Xo-fi Posted February 23, 2016 Share Posted February 23, 2016 (edited) which version should I use for ksp 1.0.2 ? please also provide the download link Edited February 23, 2016 by Xo-fi Quote Link to comment Share on other sites More sharing options...
PB666 Posted February 27, 2016 Share Posted February 27, 2016 Just want to report that the parts I had made I was using at a rescale = 3. For whatever reason the config creater squared these (rather big as the originals were, they rather overwhelmed the VAB) for parts that have rescaleFactor = 3 the entry in the new config is ..... scale = 9, 9, 9 MODEL { model = ............ position = 3.678, 12.259, 0 scale = 9, 9, 9 } Quote Link to comment Share on other sites More sharing options...
Jamesbowser Posted March 8, 2016 Share Posted March 8, 2016 Dose anyone have a modification for procedural parts Quote Link to comment Share on other sites More sharing options...
Darth Jeb Posted March 9, 2016 Share Posted March 9, 2016 (edited) which version of the mod should I use for KSP 1.0.2 ? I have tried all but none seems to be working Edited March 9, 2016 by Darth Jeb Quote Link to comment Share on other sites More sharing options...
pingopete Posted March 10, 2016 Share Posted March 10, 2016 (edited) Hey, I've got the latest version 2.2.2 for ksp 1.0.5, when I weld anything it produces the normal dialogue and it says the part has been created however on restarting KSP there's nothing there, looking in the mod folder no part folder is created and even when I make one for it welding doesn't make anything inside? I'm trying to weld InfinateDice's aircraft carrier though I've tried with simple contruction parts and nothing :/? Thanks in advance for any help or advice Edited March 10, 2016 by pingopete Quote Link to comment Share on other sites More sharing options...
Bluebottle Posted March 11, 2016 Share Posted March 11, 2016 (edited) 17 hours ago, pingopete said: Hey, I've got the latest version 2.2.2 for ksp 1.0.5, when I weld anything it produces the normal dialogue and it says the part has been created however on restarting KSP there's nothing there, looking in the mod folder no part folder is created and even when I make one for it welding doesn't make anything inside? I'm trying to weld InfinateDice's aircraft carrier though I've tried with simple contruction parts and nothing :/? Thanks in advance for any help or advice You might be using Linux, according to your sig. Have you checked the permissions on the UbioWelding directory/folder? If you unpacked the mod as the root user, your user won't have the ability to write anything in there. Edited March 11, 2016 by Bluebottle Quote Link to comment Share on other sites More sharing options...
pingopete Posted March 11, 2016 Share Posted March 11, 2016 (edited) 13 minutes ago, Bluebottle said: You might be using Linux, according to your sig. Have you checked the permissions on the UbioWelding directory/folder? If you unpacked the mod as the root user, your user won't have the ability to write anything in there. Ok cool thanks, yeah sorry forgot to mention that, will try this! EDIT: gave folder read and write permissions, just tested, it works! Thanks a million! Edited March 11, 2016 by pingopete Quote Link to comment Share on other sites More sharing options...
Dr Farnsworth Posted March 11, 2016 Share Posted March 11, 2016 (edited) Has anyone welded wing segments? I would love to lower the part count on this ring station, but when I weld one of the four ring sections they freak out and are all at the wrong angles. The second image is what it does when I try to weld one of the upper pieces and two of the ring sections together. Any advice would be welcome. Edited March 12, 2016 by Dr Farnsworth new picture Quote Link to comment Share on other sites More sharing options...
Fury1SOG Posted March 11, 2016 Share Posted March 11, 2016 7 minutes ago, Dr Farnsworth said: I would love to lower the part count on this ring station, but when I weld one of the four ring sections they freak out and are all at the wrong angles. Make sure that you do not rotate the root part. Quote Link to comment Share on other sites More sharing options...
