RightInfinity Posted November 7, 2016 Share Posted November 7, 2016 This update seems to be working better than before, but I've run into a bit of an issue again with tweakscale, last version It was parts that listed with a default scale by Tweakscale's MM patches that had issues being welded (Fuel tanks and structural panels), Now it appear that parts without a default scale listed in their MM patches that are mis-scaled when welded (Mainly Aerospace parts and wing boards). Thanks! Quote Link to comment Share on other sites More sharing options...
Alewx Posted November 7, 2016 Share Posted November 7, 2016 8 hours ago, COL.R.Neville said: Reveal hidden contents PART { name = LSScrubber module = Part author = UbioZurWeldingLtd scale = 1 rescaleFactor = 1 node_stack_bottommepsdock0 = -0.003923, -0.48193, -0.352817, 0, -1, 0, 0 node_attach = -0.003923, -0.48193, -0.352817, 0, -1, 0, 0 CrewCapacity = 0 TechRequired = electronics entryCost = 34900 cost = 10320 category = Utility subcategory = 0 title = Life Support Recycler manufacturer = UbioZur Welding Ltd description = Life Support Recycler, conditioner attachRules = 1,1,1,1,0,0,0 mass = 0.44000006 dragModelType = default maximum_drag = 0.0878299996 minimum_drag = 0.0792360008 angularDrag = 0.350890994 crashTolerance = 8.8081398 breakingForce = 197.373184 breakingTorque = 197.373184 maxTemp = 3200 fuelCrossFeed = True explosionPotential = 0.472015381 thermalMassModifier = 1 heatConductivity = 0.12 emissiveConstant = 0.40000000000000002 radiatorHeadroom = 0.25 bulkheadProfiles = size1,srf MODEL { model = MEPS/Parts/mepsdock position = -0.003923, -0.371929, -0.352817 scale = 1,1,1 } MODEL { model = UmbraSpaceIndustries/Konstruction/Assets/PAL_Truss position = -0.003923, -0.206928, -0.352817 rotation = 270, 0, 0 scale = 1,1,1 } MODEL { model = LLL/Models/Science/Generator position = -0.028628, 0.218071, 0.90372 rotation = 0, 270, 0 scale = 0.75 , 0.75 , 0.72 } MODEL { model = LLL/Parts/Utility/RadialPipes/model position = -0.454214, 0.713584, 0.292651 scale = 0.6125, 0.6125, 0.6125 rotation = 5.1E-05, 179.9999, 0 } MODEL { model = LLL/Parts/Utility/RadialPipes/model position = 0.013347, 0.711263, 0.292653 scale = 0.6125, 0.6125, 0.6125 rotation = 5.1E-05, 179.9999, 0 } MODEL { model = UmbraSpaceIndustries/LifeSupport/Assets/MiniPak texture = miniPak, UmbraSpaceIndustries/LifeSupport/Assets/miniPak_01 position = 0.850067, 0.469288, 0.142655 scale = 1,1,1 } MODEL { model = UmbraSpaceIndustries/LifeSupport/Assets/MiniPak texture = miniPak, UmbraSpaceIndustries/LifeSupport/Assets/miniPak_03 position = 0.021753, 1.150903, 0.651992 rotation = 90, 0, 0 scale = 1,1,1 } MODEL { model = UmbraSpaceIndustries/LifeSupport/Assets/MiniPak texture = miniPak, UmbraSpaceIndustries/LifeSupport/Assets/miniPak_02 position = -0.453321, 1.150903, 0.649325 rotation = 90, 0, 0 scale = 1,1,1 } MODEL { model = UmbraSpaceIndustries/Kontainers/Assets/RoundTank texture = Tank_00, UmbraSpaceIndustries/Kontainers/Assets/Tank_01 position = 1.454577, -0.006929, -0.352817 rotation = 0, 0, 270 scale = 0.5,0.5,0.5 } MODEL { model = UmbraSpaceIndustries/Kontainers/Assets/RoundTank texture = Tank_00, UmbraSpaceIndustries/Kontainers/Assets/Tank_01 position = -1.462423, -0.006929, -0.352817 rotation = 0, 0, 270 scale = 0.5,0.5,0.5 } MODEL { model = LLL/Models/Utility/2x1Greenhouse/model texture = model000 , LLL/Models/Propulsion/LLL2x1/model000 texture = model000334_NRM , LLL/Models/Propulsion/LLL2x1/model001_NRM position = -0.014327, 