Alewx Posted July 21, 2015 Share Posted July 21, 2015 (edited) I was gonna make a portal cake but that joke is too over saturated right now.Anything looking bad on the weld? I managed to get a different station welded, I am manually editing the 400~ nodes so KSP doesn't get angry with me. I am gonna try to erase all and see if srAttach works with 0 nodes. This seems like the worst idea I had today.Always remember:The cake is a lie!I'm working on it right now.Solution foundOk that is more then dumb, I found the problem and so far welding is not able to work around that because I believe it will not be just with the bab but some other parts also.So the actual thing is: the lab is looking for the scienceContainer in the part and expects it to be the very first module in the part, ever and always.The easiest solution is modifiiing the partfile so that the scienceContainer is in firstplace, and make the lab the rootpart of the weldment before welding.Here is the ready to run version of the submitted part PART{ name = Rho-main1 module = Part author = Jack rescaleFactor = 1 PhysicsSignificance = -1 node_stack_bottomfuelTank.long3 = 0.651,-0.08,0,1,0,0,1 node_stack_topfuelTank.long5 = -10.637,-0.08,0,-1,0,0,1 node_stack_toputilityCabin10 = -6.408,-0.08,4.835,0.866,0,0.5,2 node_stack_bottomutilityCabin14 = -6.408,-0.08,-4.935,0.866,0,-0.5,2 node_stack_bottomfuelTank.long15 = 0,-0.08,-0.651,0,0,-1,1 node_stack_topfuelTank.long17 = 0,-0.08,10.637,0,0,1,1 node_stack_toputilityCabin22 = 4.835,-0.08,6.408,0.5,0,-0.866,2 node_stack_bottomutilityCabin26 = -4.935,-0.08,6.408,-0.5,0,-0.866,2 node_stack_bottomfuelTank.long27 = -0.651,-0.08,0,-1,0,0,1 node_stack_bottomLarge.Crewed.Lab29 = 0,-3.938,0,0,-1,0,2 node_stack_topfuelTank.long31 = 10.637,-0.08,0,1,0,0,1 node_stack_toputilityCabin36 = 6.408,-0.08,-4.835,-0.866,0,-0.5,2 node_stack_bottomutilityCabin40 = 6.408,-0.08,4.935,-0.866,0,0.5,2 node_stack_bottomfuelTank.long41 = 0,-0.08,0.651,0,0,1,1 node_stack_topfuelTank.long43 = 0,-0.08,-10.637,0,0,-1,1 node_stack_toputilityCabin48 = -4.835,-0.08,-6.408,-0.5,0,0.866,2 node_stack_bottomutilityCabin52 = 4.935,-0.08,-6.408,0.5,0,0.866,2 node_stack_topfuelTank.long53 = -0.026,-0.094,2.626,-0.707,0,0.707,1 node_stack_bottomfuelTank.long53 = 2.635,-0.094,-0.035,0.707,0,-0.707,1 node_stack_topfuelTank.long54 = 2.626,-0.094,0.026,0.707,0,0.707,1 node_stack_bottomfuelTank.long54 = -0.035,-0.094,-2.635,-0.707,0,-0.707,1 node_stack_topfuelTank.long55 = 0.026,-0.094,-2.626,0.707,0,-0.707,1 node_stack_bottomfuelTank.long55 = -2.635,-0.094,0.035,-0.707,0,0.707,1 node_stack_topfuelTank.long56 = -2.626,-0.094,-0.026,-0.707,0,-0.707,1 node_stack_bottomfuelTank.long56 = 0.035,-0.094,2.635,0.707,0,0.707,1 node_stack_topasasmodule1-258 = 0,4.027,0,0,1,0,2 node_stack_topxenon-25-12 = 0,7.557,0,0,1,0,2 node_stack_bottomxenon-25-10 = 0,-7.336,0,0,-1,0,2 node_attach = -1.25,0,0,-1,0,0,2 CrewCapacity = 78 stackSymmetry = 3 TechRequired = highPerformanceFuelSystems entryCost = 2691200 cost = 1621224 category = FuelTank 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 = 87.19003 vesselType = Ship dragModelType = default maximum_drag = 0.2 minimum_drag = 0.225 angularDrag = 2 crashTolerance = 6.53 breakingForce = 170.396 breakingTorque = 170.396 maxTemp = 1200 fuelCrossFeed = True explosionPotential = 0.5 thermalMassModifier = 1 heatConductivity = 0.12 emissiveConstant = 0.399993894994168 radiatorHeadroom = 0.25 bulkheadProfiles = size2 MODEL { model = NearFuturePropulsion/Parts/Xenon/xenon-25/xenon-25-1 position = 0,-3.586,0 } MODEL { model = StationPartsExpansion/Parts/Command/crewpod-habitation-375/crewpod-habitation-375 position = 0,1.206,0 } MODEL { model = NearFuturePropulsion/Parts/Xenon/xenon-25/xenon-25-1 position = 0,3.806,0 } MODEL { model = Squad/Parts/FuelTank/fuelTankT800/model position = -1.237,-0.08,0 scale = 1.25,1.25,1.25 rotation = 0,0,90 } MODEL { model = Squad/Parts/FuelTank/fuelTankT800/model