Bluebottle Posted March 12, 2016 Share Posted March 12, 2016 7 hours ago, Dr Farnsworth said: Has anyone welded wing segments? I would love to lower the part count on this ring station, but when I weld one of the four ring sections they freak out and are all at the wrong angles. The second image is what it does when I try to weld one of the upper pieces and two of the ring sections together. As Fury1SOG said, root part rotation can cause problems. I've found that that applies even to the SPH as a whole. For me, welding in the VAB has a higher likelihood of success, especially with any compound parts like the EL RocketPart hexcan packs. You also have to watch out for parts that are already rescaled in their .cfg's. Quote Link to comment Share on other sites More sharing options...
pingopete Posted March 12, 2016 Share Posted March 12, 2016 (edited) Ok so after doing some testing, trying to get an aircraft carrier welded and floating I found some serious issues with physics. Regardless of being on or near water I found that parts added to a weldment float up or down in the air; detached from the weldment once launched even when the weldment itself is stationary/not in contact with anything. In my case I had welded together a huge aircraft carrier deck then attached some individual tweakscaled empty fuel tanks to its base to get it floating, but when I launch and the physics is unloaded all external non welded parts float off in the air? Here's some pics: Edited March 12, 2016 by pingopete Quote Link to comment Share on other sites More sharing options...
bmyers831 Posted March 12, 2016 Share Posted March 12, 2016 (edited) Hi all, Does anybody have experience welding a stock fairing part on top of a fuel tank? When I do this the fairings appear out of the center of the overall welded part when I go to build them- functional but much to far away from the fairing part for my taste. I'm not expecting UbiWelding to fix this, just wondering if there is anything I can edit in the welded part to move where the fairings emerge from the welded part so it looks right? I have sublime and I'm not afraid to use it ;-) Thanks. Image and part code below. Bryan PART { name = tank-and-fairing module = Part author = UbioZurWeldingLtd rescaleFactor = 1 PhysicsSignificance = -1 node_stack_topfairingSize31 = 0, 4.04, 0, 0, 1, 0, 2 node_stack_bottomSize3LargeTank0 = 0, -3.86, 0, 0, -1, 0, 3 node_attach = 0, 0, -1.89, 0, 0, 1, 1 fx_gasBurst_white = 0, 4.240001, -4.696847E-07, 0, 1, 0, deploy sound_vent_large = deploy CrewCapacity = 0 CoLOffset = 0, 8.251, 0 CoPOffset = 0, 2.026, 0 TechRequired = highPerformanceFuelSystems entryCost = 55800 cost = 13900 category = Propulsion subcategory = 0 title = tank-and-fairing manufacturer = UbioZur Welding Ltd description = Warranty void during re-entry. attachRules = 1,1,1,1,0,0,0 mass = 11.53551 dragModelType = default maximum_drag = 0.15 minimum_drag = 0.175 angularDrag = 1.5 crashTolerance = 6.659 breakingForce = 316.915 breakingTorque = 316.915 maxTemp = 2000 fuelCrossFeed = True explosionPotential = 0.5 thermalMassModifier = 1.5 heatConductivity = 0.12 emissiveConstant = 0.6 radiatorHeadroom = 0.25 bulkheadProfiles = size3 MODEL { model = Squad/Parts/FuelTank/Size3Tanks/Size3LargeTank position = 0, -0.12, 0 scale = 1, 1, 1 } MODEL { model = Squad/Parts/Aero/fairings/fairingSize3 position = 0, 3.82, 0 scale = 1, 1, 1 } RESOURCE { name = LiquidFuel amount = 6480 maxAmount = 6480 } RESOURCE { name = Oxidizer amount = 7920 maxAmount = 7920 } MODULE { name = ModuleProceduralFairing nSides = 64 nArcs = 6 TextureURL = Squad/Parts/Aero/fairings/fairings_diff panelGrouping = 3 pivot = 0,0.17,0 axis = 0,1,0 baseRadius = 1.875 maxRadius = 6 capRadius = 0.375 snapThreshold = 0.25 xSectionHeightMin = 0.3 xSectionHeightMax = 4 edgeSlide = 0.15 edgeWarp = 0.02 noseTip = 0.5 UnitAreaMass = 0.03 UnitAreaCost = 18 } MODULE { name = ModuleCargoBay DeployModuleIndex = 0 closedPosition = 0 lookupRadius = 2.5 } MODULE { name = ModuleTestSubject useStaging = True useEvent = False situationMask = 127 CONSTRAINT { type = ATMOSPHERE value = True } CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 0 situationMask = 8 } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 2000 situationMask = 8 } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } } } Edited March 12, 2016 by bmyers831 Quote Link to comment Share on other sites More sharing options...