0.155571, -0.258505 scale = 0.5, 0.5, 0.5 rotation = 90, 90.00003, 0 } MODEL { model = LLL/Models/Science/Circuit1 position = -0.785106, 0.143072, -0.328318 rotation = 0, 270, 0 scale = 1,1,1 } MODEL { model = LLL/Models/Science/Circuit1 position = 0.784762, 0.143072, -0.331931 rotation = 0, 270, 0 scale = 1,1,1 } MODULE { name = ModuleAnimateGeneric animationName = shutter isOneShot = false startEventGUIName = Extend Shutters endEventGUIName = Retract Shutters actionGUIName = Toggle Shutters } RESOURCE { name = ElectricCharge amount = 4000 maxAmount = 4000 } RESOURCE { name = Supplies amount = 400 maxAmount = 400 } RESOURCE { name = Fertilizer amount = 400 maxAmount = 400 } RESOURCE { name = Mulch amount = 0 maxAmount = 400 } RESOURCE { name = Water amount = 0 maxAmount = 3600 } MODULE { name = USI_ModuleRecycleablePart Menu = Disassemble Part ResourceName = MaterialKits Efficiency = 7 } MODULE { name = USI_ModuleResourceWarehouse } MODULE { name = ModuleAnimateGeneric animationName = shutter isOneShot = false startEventGUIName = Extend Shutters endEventGUIName = Retract Shutters actionGUIName = Toggle Shutters } MODULE { name = ModuleKISInventory maxVolume = 500 externalAccess = true internalAccess = true slotsX = 8 slotsY = 5 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } MODULE { name = TweakScale type = free } } yeah i created this life support scrubber. outta USI ,LLL and MEPS parts. had a problem with the radial pipes since they are rescaled to 1.25 in the cfg file. it just ignored that and ran to 1. but the lll generator is specifically attributed at the model with a scale of 0.75,0.75,0.72 and it carried that forward. i added in the scale under all of these since i subsquently welded it again after i tweakscale everything down another 50 percent. and added in a KIS container for the final one. because i had all of these with the scale data attributed under the model i zero problems with the final one. but it took a better part of the day to figure out what it was doing. In which version did you do that? Quote Link to comment Share on other sites More sharing options...
Alewx Posted November 7, 2016 Share Posted November 7, 2016 4 hours ago, RightInfinity said: This update seems to be working better than before, but I've run into a bit of an issue again with tweakscale, last version It was parts that listed with a default scale by Tweakscale's MM patches that had issues being welded (Fuel tanks and structural panels), Now it appear that parts without a default scale listed in their MM patches that are mis-scaled when welded (Mainly Aerospace parts and wing boards). Thanks! Some specific exmpales please, and in best case even stockparts. Quote Link to comment Share on other sites More sharing options...
RightInfinity Posted November 7, 2016 Share Posted November 7, 2016 11 minutes ago, Alewx said: Some specific exmpales please, and in best case even stockparts. After double checking the MM patch files, It seems defaultScale didn't have anything to do with it, so I was talking out of my ass, but, Last version I had the issue with structural panels and beams scaling incorrectly in weldments: Spoiler The latest mod update made the structural parts work and the wing parts respond badly, and now that same setup as ended up with an overly large wing when welded Spoiler Finally, here's another example of the same part branch welded under 2.3.4 (left) and 2.4.0 (right) Spoiler Quote Link to comment Share on other sites More sharing options...