position = -4.987,-0.08,0 scale = 1.25,1.25,1.25 rotation = 270,270,0 } MODEL { model = Squad/Parts/FuelTank/fuelTankT800/model position = -8.762,-0.08,0 scale = 1.25,1.25,1.25 rotation = 270,90,0 } MODEL { model = NearFuturePropulsion/Parts/Hydrogen/hydrogen-25/hydrogen-25-3 position = -9.762,-0.08,0 rotation = 270,180,0 } MODEL { model = NearFutureSpacecraft/Parts/Command/utilityCabin/utilityCabin position = -9.562,-0.08,1.3 rotation = 270,195,0 } MODEL { model = NearFutureSpacecraft/Parts/Command/utilityCabin/utilityCabin position = -9.062,-0.08,2.5 rotation = 270,210,0 } MODEL { model = NearFutureSpacecraft/Parts/Command/utilityCabin/utilityCabin position = -8.262,-0.08,3.6 rotation = 270,225,0 } MODEL { model = NearFutureSpacecraft/Parts/Command/utilityCabin/utilityCabin position = -7.162,-0.08,4.4 rotation = 270,240,0 } MODEL { model = NearFutureSpacecraft/Parts/Command/utilityCabin/utilityCabin position = -9.562,-0.08,-1.3 rotation = 270,165,0 } MODEL { model = NearFutureSpacecraft/Parts/Command/utilityCabin/utilityCabin position = -9.062,-0.08,-2.5 rotation = 270,150,0 } MODEL { model = NearFutureSpacecraft/Parts/Command/utilityCabin/utilityCabin position = -8.262,-0.08,-3.6 rotation = 270,135,0 } MODEL { model = NearFutureSpacecraft/Parts/Command/utilityCabin/utilityCabin position = -7.162,-0.08,-4.5 rotation = 270,120,0 } MODEL { model = Squad/Parts/FuelTank/fuelTankT800/model position = 0,-0.08,1.237 scale = 1.25,1.25,1.25 rotation = 0,90,90 } MODEL { model = Squad/Parts/FuelTank/fuelTankT800/model position = 0,-0.08,4.987 scale = 1.25,1.25,1.25 rotation = 270,0,0 } MODEL { model = Squad/Parts/FuelTank/fuelTankT800/model position = 0,-0.08,8.762 scale = 1.25,1.25,1.25 rotation = 270,180,0 } MODEL { model = NearFuturePropulsion/Parts/Hydrogen/hydrogen-25/hydrogen-25-3 position = 0,-0.08,9.762 rotation = 270,270,0 } MODEL { model = NearFutureSpacecraft/Parts/Command/utilityCabin/utilityCabin position = 1.3,-0.08,9.562 rotation = 270,285,0 } MODEL { model = NearFutureSpacecraft/Parts/Command/utilityCabin/utilityCabin position = 2.5,-0.08,9.062 rotation = 270,300,0 } MODEL { model = NearFutureSpacecraft/Parts/Command/utilityCabin/utilityCabin position = 3.6,-0.08,8.262 rotation = 270,315,0 } MODEL { model = NearFutureSpacecraft/Parts/Command/utilityCabin/utilityCabin position = 4.4,-0.08,7.162 rotation = 270,330,0 } MODEL { model = NearFutureSpacecraft/Parts/Command/utilityCabin/utilityCabin position = -1.3,-0.08,9.562 rotation = 270,255,0 } MODEL { model = NearFutureSpacecraft/Parts/Command/utilityCabin/utilityCabin position = -2.5,-0.08,9.062 rotation = 270,240,0 } MODEL { model = NearFutureSpacecraft/Parts/Command/utilityCabin/utilityCabin position = -3.6,-0.08,8.262 rotation = 270,225,0 } MODEL { model = NearFutureSpacecraft/Parts/Command/utilityCabin/utilityCabin position = -4.5,-0.08,7.162 rotation = 270,210,0 } MODEL { model = Squad/Parts/FuelTank/fuelTankT800/model position = 1.237,-0.08,0 scale = 1.25,1.25,1.25 rotation = 0,180,90 } MODEL { model = NearFutureElectrical/Parts/Capacitors/capacitor-25/capacitor-25 position = 0,-0.118,0 } MODEL { model = Squad/Parts/Science/LargeCrewedLab/large_crewed_lab position = 0,-2.107,0 } MODEL { model = Squad/Parts/FuelTank/fuelTankT800/model position = 4.987,-0.08,0 scale = 1.25,1.25,1.25 rotation = 270,90,0 } MODEL { model = Squad/Parts/FuelTank/fuelTankT800/model position = 8.762,-0.08,0 scale = 1.25,1.25,1.25 rotation = 270,270,0 } MODEL { model = NearFuturePropulsion/Parts/Hydrogen/hydrogen-25/hydrogen-25-3 position = 9.762,-0.08,0 rotation = 270,0,0 } MODEL { model = NearFutureSpacecraft/Parts/Command/utilityCabin/utilityCabin position = 9.562,-0.08,-1.3 rotation = 270,15,0 } MODEL { model = NearFutureSpacecraft/Parts/Command/utilityCabin/utilityCabin position = 9.062,-0.08,-2.5 rotation = 270,30,0 } MODEL { model = NearFutureSpacecraft/Parts/Command/utilityCabin/utilityCabin position = 8.262,-0.08,-3.6 