts to ~20. Quote Link to comment Share on other sites More sharing options...
DauntingFlyer Posted April 16, 2015 Share Posted April 16, 2015 My latest weld. From 2300 parts to ~20. Bloody hell... and I thought my start destroyer was awesome. How did you manage to get it that big? Tweakscale? Quote Link to comment Share on other sites More sharing options...
Yargnit Posted April 16, 2015 Share Posted April 16, 2015 I don't suppose anyone would be able to assist me with getting huge welded pieces to float? It appear that welded parts aren't having their buoyancy calculated correctly based off their new physical size or something? So now they weigh 10, 100, or more times what they used to, but are still only as buoyant as the original part or one of the parts, or something? I'm not sure exactly, but trying to make floating bases even though they are merged out of empty fuel tanks, which should easily float, they sink like a rock even after drastically reducing their weight. (which I don't want to do because I don't want to really be cheating by merging)Still trying to come up with a solution to this problem if anyone has an idea? Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted April 16, 2015 Share Posted April 16, 2015 Still trying to come up with a solution to this problem if anyone has an idea?A shot in the dark, but maybe see if this might help?Better Buoyancyhttp://forum.kerbalspaceprogram.com/threads/105094 Quote Link to comment Share on other sites More sharing options...
Yargnit Posted April 16, 2015 Share Posted April 16, 2015 A shot in the dark, but maybe see if this might help?Better Buoyancyhttp://forum.kerbalspaceprogram.com/threads/105094Have tried it, if anything it was worse. No better for sure. Even artificially lowering it's mas to 10% or less of it's original value doesn't work (not to mention feels cheaty) - though it does at least let me add a reasonable number of floats to it. The problem feels like the volume of all the models merged together isn't properly used for buoyancy calculations. (Maybe it's just using the 1st model?) That's what it feels like anyways Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted April 16, 2015 Share Posted April 16, 2015 Have you taken a look at InfiniteDice's Boat or Submarine Parts, or Holligan's Submarine Parts to see if you can reverse engineer anything from the code or .cfgs?Sorry...Other than that, i got nothing... Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted April 16, 2015 Share Posted April 16, 2015 Some of the as-promised pics:Javascript is disabled. View full albumThese all have welded stuff in them, most have RCS/docking ports/engines... see the captions for details...Will still try and come up with the steps to get engines working; spent a few hours figuring it out... but it was a month or so ago, and I don't remember off the top of my head what exactly I had to do (other than it was a ton of part .cfg editing to get them working). Figure someone else will likely find the information handy. Quote Link to comment Share on other sites More sharing options...
DauntingFlyer Posted April 16, 2015 Share Posted April 16, 2015 (edited) Not sure if mentioned before but the structural wings are also moody with this mod.Left it's how it's supposed to look and right is the welded partEdit: Interestingly, a few hours ago I welded a part with structural wings included and it came out fine but now they come out all weird. Edited April 16, 2015 by DauntingFlyer Quote Link to comment Share on other sites More sharing options...
VooDooShamane Posted April 17, 2015 Share Posted April 17, 2015 Got a small bug report :Welding multiple MK2 crew cabins together ends up in having no control over the cabin lights except for the first part.The other ones do not toggle lights and are always off.The cfg File:PART{ name = weldedpart module = Part author = UbioZurWeldingLtd rescaleFactor = 1 PhysicsSignificance = -1 node_stack_topmk2CrewCabin0 = 0,5.25889,-3.84899,0,1,0,1 node_stack_bottommk2CrewCabin8 = 0,-0.69862,6.48162,0,-0.5,-0.86603,1 node_attach = 0,0,0,0,0,0,0 CrewCapacity = 36 TechRequired = advAerodynamics entryCost = 108000 cost = 37800 category = Utility subcategory = 0 title = My welded part manufacturer = UbioZur Welding Ltd description = Warranty void during re-entry. attachRules = 1,0,1,1,0,0,0 mass = 18 dragModelType = override maximum_drag = 0.19961 minimum_drag = 0.29941 angularDrag = 1.99609 crashTolerance = 6 breakingForce = 200 breakingTorque = 200 maxTemp = 3400 fuelCrossFeed = True MODEL { model = Squad/SPP/Mk2CrewCabin/model position = 0,4.32139,-3.84899 scale = 1,1,1 rotation = 0,0,0 } MODEL { model = Squad/SPP/Mk2CrewCabin/model position = 