Fwiffo Posted November 7, 2016 Share Posted November 7, 2016 (edited) Hoping someone with experience welding docking ports can help me. I am able to include a docking port in my weldment and it works, with a few issues: The distance reported is incorrect when selecting the weldment as "Control from here" (especially if the port is far from my part's center, although if it's near a command module mesh that seems to help). I'm pretty sure I was able to correct this by updating referenceAttachNode to point to the correct node instead of the non-existent one the welder sometimes applies (and possibly also by doing #2). Sometimes the control orientation is incorrect. I think I was able to improve this by including controlTransformName = dockingNode in my ModuleDockingNode, where "dockingNode" is the name of the transform in the original docking port's mu file. The weldment does not have an "Undock" or "Decouple" button. Which is fine, until I want to dock two weldments together. Is there any way to undock such a contraption? As soon as I attach a stock docking port to my weldment part, the game complains the stock port is facing the wrong way. It doesn't seem to matter how I orient it, it still complains about this. EDIT: Solved #4. The message occurs whenever you attach two docking port parts together, in any orientation, with nothing in between them (unless they are set up as decouplers and are sandwiched between other parts). I need to do some further testing on #1 and #2, but if they work it would be nice if the welder automatically applied those tweaks. Does anyone know how I can solve or mitigate #3 and #4? Edited November 8, 2016 by Fwiffo Quote Link to comment Share on other sites More sharing options...
Alewx Posted November 7, 2016 Share Posted November 7, 2016 3 hours ago, RightInfinity said: After double checking the MM patch files, It seems defaultScale didn't have anything to do with it, so I was talking out of my ass, but, Last version I had the issue with structural panels and beams scaling incorrectly in weldments: Reveal hidden contents The latest mod update made the structural parts work and the wing parts respond badly, and now that same setup as ended up with an overly large wing when welded Reveal hidden contents Finally, here's another example of the same part branch welded under 2.3.4 (left) and 2.4.0 (right) Reveal hidden contents OK I will test around with some wing parts, this evening. 49 minutes ago, Fwiffo said: Hoping someone with experience welding docking ports can help me. I am able to include a docking port in my weldment and it works, with a few issues: The distance reported is incorrect when selecting the weldment as "Control from here" (especially if the port is far from my part's center, although if it's near a command module mesh that seems to help). I'm pretty sure I was able to correct this by updating referenceAttachNode to point to the correct node instead of the non-existent one the welder sometimes applies (and possibly also by doing #2). Sometimes the control orientation is incorrect. I think I was able to improve this by including controlTransformName = dockingNode in my ModuleDockingNode, where "dockingNode" is the name of the transform in the original docking port's mu file. The weldment does not have an "Undock" or "Decouple" button. Which is fine, until I want to dock two weldments together. Is there any way to undock such a contraption? As soon as I attach a stock docking port to my weldment part, the game complains the stock port is facing the wrong way. It doesn't seem to matter how I orient it, it still complains about this. I need to do some further testing on #1 and #2, but if they work it would be nice if the welder automatically applied those tweaks. Does anyone know how I can solve or mitigate #3 and #4? Docking ports are not really meant to be welded. AFAIK docking will always try to focus the CoM of the dockingport. Quote Link to comment Share on other sites More sharing options...
jmbailey2000 Posted November 7, 2016 Share Posted November 7, 2016 1 hour ago, Fwiffo said: Hoping someone with experience welding docking ports can help me. I am able to include a docking port in my weldment and it works, with a few issues: While not a answer for the above, just my $0.0194908484484........Through all my usage of welding, I found it much simpler and much more reliable to leave off any docking ports. I build my weldments with docking ports where they need to be and then remove them just before welding. Resolved a lot of issues for me (including your mentioned issues).. Quote Link to comment Share on other sites More sharing options...