rotation = 270,45,0 } MODEL { model = NearFutureSpacecraft/Parts/Command/utilityCabin/utilityCabin position = 7.162,-0.08,-4.4 rotation = 270,60,0 } MODEL { model = NearFutureSpacecraft/Parts/Command/utilityCabin/utilityCabin position = 9.562,-0.08,1.3 rotation = 270,345,0 } MODEL { model = NearFutureSpacecraft/Parts/Command/utilityCabin/utilityCabin position = 9.062,-0.08,2.5 rotation = 270,330,0 } MODEL { model = NearFutureSpacecraft/Parts/Command/utilityCabin/utilityCabin position = 8.262,-0.08,3.6 rotation = 270,315,0 } MODEL { model = NearFutureSpacecraft/Parts/Command/utilityCabin/utilityCabin position = 7.162,-0.08,4.5 rotation = 270,300,0 } MODEL { model = Squad/Parts/FuelTank/fuelTankT800/model position = 0,-0.08,-1.237 scale = 1.25,1.25,1.25 rotation = 0,270,90 } MODEL { model = Squad/Parts/FuelTank/fuelTankT800/model position = 0,-0.08,-4.987 scale = 1.25,1.25,1.25 rotation = 270,180,0 } MODEL { model = Squad/Parts/FuelTank/fuelTankT800/model position = 0,-0.08,-8.762 scale = 1.25,1.25,1.25 rotation = 270,0,0 } MODEL { model = NearFuturePropulsion/Parts/Hydrogen/hydrogen-25/hydrogen-25-3 position = 0,-0.08,-9.762 rotation = 270,90,0 } MODEL { model = NearFutureSpacecraft/Parts/Command/utilityCabin/utilityCabin position = -1.3,-0.08,-9.562 rotation = 270,105,0 } MODEL { model = NearFutureSpacecraft/Parts/Command/utilityCabin/utilityCabin position = -2.5,-0.08,-9.062 rotation = 270,120,0 } MODEL { model = NearFutureSpacecraft/Parts/Command/utilityCabin/utilityCabin position = -3.6,-0.08,-8.262 rotation = 270,135,0 } MODEL { model = NearFutureSpacecraft/Parts/Command/utilityCabin/utilityCabin position = -4.4,-0.08,-7.162 rotation = 270,150,0 } MODEL { model = NearFutureSpacecraft/Parts/Command/utilityCabin/utilityCabin position = 1.3,-0.08,-9.562 rotation = 270,75,0 } MODEL { model = NearFutureSpacecraft/Parts/Command/utilityCabin/utilityCabin position = 2.5,-0.08,-9.062 rotation = 270,60,0 } MODEL { model = NearFutureSpacecraft/Parts/Command/utilityCabin/utilityCabin position = 3.6,-0.08,-8.262 rotation = 270,45,0 } MODEL { model = NearFutureSpacecraft/Parts/Command/utilityCabin/utilityCabin position = 4.5,-0.08,-7.162 rotation = 270,30,0 } MODEL { model = Squad/Parts/FuelTank/fuelTankT800/model position = 1.3,-0.094,1.3 scale = 1.25,1.25,1.25 rotation = 270,135,0 } MODEL { model = Squad/Parts/FuelTank/fuelTankT800/model position = 1.3,-0.094,-1.3 scale = 1.25,1.25,1.25 rotation = 270,225,0 } MODEL { model = Squad/Parts/FuelTank/fuelTankT800/model position = -1.3,-0.094,-1.3 scale = 1.25,1.25,1.25 rotation = 270,315,0 } MODEL { model = Squad/Parts/FuelTank/fuelTankT800/model position = -1.3,-0.094,1.3 scale = 1.25,1.25,1.25 rotation = 270,45,0 } MODEL { model = StationPartsExpansion/Parts/Structural/crewtube-25-375/crewtube-25-375-1 texture = crew375-1-blank, StationPartsExpansion/Parts/Command/crewpod-habitation-375/crewtube-375-1 texture = crew375-1-blank-n_NRM, StationPartsExpansion/Parts/Command/crewpod-habitation-375/crewtube-375-1-n_NRM texture = crew25-1-blank, StationPartsExpansion/Parts/Structural/crewtube-125-25/crewtube-25-1 texture = crew25-1-blank-n_NRM, StationPartsExpansion/Parts/Structural/crewtube-125-25/crewtube-25-1-n_NRM position = 0,2.655,0 } MODEL { model = Squad/Parts/Command/advancedSasModuleLarge/model position = 0,3.777,0 } RESOURCE { name = XenonGas amount = 201600 maxAmount = 201600 } RESOURCE { name = LiquidFuel amount = 5760 maxAmount = 5760 } RESOURCE { name = Oxidizer amount = 7040 maxAmount = 7040 } RESOURCE { name = LqdHydrogen amount = 39600 maxAmount = 39600 } RESOURCE { name = ElectricCharge amount = 19200 maxAmount = 19200 } RESOURCE { name = StoredCharge amount = 32000 maxAmount = 32000 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 1.8 collectActionName = Take Data allowRepeatedSubjects = True } 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 usageReqMaskInternal = 165 usageReqMaskExternal = -33 } MODULE { name = ModuleAnimateGeneric animationName = CrewTube-25-375-Windows startEventGUIName = Lights On endEventGUIName = Lights Off } MODULE { name = ModuleGenerator isAlwaysActive = True OUTPUT_RESOURCE { name = ElectricCharge rate = 14.4 } } MODULE { name = FlagDecal textureQuadName = Flag } MODULE { name = DischargeCapacitor ChargeRatio = 1 ChargeRate = 32 DischargeRate = 3200 MaximumCharge = 32000 ChargeAnimation = Capacitor_InlineLarge } MODULE { name = ModuleScienceLab containerModuleIndex = 0 dataStorage = 500 crewsRequired = 1 canResetConnectedModules = True canResetNearbyModules = True interactionRange = 5 SurfaceBonus = 0.1 ContextBonus = 0.25 homeworldMultiplier = 0.1 RESOURCE_PROCESS { name = ElectricCharge amount = 10 } } MODULE { name = ModuleScienceConverter scientistBonus = 0.25 researchTime = 7 scienceMultiplier = 5 scienceCap = 500 powerRequirement = 5 ConverterName = Research StartActionName = Start Research StopActionName = Stop Research } MODULE { name = ModuleReactionWheel PitchTorque = 20 YawTorque = 20 RollTorque = 20 RESOURCE { name = ElectricCharge rate = 0.5 } } MODULE { name = ModuleSAS }} Edited July 21, 2015 by Alewx Quote Link to comment Share on other sites More sharing options...
Alrightman Posted July 21, 2015 Share Posted July 21, 2015 Ok that is more then dumb, I found the problem and so far welding is not able to work around that because I believe it will not be just with the bab but some other parts also.So the actual thing is: the lab is looking for the scienceContainer in the part and expects it to be the very first module in the part, ever and always.The easiest solution is modifiiing the partfile so that the scienceContainer is in firstplace, and make the lab the rootpart of the weldment before welding.Oh great! Currently I am working on a funky looking refueling station. I didn't know whenever if I should have gone 2001 Discovery One look or Star Wars so I kinda meshed both up.Since I'm new on the forums, I don't know where to post my average builds, should I make a thread on a subforum or make a blog entry or something? Quote Link to comment Share on other sites More sharing options...
Alewx Posted July 22, 2015 Share Posted July 22, 2015 Oh great! Currently I am working on a funky looking refueling station. I didn't know whenever if I should have gone 2001 Discovery One look or Star Wars so I kinda meshed both up.Since I'm new on the forums, I don't know where to post my average builds, should I make a thread on a subforum or make a blog entry or something?You can post it in one of the threads of the mods you used, or in the subforum for spacecrafts and there was even an dedicated thread for showcases of spacecrafts but I can't find it right now. Quote Link to comment Share on other sites More sharing options...
Alewx Posted July 31, 2015 Share Posted July 31, 2015 Pre Final 2.2.0 dev releaseSo if you guys report any bugs in this version I will get them done and then it will be the official release of it, so please tell me here or in the github with issues about it. Quote Link to comment Share on other sites More sharing options...
larkvi Posted August 1, 2015 Share Posted August 1, 2015 Thank you for continuing the good work! I will try it out.What does "final Version of scaling for models implemented to work now with every damn configuration that is possible out there" specifically refer to? Procedural Parts? Quote Link to comment Share on other sites More sharing options...
HafCoJoe Posted August 1, 2015 Share Posted August 1, 2015 Woah! You know, this thread has never failed to impress me. I've been doing my routine post-release mod check up and saw that Welding was unavailable for 1.0.4... I then go to the last page and see that you are actively preparing and sharing your progress and just posted a dev version earlier today. Awesome work. Avera9eJoe OUT! Quote Link to comment Share on other sites More sharing options...