0,2.67754,-3.63569 scale = 1,1,1 rotation = 345,1E-05,-1E-05 } MODEL { model = Squad/SPP/Mk2CrewCabin/model position = 0,1.14601,-3.00223 scale = 1,1,1 rotation = 330,1E-05,0 } MODEL { model = Squad/SPP/Mk2CrewCabin/model position = 0,-0.16899,-1.99361 scale = 1,1,1 rotation = 315.0001,0,1E-05 } MODEL { model = Squad/SPP/Mk2CrewCabin/model position = 0,-1.17662,-0.67813 scale = 1,1,1 rotation = 300.0001,360,4E-05 } MODEL { model = Squad/SPP/Mk2CrewCabin/model position = 0,-1.80809,0.8537 scale = 1,1,1 rotation = 285,0,1E-05 } MODEL { model = Squad/SPP/Mk2CrewCabin/model position = 0,-2.02258,2.49674 scale = 1,1,1 rotation = 270,0,0 } MODEL { model = Squad/SPP/Mk2CrewCabin/model position = 0,-1.80129,4.13847 scale = 1,1,1 rotation = 284.9999,180,180 } MODEL { model = Squad/SPP/Mk2CrewCabin/model position = 0,-1.16737,5.66972 scale = 1,1,1 rotation = 299.9999,180,180 } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 2 } MODULE { name = ModuleAnimateGeneric animationName = CrewCabinLight actionGUIName = Toggle Lights startEventGUIName = Lights On endEventGUIName = Lights Off } MODULE { name = ModuleLiftingSurface deflectionLiftCoeff = 2.7 dragAtMaxAoA = 1.35 dragAtMinAoA = 0.9 } MODULE { name = CollisionFX scrapeSparks = True collisionSound = CollisionFX/Sounds/Bang1 scrapeSound = CollisionFX/Sounds/GroundSkid sparkSound = CollisionFX/Sounds/SparkSqueal }} Quote Link to comment Share on other sites More sharing options...
HafCoJoe Posted April 20, 2015 Share Posted April 20, 2015 Hello hello! I have a question about KSP which could be possibly linked to your welding mod (Which is absolutely amazing and my up coming cinematic would be completely impossible without it). I am trying to find a way to remove the green highlight glow on parts when you hover over them. Is there a way within KSP to remove the highlight glow? I'm assuming you would know how to do so if there is a way as when welding it highlights everything you choose to weld in pink, meaning you've worked with similar properties in the past. Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted April 20, 2015 Share Posted April 20, 2015 Got a small bug report :Welding multiple MK2 crew cabins together ends up in having no control over the cabin lights except for the first part.The other ones do not toggle lights and are always off.That is a known issue with part welding (see the first page). You cannot use more than 1 part with the same special animation based function; e.g. you cannot use two crew cabins with lighting, or two of the same transmitter, or two landing legs. This is due to animation naming and referencing; both special functions have the same animation name and the part will activate only one sub-part with the animation, likely the first one it comes across in the vessel. I don't believe there is anything that can be done to fix this on the add-on side of things; multi-animation/module support would have to be built in by Squad. Quote Link to comment Share on other sites More sharing options...
SlimJim89 Posted April 27, 2015 Share Posted April 27, 2015 Hi! If I remove nodes from my huge welded part (consists of 2.7k parts) Can I solve some of my memory-related crashes? Looking at the .cfg file and thinking I could remove 95% of the nodes that I won't need. Quote Link to comment Share on other sites More sharing options...
girka2k Posted April 28, 2015 Author Share Posted April 28, 2015 First of all, I must apologize for my the long absence. Three months is really a little too much.Now I hope that in the near future I will go back to support of the mod.Bad news is, I fear that it will take some time, to make this mod compatible with KSP 1.0 Quote Link to comment Share on other sites More sharing options...
Hotblack Desiato Posted April 28, 2015 Share Posted April 28, 2015 welcome back.I really miss that mod, because everything that brings my partcount below 250 is very very welcome. did they really change that much within ksp? from what I understand, the only real problem could be the new heat-system, and that parts now have a thermal mass aswell. but since welds are usually larger than single parts, their thermal mass is higher, and therefore they can withstand more thermal energy without getting too hot. Quote Link to comment Share on other sites More sharing options...
larkvi Posted May 1, 2015 Share Posted May 1, 2015 girka2k, glad that you are back and working on the welding mod. Quote Link to comment Share on other sites More sharing options...
DavidHunter Posted May 4, 2015 Share Posted May 4, 2015 Wait, we can tag users now? Since when?? Quote Link to comment Share on other sites More sharing options...
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