COL.R.Neville Posted November 7, 2016 Share Posted November 7, 2016 (edited) okay did another with the 2 parts we know it spazzes on using the current version. now its doing what its supposed to on the pipes and not on the generator. so original part MODEL { model = LLL/Models/Science/Generator scale = 0.75 , 0.75 , 0.72 } after weld MODEL { model = LLL/Models/Science/Generator position = 0.006798, -0.00102, -0.00503 scale = 1, 1, 1 } original part that i used tweakscale on one shrunk it by half and one that I left alone. mesh = model.mu rescaleFactor = 1.25 scale = 1 after weld MODEL { model = LLL/Parts/Utility/RadialPipes/model position = -0.60427, 0.100718, 0.410182 scale = 1.25, 1.25, 1.25 rotation = 1E-05, 269.9999, 0 } MODEL { model = LLL/Parts/Utility/RadialPipes/model position = -0.60427, 0.010479, 0.742687 scale = 0.625, 0.625, 0.625 rotation = 1E-05, 269.9999, 0 } so seems like you are going in the right direction with what you changed but now its flipped. yeah dont weld docking ports and trying to make this do it is not worth the effort involved. its one part, instead of 52 parts you have two let it go man Edited November 7, 2016 by COL.R.Neville Quote Link to comment Share on other sites More sharing options...
Fwiffo Posted November 7, 2016 Share Posted November 7, 2016 (edited) 3 hours ago, Alewx said: AFAIK docking will always try to focus the CoM of the dockingport. Pretty sure the two CFG attributes I mentioned can override that. At least, it did when I tested it with both in place. 2 hours ago, jmbailey2000 said: Resolved a lot of issues for me (including your mentioned issues).. Do you recall if you ran into anything else I didn't mention there? :-) ------ 13 minutes ago, COL.R.Neville said: rescaleFactor = 1.25 I know the mod does not correctly handle rescaleFactor (more info at that link); for what it's worth that might be playing a part here. I think I was a driving force behind some of the recent changes; sorry if I made your wings messed up ;-). Edited November 7, 2016 by Fwiffo Quote Link to comment Share on other sites More sharing options...
COL.R.Neville Posted November 7, 2016 Share Posted November 7, 2016 its no biggie man dont take my posts as complaints but trying to let everybody else know how to fix it and where it goes wrong. its getting there though. Before I would have a metriccrapton of part count floating around in the form of commsats. now each is a partcount of 1. same with stations that now have 1/100 th the part count that they did before. for the scaling maybe create an array of the part scaling hierarchy? so 0 part rescale factor 1part model scale* part rescale factor 2part model scale etc... and choose the lowest number that is completely populated? Quote Link to comment Share on other sites More sharing options...
jmbailey2000 Posted November 7, 2016 Share Posted November 7, 2016 33 minutes ago, Fwiffo said: Do you recall if you ran into anything else I didn't mention there? :-) No. It has been quite a while since I welded a docking port, though. I have a couple of unused weldments that have docking parts. I'll try and remember to load them back in the system tonight and see if anything else comes up. Quote Link to comment Share on other sites More sharing options...
Alewx Posted November 7, 2016 Share Posted November 7, 2016 Ok Guys, with the last bit of grey goo in my head I completed the scaling bug this night. As it is now really late, and I want to look over it again tomorrow morning, I will publish the release then. Quote Link to comment Share on other sites More sharing options...
jmbailey2000 Posted November 8, 2016 Share Posted November 8, 2016 Alewx......THANK YOU for all the work you are doing on this mod. It is TREMENDOUSLY appreciated!!!!!! Quote Link to comment Share on other sites More sharing options...
Alewx Posted November 8, 2016 Share Posted November 8, 2016 Update to UbioWeld Continued 2.4.1 Fixed Scaling of parts Fixed a bug with File simplification Download version 2.4.1 for KSP 1.2.1 Quote Link to comment Share on other sites More sharing options...
Fwiffo Posted November 8, 2016 Share Posted November 8, 2016 Sweet! BTW, thought you were going to add <ModuleAttribute AttributeName="ModuleEnviroSensor_sensorType" /> to the <BreakingModuleAttributes> section? Quote Link to comment Share on other sites More sharing options...