Alewx Posted August 1, 2015 Share Posted August 1, 2015 (edited) Thank you for continuing the good work! I will try it out.What does "final Version of scaling for models implemented to work now with every damn configuration that is possible out there" specifically refer to? Procedural Parts?It refers to tweakscale that gave me some trouble due to the different configuration offensichtlich parts that are possible.Woah! You know, this thread has never failed to impress me. I've been doing my routine post-release mod check up and saw that Welding was unavailable for 1.0.4... I then go to the last page and see that you are actively preparing and sharing your progress and just posted a dev version earlier today. Awesome work. Avera9eJoe OUT!Thanks mate. Well I don't know what Girka2k is doing but he is watching the forum from time to time, but not saying anything, so I can't update the thread. Edited August 1, 2015 by Alewx Quote Link to comment Share on other sites More sharing options...
Grossbeer Posted August 1, 2015 Share Posted August 1, 2015 holy .... you are heroes! I was just wondering why my 1.0.4 Version runs more slowly than my 0.25 version (same mods) and was thinking about falling back to 0.25. You sirs are 1.0.4 saver :-)gonna do some testing with the dev Version immediatly Quote Link to comment Share on other sites More sharing options...
Errol Posted August 1, 2015 Share Posted August 1, 2015 Thanks mate. Well I don't know what Girka2k is doing but he is watching the forum from time to time, but not saying anything, so I can't update the thread.Perhaps a new thread/fork for release? Quote Link to comment Share on other sites More sharing options...
mAAAd Posted August 2, 2015 Share Posted August 2, 2015 hellohere is my welded parts, crafts and modlist which i have installed for KSP 1.0.4https://yadi.sk/d/VeeSt9G0iEBoihttps://yadi.sk/i/2CQ148uCiEBwecrafts 000 and 001 are identical.i send it to you as feedback. the next trouble i have when try to orbit my crafts. when i start first (via hyperedit) - its ok. when i start second one - first is destroied totally. i hear explosion and then i see that first craft isn't here anymore)))the same one is happened when i try to select any of these ships from tracking station - when double-click and go to it - its explode, but exploded only welded part of ship.welded part consists of structural elements, fuel tanks, battery block, sas and unmanned module. ship in total have 3 dock port additionally to welded part.please help - where can kraken hide? i need bust this insatiable monster... Quote Link to comment Share on other sites More sharing options...
Alewx Posted August 2, 2015 Share Posted August 2, 2015 (edited) hellohere is my welded parts, crafts and modlist which i have installed for KSP 1.0.4https://yadi.sk/d/VeeSt9G0iEBoihttps://yadi.sk/i/2CQ148uCiEBwecrafts 000 and 001 are identical.i send it to you as feedback. the next trouble i have when try to orbit my crafts. when i start first (via hyperedit) - its ok. when i start second one - first is destroied totally. i hear explosion and then i see that first craft isn't here anymore)))the same one is happened when i try to select any of these ships from tracking station - when double-click and go to it - its explode, but exploded only welded part of ship.welded part consists of structural elements, fuel tanks, battery block, sas and unmanned module. ship in total have 3 dock port additionally to welded part.please help - where can kraken hide? i need bust this insatiable monster...Thanks for the info, may I ask before I start searching in it, did you try to weld procedural parts?Also which mods are KerbalTek(Hyperedit, ok forgot it.) and KipEng(totally new to me)?So far I can only see two fings that are possibly breaking your weldments, the use of kerbalpaint, and procedural parts.Procedural parts do not contain any models, so there is nothing that can be welded. Edited August 2, 2015 by Alewx Quote Link to comment Share on other sites More sharing options...
mAAAd Posted August 3, 2015 Share Posted August 3, 2015 (edited) Thanks for the info, may I ask before I start searching in it, did you try to weld procedural parts?Also which mods are KerbalTek(Hyperedit, ok forgot it.) and KipEng(totally new to me)?So far I can only see two fings that are possibly breaking your weldments, the use of kerbalpaint, and procedural parts.Procedural parts do not contain any models, so there is nothing that can be welded.KipEng is Universal Docking Port Set - here is thread for it:http://forum.kerbalspaceprogram.com/threads/73005-0-23-5-Kip-Engineering-NEW%21-Universal-Docking-Port-Set-v0-9-1-%282nd-Apr-2014%29i dont use them.i dont use procedural parts also - i read limitation. what about kerbalpaint - i firstly add this mod, but later - remove, i dont use it. after remove i load craft and ksp dont ask me for missing mods. i use tweakscale and i manually edit welded part config and craft - via notepad. i need custom scale - it should be very big part.psi has a tho' that ships are superimposed... when i orbit them via hyperedit. and second destroy first. today i build it anew - big solid part - and check. it is so. im sorry((now i will test with more crafts, selecting craft from tracking station and craft with docking portspss issue with destroing crafts is solved, but when selecting ship from tracking station - it is exploded with message "welded part exploded due overheating". ship consists of weldment and 3 dockports. only weldment is destoied.will try to edit config to decide this problem. Edited August 3, 2015 by mAAAd Quote Link to comment Share on other sites More sharing options...
mAAAd Posted August 3, 2015 Share Posted August 3, 2015 (edited) Alewxthe problems i have wasnt in your mod i think. sorry for disturbing.i have yet one problem with rescaling, but is your mod a reason - dont know.i edit field "rescaleFactor" in config of weldment (set it equal 3) and part is scaling right. i orbit it succesful, but when i restart game - my craft looking as rescaleFactor sets back to 1... all crafts of this type... but dockports scaling right again, their rescaleFactor doesnt set backbeforehttps://yadi.sk/i/Mfcvg9I7iFaN7afterhttps://yadi.sk/i/tyIPK3YtiFaPY Edited August 3, 2015 by mAAAd Quote Link to comment Share on other sites More sharing options...