Unknown601 Posted March 12, 2016 Share Posted March 12, 2016 I'm back again nnneeed bbbiiigggeerrrr shhhipppp Quote Link to comment Share on other sites More sharing options...
Bluebottle Posted March 13, 2016 Share Posted March 13, 2016 On 12/03/2016 at 7:25 PM, pingopete said: In my case I had welded together a huge aircraft carrier deck then attached some individual tweakscaled empty fuel tanks to its base to get it floating, but when I launch and the physics is unloaded all external non welded parts float off in the air? I'm not familiar with those parts, what part modules do they use? Whenever I've had parts just float away it was because I was getting too audacious with part modules. Quote Link to comment Share on other sites More sharing options...
pingopete Posted March 14, 2016 Share Posted March 14, 2016 13 hours ago, Bluebottle said: I'm not familiar with those parts, what part modules do they use? Whenever I've had parts just float away it was because I was getting too audacious with part modules. It seemed to be happening with anything I welded, however I will test this more thoroughly. Tbf the parts from that mod are kinda dodgy the pre-assembled ships have a ton of modules and seem to just explode on launch pad regardless :/ The parts I was using though were only the runway sections, the only module looking thing I could see in them was a WaveFX: Disabled ? Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted March 14, 2016 Share Posted March 14, 2016 (edited) On Friday, March 11, 2016 at 11:46 AM, bmyers831 said: Hi all, Does anybody have experience welding a stock fairing part on top of a fuel tank? When I do this the fairings appear out of the center of the overall welded part when I go to build them- functional but much to far away from the fairing part for my taste. I'm not expecting UbiWelding to fix this, just wondering if there is anything I can edit in the welded part to move where the fairings emerge from the welded part so it looks right? I have sublime and I'm not afraid to use it ;-) Thanks. Image and part code below. Bryan PART { name = tank-and-fairing module = Part author = UbioZurWeldingLtd rescaleFactor = 1 PhysicsSignificance = -1 node_stack_topfairingSize31 = 0, 4.04, 0, 0, 1, 0, 2 node_stack_bottomSize3LargeTank0 = 0, -3.86, 0, 0, -1, 0, 3 node_attach = 0, 0, -1.89, 0, 0, 1, 1 fx_gasBurst_white = 0, 4.240001, -4.696847E-07, 0, 1, 0, deploy sound_vent_large = deploy CrewCapacity = 0 CoLOffset = 0, 8.251, 0 CoPOffset = 0, 2.026, 0 TechRequired = highPerformanceFuelSystems entryCost = 55800 cost = 13900 category = Propulsion subcategory = 0 title = tank-and-fairing manufacturer = UbioZur Welding Ltd description = Warranty void during re-entry. attachRules = 1,1,1,1,0,0,0 mass = 11.53551 dragModelType = default maximum_drag = 0.15 minimum_drag = 0.175 angularDrag = 1.5 crashTolerance = 6.659 breakingForce = 316.915 breakingTorque = 316.915 maxTemp = 2000 fuelCrossFeed = True explosionPotential = 0.5 thermalMassModifier = 1.5 heatConductivity = 0.12 emissiveConstant = 0.6 radiatorHeadroom = 0.25 bulkheadProfiles = size3 MODEL { model = Squad/Parts/FuelTank/Size3Tanks/Size3LargeTank position = 0, -0.12, 0 scale = 1, 1, 1 } MODEL { model = Squad/Parts/Aero/fairings/fairingSize3 position = 0, 3.82, 0 scale = 1, 1, 1 } RESOURCE { name = LiquidFuel amount = 6480 maxAmount = 6480 } RESOURCE { name = Oxidizer amount = 7920 maxAmount = 7920 } MODULE { name = ModuleProceduralFairing nSides = 64 nArcs = 6 TextureURL = Squad/Parts/Aero/fairings/fairings_diff panelGrouping = 3 pivot = 0,0.17,0 axis = 0,1,0 baseRadius = 1.875 maxRadius = 6 capRadius = 0.375 snapThreshold = 0.25 xSectionHeightMin = 0.3 xSectionHeightMax = 4 edgeSlide = 0.15 edgeWarp = 0.02 noseTip = 0.5 UnitAreaMass = 0.03 UnitAreaCost = 18 } MODULE { name = ModuleCargoBay DeployModuleIndex = 0 closedPosition = 0 lookupRadius = 2.5 } MODULE { name = ModuleTestSubject useStaging = True useEvent = False situationMask = 127 CONSTRAINT { type = ATMOSPHERE value = True } CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 0 situationMask = 8 } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 2000 situationMask = 8 } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } } } This is because the stock fairing module expects the fairing to start at y = 0; I believe there -is- a parameter in the fairing module that will allow you to specify the start-point of the fairing...one sec... Ahh, yes. You need to specify, in the fairing-module, a 'pivot' vector -- this should be the origin point of the fairing (should be about right with the position I've posted below...but you might need to fine-tune that position bit). MODULE { name = ModuleProceduralFairing pivot = 0, 3.86, 0 ...... all the other bits that are already there } For reference: You don't even need to weld the fairing part into the tank part. You could just copy the tanks config file and add the fairing module with the proper parameters; you'd lose the fairing-base geometry...but I've always thought it looked silly anyway. Edited March 14, 2016 by Shadowmage Quote Link to comment Share on other sites More sharing options...
Bluebottle Posted March 14, 2016 Share Posted March 14, 2016 (edited) 11 hours ago, pingopete said: It seemed to be happening with anything I welded, however I will test this more thoroughly. Tbf the parts from that mod are kinda dodgy the pre-assembled ships have a ton of modules and seem to just explode on launch pad regardless :/ The parts I was using though were only the runway sections, the only module looking thing I could see in them was a WaveFX: Disabled ? You could try editing the welded part cfg and just removing everything apart from resources. And just to be sure, what are you using as your root part? I remember the nose cone floating off a spaceplane because I had reassigned some landing gear non-physics part as the root part (!). Happens to the best of us, even the Manley himself. 4 hours ago, Shadowmage said: This is because the stock fairing module expects the fairing to start at y = 0; I believe there -is- a parameter in the fairing module that will allow you to specify the start-point of the fairing...one sec... Ahh, yes. You need to specify, in the fairing-module, a 'pivot' vector -- this should be the origin point of the fairing (should be about right with the position I've posted below...but you might need to fine-tune that position bit). MODULE { name = ModuleProceduralFairing pivot = 0, 3.86, 0 ...... all the other bits that are already there } For reference: You don't even need to weld the fairing part into the tank part. You could just copy the tanks config file and add the fairing module with the proper parameters; you'd lose the fairing-base geometry...but I've always thought it looked silly anyway. That's awesome about the pivot parameter. Do you know of any other modules with similar tweaks available? Edited March 14, 2016 by Bluebottle not landing gear Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted March 15, 2016 Share Posted March 15, 2016 17 hours ago, Bluebottle said: That's awesome about the pivot parameter. Do you know of any other modules with similar tweaks available? There are tons of undocumented module parameters; many only needed for specific setups, others that I have no idea what they do/are for. Would need to know a specific module you are interested in. Source -- Visual studio class definitions -- highlight a module stock class, hit F12 (go-to-definition), and it'll tell you all of the public fields (those notated with a KSPField parameter are the ones you can adjust through config). MonoDevelop has a similar function, though I don't remember what it is off the top of my head. Quote Link to comment Share on other sites More sharing options...