Fwiffo Posted November 8, 2016 Share Posted November 8, 2016 (edited) There's a weird bug I noticed when trying to weld lander cans. Meshes that should be centered along X/Z are getting an unexpected Z-offset in my weldment, which then results in the welded part being unbalanced. Here's an example preweld (left) / postweld (right): Here's the preweld file, or you can reproduce by: Drop a RC-L101 Remote Guidance Unit (probeStackLarge) Attach a Mk2 Lander Can on top of it (mk2LanderCabin) Weld I don't see anything obvious in the lander cabin CFG's that would be causing it. Both the Mk1 and Mk2 lander cans cause it (haven't tested others). Removing the lander can from the weldment and replacing it with a fuel tank makes the weldment work fine: This bug occurred before today's update, but not before the physicsless-part / CoM related changes you did recently. Edited November 8, 2016 by Fwiffo Quote Link to comment Share on other sites More sharing options...
Alewx Posted November 8, 2016 Share Posted November 8, 2016 1 hour ago, Fwiffo said: Sweet! BTW, thought you were going to add <ModuleAttribute AttributeName="ModuleEnviroSensor_sensorType" /> to the <BreakingModuleAttributes> section? Isn't it added? will be done with next release, seems it got lost tonight. 30 minutes ago, Fwiffo said: There's a weird bug I noticed when trying to weld lander cans. Meshes that should be centered along X/Z are getting an unexpected Z-offset in my weldment, which then results in the welded part being unbalanced. Here's an example preweld (left) / postweld (right): Here's the preweld file, or you can reproduce by: Drop a RC-L101 Remote Guidance Unit (probeStackLarge) Attach a Mk2 Lander Can on top of it (mk2LanderCabin) Weld I don't see anything obvious in the lander cabin CFG's that would be causing it. Both the Mk1 and Mk2 lander cans cause it (haven't tested others). Removing the lander can from the weldment and replacing it with a fuel tank makes the weldment work fine: This bug occurred before today's update, but not before the physicsless-part / CoM related changes you did recently. Only the lander Cans, that is pretty strange. I will inspect the lander cans. Thanks for the report. Quote Link to comment Share on other sites More sharing options...
Fwiffo Posted November 8, 2016 Share Posted November 8, 2016 2 minutes ago, Alewx said: Isn't it added? will be done with next release, seems it got lost tonight. Yeah must be a regression, I could have sworn I saw it in the download before. 2 minutes ago, Alewx said: Only the lander Cans, that is pretty strange. I will inspect the lander cans. Thanks for the report. Strange indeed. Let me know if you can/can't recreate it. I'm eager to solve that one, it's holding up a bunch of my weldments ;-). Quote Link to comment Share on other sites More sharing options...
Alewx Posted November 8, 2016 Share Posted November 8, 2016 8 minutes ago, Fwiffo said: Yeah must be a regression, I could have sworn I saw it in the download before. Strange indeed. Let me know if you can/can't recreate it. I'm eager to solve that one, it's holding up a bunch of my weldments ;-). I just tested it with a pure, landercan mk2 and got it scaled up by 100 but its position was correct. There is more than just something strange. Quote Link to comment Share on other sites More sharing options...
Fwiffo Posted November 8, 2016 Share Posted November 8, 2016 4 minutes ago, Alewx said: I just tested it with a pure, landercan mk2 and got it scaled up by 100 but its position was correct. You did steps 1-3 from my post? Hmm, I wonder if one of my mods is interacting somehow. Let me try with an unmodded KSP. Quote Link to comment Share on other sites More sharing options...
Alewx Posted November 8, 2016 Share Posted November 8, 2016 Just now, Fwiffo said: You did steps 1-3 from my post? Hmm, I wonder if one of my mods is interacting somehow. Let me try with an unmodded KSP. Yep I followed these steps precisely. My KSP here is quite unmodded. Quote Link to comment Share on other sites More sharing options...