Alewx Posted August 4, 2015 Share Posted August 4, 2015 Sorry that I didn't answer earlier.Spent half yesterday evening and night in hospital due to some massive hearing loss on the right side.@mAAAd, that is something really strange, the rescaleFactor is something that is made by KSP and should always work.I have never read of anything similar to that.In Github I also got an Report about wrong mass and resource amounts related to Tweakscale, so maybe these things are related, but that is liekly to be just wishful thinking. Quote Link to comment Share on other sites More sharing options...
mAAAd Posted August 4, 2015 Share Posted August 4, 2015 hi, Alewx, tnx for all. i want to say one more thing - anf it is about your mod 100% firstly i create a simple welded part, consists of panels 2x2 only. then i edit it manually to set custom scale for each panel and got this onehttps://yadi.sk/i/pmmdfmxfiGmdRits beautiful) here is a part of config with scale values for each panelMODEL { model = Squad/Parts/Structural/structuralPanel2x2/model position = 0,23,0 scale = 72,72,72 } MODEL { model = Squad/Parts/Structural/structuralPanel2x2/model position = -0,14,-71 scale = 8,8,72 rotation = 0,270,270 } MODEL { model = Squad/Parts/Structural/structuralPanel2x2/model position = 0,14,71 rotation = 0,270,270 scale = 8,8,72 } MODEL { model = Squad/Parts/Structural/structuralPanel2x2/model position = -0,32,-71 scale = 8,8,72 rotation = 0,270,90 } MODEL { model = Squad/Parts/Structural/structuralPanel2x2/model position = 0,32,71 scale = 8,8,72 rotation = 0,270,90 } MODEL { model = Squad/Parts/Structural/structuralPanel2x2/model position = 0,6,70 scale = 1,1,72 rotation = 0,90,0 } MODEL { model = Squad/Parts/Structural/structuralPanel2x2/model position = 0,7,69 scale = 1,1,72 rotation = 0,270,90 } MODEL { model = Squad/Parts/Structural/structuralPanel2x2/model position = -0,12,70 scale = 1,1,72 rotation = 0,90,0 } MODEL { model = Squad/Parts/Structural/structuralPanel2x2/model position = -0,11,69 scale = 1,1,72 rotation = 0,270,270 } MODEL { model = Squad/Parts/Structural/structuralPanel2x2/model position = -0,6,-70 scale = 1,1,72 rotation = 0,270,0 } MODEL { model = Squad/Parts/Structural/structuralPanel2x2/model position = -0,7,-69 scale = 1,1,72 rotation = 0,90,90 } MODEL { model = Squad/Parts/Structural/structuralPanel2x2/model position = -0,12,-70 scale = 1,1,72 rotation = 0,270,0 } MODEL { model = Squad/Parts/Structural/structuralPanel2x2/model position = -0,11,-69 scale = 1,1,72 rotation = 0,90,270 } MODEL { model = Squad/Parts/Structural/structuralPanel2x2/model position = -72,32,0 scale = 8,8,8 rotation = 0,0,90 } MODEL { model = Squad/Parts/Structural/structuralPanel2x2/model position = 72,32,0 scale = 8,8,8 rotation = 0,0,91 } MODEL { model = Squad/Parts/Structural/structuralPanel2x2/model position = -56,32,-63 scale = 8,8,8 rotation = 0,0,270 } MODEL { model = Squad/Parts/Structural/structuralPanel2x2/model position = 56,32,-63 scale = 8,8,8 rotation = 0,0,270 } MODEL { model = Squad/Parts/Structural/structuralPanel2x2/model position = -56,32,63 scale = 8,8,8 rotation = 0,180,270 } MODEL { model = Squad/Parts/Structural/structuralPanel2x2/model position = 56,32,63 scale = 8,8,8 rotation = 0,0,270 }then i add some parts like a fuel tanks, command modules, additional structural parts, press Weld button and in new weldment i've got the scale for each panel from first weldment set to 1,1,1 here is a screen and code for ithttps://yadi.sk/i/VHYIJrmOiGmwL - its a craft before weldment. consists of panels weldment and new parts (total 56 pcs)https://yadi.sk/i/CMFI4TqWiGnPU - weldedment from craftMODEL { model = Squad/Parts/Structural/structuralPanel2x2/model position = 0.108102,-8.961096,-0.042138 scale = 1,1,1 should be [COLOR=#3E3E3E]72,72,72[/COLOR] } MODEL { model = Squad/Parts/Structural/structuralPanel2x2/model position = 0.108102,-17.9611,-71.04214 scale = 1,1,1 should be [COLOR=#3E3E3E]8,8,72[/COLOR] rotation = 0,270,270 } MODEL { model = Squad/Parts/Structural/structuralPanel2x2/model position = 0.108102,-17.9611,70.95786 scale = 1,1,1 should be [COLOR=#3E3E3E]8,8,72[/COLOR] rotation = 0,270,270 } MODEL { model = Squad/Parts/Structural/structuralPanel2x2/model position = 0.108102,0.038904,-71.04214 scale = 1,1,1 should be [COLOR=#3E3E3E]8,8,72[/COLOR] rotation = 0,270,90 } MODEL { model = Squad/Parts/Structural/structuralPanel2x2/model position = 0.108102,0.038904,70.95786 scale = 1,1,1 should be [COLOR=#3E3E3E]8,8,72[/COLOR] rotation = 0,270,90 }and so oni need correct scale back to custom values after welding second craft. it is sad) Quote Link to comment Share on other sites More sharing options...