Azrael the Sorrowful Posted March 18, 2016 Share Posted March 18, 2016 Does anyone know if there's a way to look at welded parts 3d rendered outside of the game? I keep having to reload the game to see if welded parts are working how I intend them to as certain pieces end up getting turned the wrong way sometimes. I'd like to check and see if the weld worked right instead of having to reload the game to check (as it takes a while due to mods.\). Quote Link to comment Share on other sites More sharing options...
amankd Posted March 18, 2016 Share Posted March 18, 2016 ive got a werid one... ive used this mod alot but never had thi. i am making a halp pelican and attempting to weld the body, the wings and the rear engine pods but the body is presenting some dificulty. all the parts are positioned correctly but it buggs oyut on loading... it spins randomly blows up the launchgpad and sometimes breads the speed of light exiting the system... any ideas how to fix? ive attempted to remover al massless parts... it is only 355 parts Quote Link to comment Share on other sites More sharing options...
Bluebottle Posted March 22, 2016 Share Posted March 22, 2016 On 18/03/2016 at 5:52 AM, amankd said: ive got a werid one... ive used this mod alot but never had thi. i am making a halp pelican and attempting to weld the body, the wings and the rear engine pods but the body is presenting some dificulty. all the parts are positioned correctly but it buggs oyut on loading... it spins randomly blows up the launchgpad and sometimes breads the speed of light exiting the system... any ideas how to fix? ive attempted to remover al massless parts... it is only 355 parts Are you using any parts that aren't plain structural parts (e.g. stock wings)? Quote Link to comment Share on other sites More sharing options...
amankd Posted March 23, 2016 Share Posted March 23, 2016 erm its all tock wings, the entire structure. ive had no issue when using them before Quote Link to comment Share on other sites More sharing options...
Felbourn Posted March 24, 2016 Share Posted March 24, 2016 I tried welding some parts from SpaceY Lifters but it didn't work. The WeldedMeshSwitch had the wrong models in the list, so I fixed them by hand. I loaded the model in Blender to see what I was dealing with, and it looked like this: So I changed the 'objects=' line to collider,tank5mXCaps,tank5mXCapsPipes,xPaintSchemes/tank5mBlue and that seemed to fix the LOG file: [LOG 20:23:59.312] [WeldingTool] [WeldedMeshSwitch] added Transform = SpaceY-Lifters/Parts/FuelTanks/SYtank5mL0375(Clone) from index 1 to list [LOG 20:23:59.312] [WeldingTool] [WeldedMeshSwitch] added find Transformcollider to list [LOG 20:23:59.313] [WeldingTool] [WeldedMeshSwitch] added find Transformtank5mXCaps to list [LOG 20:23:59.313] [WeldingTool] [WeldedMeshSwitch] added find Transformtank5mXCapsPipes to list [LOG 20:23:59.314] [WeldingTool] [WeldedMeshSwitch] added find TransformxPaintSchemes/tank5mBlue to list But the model tank5mBlue model is still not being activated. I don't totally know if it's even supposed to be activated with the way I declared it. I looked at the code and it looks like it should: t.gameObject.SetActive(true); So... anyone have a thought on I where I'm going wrong? Quote Link to comment Share on other sites More sharing options...
Felbourn Posted March 24, 2016 Share Posted March 24, 2016 I got it to work but I am not sure how. I made too many changes at once before a restart and now I can't tell which change was the one that fixed it. Quote Link to comment Share on other sites More sharing options...
Fury1SOG Posted March 25, 2016 Share Posted March 25, 2016 12 hours ago, Felbourn said: I got it to work but I am not sure how. I made too many changes at once before a restart and now I can't tell which change was the one that fixed it. It would be great if you could figure it out. I had Z-fighting with the textures and fixed it, but don't know how I did it I find that disabling the top and bottom shrouds from the SpaceY tanks before welding seems to help. Quote Link to comment Share on other sites More sharing options...
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