Fwiffo Posted November 8, 2016 Share Posted November 8, 2016 (edited) Ok, I think it's being caused by an interaction between this mod and patches made by IndicatorLights. Could you please extract this file to your GameData directory and try again? It contains the following MM CFG from @Snark's IndicatorLights mod, which patches in some meshes that AFAIK should not be impacting mass / CoM: Spoiler mk2can.cfg // Adds an occupancy indicator to the Mk2 lander can. @PART[mk2LanderCabin] { // We have to re-specify the model for the stock part, because this is // an older part that uses the "mesh =" syntax in its .cfg file instead // of the newer "MODEL" syntax. The "mesh =" syntax doesn't allow having // multiple models as part of the same part, which would prevent this mod // from adding meshes for the indicator lights. MODEL { model = Squad/Parts/Command/mk2LanderCan/model } //------------------------------------------------------------------------- // INDICATOR MESHES //------------------------------------------------------------------------- MODEL { model = IndicatorLights/Meshes/squareLamp scale = 1, 0.25, 0.5 position = 0, 0, -1.187 rotation = 0, 180, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 1, 0.25, 0.5 position = 0, 0.506, -1.187 rotation = 0, 180, 0 } //------------------------------------------------------------------------- // CONTROLLABLE EMISSIVES //------------------------------------------------------------------------- MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/squareLamp:0 emissiveName = indicator0 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/squareLamp:1 emissiveName = indicator1 } //------------------------------------------------------------------------- // CONTROLLERS //------------------------------------------------------------------------- MODULE { name = ModuleCrewIndicatorToggle toggleName = indicatorToggle } MODULE { name = ModuleCrewIndicator emissiveName = indicator0 toggleName = indicatorToggle } MODULE { name = ModuleCrewIndicator emissiveName = indicator1 toggleName = indicatorToggle } //------------------------------------------------------------------------- // TWEAKS //------------------------------------------------------------------------- // This pod uses a ModuleColorChanger to handle its cabin lights, set up // so that by default it takes control of *all* emissives on the part. // Need to tell it not to tinker with the meshes that we're adding here; // otherwise, the crew indicator will just turn on and off with the cabin // lights instead of actually working as a crew indicator. @MODULE[ModuleColorChanger] { excludedRenderer = IndicatorLights/Meshes/squareLamp(Clone) } } For some reason the existence of those little meshes seems to confuse the welder as to where the CoM of the lander can is located. Any idea why they're having an impact? Is there a way to make the welder ignore these for purposes of CoM or "part origin" calculations? IndicatorLights applies similar patches to a slew of other parts; I suspect anything where meshes are added asymmetrically will break like this. Further suspect other mods that patch additional meshes into stock parts will also exhibit this behavior. (Ideally the patched-in meshes should be included in the weldment, but they should not be affecting where other meshes get located in the final result). (ps. Note that link is just a couple files for troubleshooting, not the whole mod) Edited November 8, 2016 by Fwiffo Clarify that meshes are confusing the welder as to the cabin's CoM Quote Link to comment Share on other sites More sharing options...