Alewx Posted August 4, 2015 Share Posted August 4, 2015 hi, Alewx, tnx for all. i want to say one more thing - anf it is about your mod 100% firstly i create a simple welded part, consists of panels 2x2 only. then i edit it manually to set custom scale for each panel and got this onehttps://yadi.sk/i/pmmdfmxfiGmdRits beautiful) here is a part of config with scale values for each panelMODEL { model = Squad/Parts/Structural/structuralPanel2x2/model position = 0,23,0 scale = 72,72,72 } MODEL { model = Squad/Parts/Structural/structuralPanel2x2/model position = -0,14,-71 scale = 8,8,72 rotation = 0,270,270 } MODEL { model = Squad/Parts/Structural/structuralPanel2x2/model position = 0,14,71 rotation = 0,270,270 scale = 8,8,72 } MODEL { model = Squad/Parts/Structural/structuralPanel2x2/model position = -0,32,-71 scale = 8,8,72 rotation = 0,270,90 } MODEL { model = Squad/Parts/Structural/structuralPanel2x2/model position = 0,32,71 scale = 8,8,72 rotation = 0,270,90 } MODEL { model = Squad/Parts/Structural/structuralPanel2x2/model position = 0,6,70 scale = 1,1,72 rotation = 0,90,0 } MODEL { model = Squad/Parts/Structural/structuralPanel2x2/model position = 0,7,69 scale = 1,1,72 rotation = 0,270,90 } MODEL { model = Squad/Parts/Structural/structuralPanel2x2/model position = -0,12,70 scale = 1,1,72 rotation = 0,90,0 } MODEL { model = Squad/Parts/Structural/structuralPanel2x2/model position = -0,11,69 scale = 1,1,72 rotation = 0,270,270 } MODEL { model = Squad/Parts/Structural/structuralPanel2x2/model position = -0,6,-70 scale = 1,1,72 rotation = 0,270,0 } MODEL { model = Squad/Parts/Structural/structuralPanel2x2/model position = -0,7,-69 scale = 1,1,72 rotation = 0,90,90 } MODEL { model = Squad/Parts/Structural/structuralPanel2x2/model position = -0,12,-70 scale = 1,1,72 rotation = 0,270,0 } MODEL { model = Squad/Parts/Structural/structuralPanel2x2/model position = -0,11,-69 scale = 1,1,72 rotation = 0,90,270 } MODEL { model = Squad/Parts/Structural/structuralPanel2x2/model position = -72,32,0 scale = 8,8,8 rotation = 0,0,90 } MODEL { model = Squad/Parts/Structural/structuralPanel2x2/model position = 72,32,0 scale = 8,8,8 rotation = 0,0,91 } MODEL { model = Squad/Parts/Structural/structuralPanel2x2/model position = -56,32,-63 scale = 8,8,8 rotation = 0,0,270 } MODEL { model = Squad/Parts/Structural/structuralPanel2x2/model position = 56,32,-63 scale = 8,8,8 rotation = 0,0,270 } MODEL { model = Squad/Parts/Structural/structuralPanel2x2/model position = -56,32,63 scale = 8,8,8 rotation = 0,180,270 } MODEL { model = Squad/Parts/Structural/structuralPanel2x2/model position = 56,32,63 scale = 8,8,8 rotation = 0,0,270 }then i add some parts like a fuel tanks, command modules, additional structural parts, press Weld button and in new weldment i've got the scale for each panel from first weldment set to 1,1,1 here is a screen and code for ithttps://yadi.sk/i/VHYIJrmOiGmwL - its a craft before weldment. consists of panels weldment and new parts (total 56 pcs)https://yadi.sk/i/CMFI4TqWiGnPU - weldedment from craftMODEL { model = Squad/Parts/Structural/structuralPanel2x2/model position = 0.108102,-8.961096,-0.042138 scale = 1,1,1 should be [COLOR=#3E3E3E]72,72,72[/COLOR] } MODEL { model = Squad/Parts/Structural/structuralPanel2x2/model position = 0.108102,-17.9611,-71.04214 scale = 1,1,1 should be [COLOR=#3E3E3E]8,8,72[/COLOR] rotation = 0,270,270 } MODEL { model = Squad/Parts/Structural/structuralPanel2x2/model position = 0.108102,-17.9611,70.95786 scale = 1,1,1 should be [COLOR=#3E3E3E]8,8,72[/COLOR] rotation = 0,270,270 } MODEL { model = Squad/Parts/Structural/structuralPanel2x2/model position = 0.108102,0.038904,-71.04214 scale = 1,1,1 should be [COLOR=#3E3E3E]8,8,72[/COLOR] rotation = 0,270,90 } MODEL { model = Squad/Parts/Structural/structuralPanel2x2/model position = 0.108102,0.038904,70.95786 scale = 1,1,1 should be [COLOR=#3E3E3E]8,8,72[/COLOR] rotation = 0,270,90 }and so oni need correct scale back to custom values after welding second craft. it is sad)Ha now I got it, thanks to your explantation. You try to weld already welded parts, that is always getting you wrong results, you need to do the weldment in just one go, as sad as it is.You can modifiy the freescaleing of Tweakscale for more flexibility in your parts, but that is all you can do. after a few times you get the hang out of it how to prepare the carfs best for weldment but it takes some time. Quote Link to comment Share on other sites More sharing options...
mAAAd Posted August 5, 2015 Share Posted August 5, 2015 ok, Alewx, tnx for u one more timesi have tho' that wrong scaling is a bug due to rewelding already welded parts. i thougth that it is possible to fix on mod-level by you. if no - thanks for explanation. Quote Link to comment Share on other sites More sharing options...
Alewx Posted August 5, 2015 Share Posted August 5, 2015 ok, Alewx, tnx for u one more timesi have tho' that wrong scaling is a bug due to rewelding already welded parts. i thougth that it is possible to fix on mod-level by you. if no - thanks for explanation.Sadly nope, so far no solution for this, there is currently only a way to handle welding weldments or welding regular parts. But both at the same time just does not work, sorry. Quote Link to comment Share on other sites More sharing options...
Felbourn Posted August 8, 2015 Share Posted August 8, 2015 Sometimes surface-attached parts are not getting a position set correctly. It's either 0,0,0 or NaN,NaN,NaN. One example where I can get it repeatedly is on this part from Station Parts Expansionusing this part from Surface Lights Quote Link to comment Share on other sites More sharing options...
Alewx Posted August 8, 2015 Share Posted August 8, 2015 Sometimes surface-attached parts are not getting a position set correctly. It's either 0,0,0 or NaN,NaN,NaN. One example where I can get it repeatedly is on this part from Station Parts Expansionhttp://i.imgur.com/iIK4ZC8.pngusing this part from Surface Lightshttp://i.imgur.com/0CnJWJp.pngThat is pretty new, thanks for the info. Before we only had the problem of NAN with small structural parts as root. Quote Link to comment Share on other sites More sharing options...
Space Scumbag Posted August 9, 2015 Share Posted August 9, 2015 Hey guys,one question, do you think it is possible to reverse the process? I mean unwelding the welded part and getting a craft file. Today, I made a stupid mistake and deleted my save with the craft, only the weldpart surived. Quote Link to comment Share on other sites More sharing options...
Alewx Posted August 10, 2015 Share Posted August 10, 2015 Hey guys,one question, do you think it is possible to reverse the process? I mean unwelding the welded part and getting a craft file. Today, I made a stupid mistake and deleted my save with the craft, only the weldpart surived.Welding builds the part file directly from the parts in the scene not from a craft file, but it could be possible to generate a part combination from the models of the weldment.But that is something completly different that what it does right now. Quote Link to comment Share on other sites More sharing options...
allmhuran Posted August 10, 2015 Share Posted August 10, 2015 (edited) Anyone have any ideas as to why mirror symmetry does not seem to work with welded parts? I've been working around the problem for ages now, never thought to check here Actually I think I know why. It's not a problem with the mod, it's just that KSP can't really mirror a part as such it can only mirror the attachment point.PS: If I create craft files that makes use of welded parts, am I free to distribute them and the parts? I'd like to release my mechs but they are extensively welded and edited both to keep the part count down and so that they are able to work with infernal robotics. Edited August 10, 2015 by allmhuran Quote Link to comment Share on other sites More sharing options...
Recognize-Me- Posted August 11, 2015 Share Posted August 11, 2015 So this mod won't work with 1.04? Cause the Weld button isn't showing up in the stock toolbar for me Quote Link to comment Share on other sites More sharing options...
Felbourn Posted August 12, 2015 Share Posted August 12, 2015 I use 1.0.4 and weld all the time. Must be your config or an exception, like a reflection issue or something. Check your error log. Quote Link to comment Share on other sites More sharing options...
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