Alewx Posted November 8, 2016 Share Posted November 8, 2016 (edited) 33 minutes ago, Fwiffo said: Ok, I think it's being caused by an interaction between this mod and patches made by IndicatorLights. Could you please extract this file to your GameData directory and try again? It contains the following MM CFG from @Snark's IndicatorLights mod,which patches in some meshes that AFAIK are supposed to be massless: Hide contents mk2can.cfg // Adds an occupancy indicator to the Mk2 lander can. @PART[mk2LanderCabin] { // We have to re-specify the model for the stock part, because this is // an older part that uses the "mesh =" syntax in its .cfg file instead // of the newer "MODEL" syntax. The "mesh =" syntax doesn't allow having // multiple models as part of the same part, which would prevent this mod // from adding meshes for the indicator lights. MODEL { model = Squad/Parts/Command/mk2LanderCan/model } //------------------------------------------------------------------------- // INDICATOR MESHES //------------------------------------------------------------------------- MODEL { model = IndicatorLights/Meshes/squareLamp scale = 1, 0.25, 0.5 position = 0, 0, -1.187 rotation = 0, 180, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 1, 0.25, 0.5 position = 0, 0.506, -1.187 rotation = 0, 180, 0 } //------------------------------------------------------------------------- // CONTROLLABLE EMISSIVES //------------------------------------------------------------------------- MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/squareLamp:0 emissiveName = indicator0 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/squareLamp:1 emissiveName = indicator1 } //------------------------------------------------------------------------- // CONTROLLERS //------------------------------------------------------------------------- MODULE { name = ModuleCrewIndicatorToggle toggleName = indicatorToggle } MODULE { name = ModuleCrewIndicator emissiveName = indicator0 toggleName = indicatorToggle } MODULE { name = ModuleCrewIndicator emissiveName = indicator1 toggleName = indicatorToggle } //------------------------------------------------------------------------- // TWEAKS //------------------------------------------------------------------------- // This pod uses a ModuleColorChanger to handle its cabin lights, set up // so that by default it takes control of *all* emissives on the part. // Need to tell it not to tinker with the meshes that we're adding here; // otherwise, the crew indicator will just turn on and off with the cabin // lights instead of actually working as a crew indicator. @MODULE[ModuleColorChanger] { excludedRenderer = IndicatorLights/Meshes/squareLamp(Clone) } } For some reason the existence of those little meshes is messing up the "origin" of my weldment. Any idea why they're having an impact? Is there a way to make the welder ignore these for purposes of CoM / calculating part origin? It applies similar patches to a slew of other parts. I suspect other mods that patch additional meshes into stock parts will also exhibit this behavior. But these are only models, normally they do not change anything, it is more like a weldment with the added models. Do you have any problems with the scaling of the can, with 2.4.1? EDIT: Nope it is actually a bug in welding. this happens because there are some hacked parts for the new position, rotation, scale stuff, that is taken from the actual scene and no longer from the config. Edited November 8, 2016 by Alewx Quote Link to comment Share on other sites More sharing options...
Fwiffo Posted November 8, 2016 Share Posted November 8, 2016 (edited) 23 minutes ago, Alewx said: But these are only models, normally they do not change anything, it is more like a weldment with the added models. Good to hear you say that. Do you get the same behavior as me once you add those files to your GameData? 23 minutes ago, Alewx said: Do you have any problems with the scaling of the can, with 2.4.1? Not that I noticed. Here's my welded part (when IndicatorLights is included). I am not getting the ~100 scale thing: Spoiler PART { name = t27 module = Part author = UbioZurWeldingLtd rescaleFactor = 1 PhysicsSignificance = -1 node_stack_bottomprobeStackLarge0 = 0, -0.831, 0.666, 0, -1, 0, 2 node_stack_topmk2LanderCabin1 = 0, 0.704, 0.666, 0, 1, 0, 2 node_attach = 0, 0, 0, 0, 0, 0, 0 CrewCapacity = 2 TechRequired = largeUnmanned entryCost = 33000 cost = 6650 category = Pods subcategory = 0 title = t27 manufacturer = UbioZur Welding Ltd description = Warranty void during re-entry. attachRules = 1,0,1,1,0,0,0 mass = 3 vesselType = Probe dragModelType = default maximum_drag = 0.150000006 minimum_drag = 0.125 angularDrag = 1.5 crashTolerance = 8.16699982 breakingForce = 22 breakingTorque = 22 maxTemp = 1200 fuelCrossFeed = True explosionPotential = 0.5 thermalMassModifier = 1 heatConductivity = 0.12 emissiveConstant = 0.40000000000000002 radiatorHeadroom = 0.25 bulkheadProfiles = size2 MODEL { model = Squad/Parts/Command/probeStackLarge/model position = 0, -0.641, 0.666 scale = 1, 1, 0.9 } MODEL { model = Squad/Parts/Command/mk2LanderCan/model position = 0, -0.048, 0.666 scale = 1, 1, 1 } MODEL { model = IndicatorLights/Meshes/squareLamp position = 0, -0.048, -0.521 scale = 1, 0.25, 0.5 rotation = 0, 180, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp position = 0, 0.458, -0.521 scale = 1, 0.25, 0.5 rotation = 0, 180, 0 } INTERNAL { name = landerCabinInternalsRPM offset = 0, 17.638, -1.187 } RESOURCE { name = ElectricCharge amount = 130 maxAmount = 130 } RESOURCE { name = MonoPropellant amount = 40 maxAmount = 40 } MODULE { name = ModuleProbeControlPoint minimumCrew = 3 multiHop = True } MODULE { name = ModuleCommand minimumCrew = 0 hasHibernation = True hibernationMultiplier = 0.00125 RESOURCE { name = ElectricCharge rate = 0.08 } } MODULE { name = ModuleReactionWheel PitchTorque = 16.5 YawTorque = 16.5 RollTorque = 16.5 RESOURCE { name = ElectricCharge rate = 0.9 } } MODULE { name = ModuleSAS SASServiceLevel = 3 } MODULE { name = ModuleKerbNetAccess MinimumFoV = 5 MaximumFoV = 90 AnomalyDetection = 0.3 DISPLAY_MODES { Mode = Biome Mode = Terrain } } MODULE { name = ModuleDataTransmitter antennaType = INTERNAL packetInterval = 2 packetSize = 4 packetResourceCost = 24 requiredResource = ElectricCharge antennaPower = 10000 optimumRange = 5000 packetFloor = 0.2 packetCeiling = 10 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 1.65 canBeTransferredToInVessel = True canTransferInVessel = True } MODULE { name = ModuleTCA } MODULE { name = ModuleColorChanger shaderProperty = _EmissiveColor animRate = 0.8 animState = false useRate = true toggleInEditor = true toggleInFlight = true toggleInFlight = true unfocusedRange = 5 toggleName = Toggle Lights eventOnName = Lights On eventOffName = Lights Off toggleAction = True defaultActionGroup = Light excludedRenderer = IndicatorLights/Meshes/squareLamp(Clone) redCurve { key = 0 0 0 3 key = 1 1 0 0 } greenCurve { key = 0 0 0 1 key = 1 1 1 0 } blueCurve { key = 0 0 0 0 key = 1 0.7 1.5 0 } alphaCurve { key = 0 1 } } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 usageReqMaskInternal = 5 usageReqMaskExternal = -1 } MODULE { name = FlagDecal textureQuadName = flagTransform } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/squareLamp:1 emissiveName = indicator1 } MODULE { name = ModuleCrewIndicatorToggle toggleName = indicatorToggle } MODULE { name = ModuleCrewIndicator emissiveName = indicator1 toggleName = indicatorToggle } MODULE { name = SCANRPMStorage } MODULE { name = WeldedFlagDecal textureQuadName = flagTransform } } Here's my welded part when IndicatorLights isn't included. I am getting the ~100 scale thing you are: Spoiler PART { name = t26 module = Part author = UbioZurWeldingLtd rescaleFactor = 1 PhysicsSignificance = -1 node_stack_bottomprobeStackLarge0 = 0, -0.689, 0, 0, -1, 0, 2 node_stack_topmk2LanderCabinPristine1 = 0, 0.846, 0, 0, 1, 0, 2 node_attach = 0, 0, 0, 0, 0, 0, 0 CrewCapacity = 2 TechRequired = largeUnmanned entryCost = 33000 cost = 6650 category = Pods subcategory = 0 title = t26 manufacturer = UbioZur Welding Ltd description = Warranty void during re-entry. attachRules = 1,0,1,1,0,0,0 mass = 3 vesselType = Probe dragModelType = default maximum_drag = 0.150000006 minimum_drag = 0.125 angularDrag = 1.5 crashTolerance = 8.16699982 breakingForce = 22 breakingTorque = 22 maxTemp = 1200 fuelCrossFeed = True explosionPotential = 0.5 thermalMassModifier = 1 heatConductivity = 0.12 emissiveConstant = 0.40000000000000002 radiatorHeadroom = 0.25 bulkheadProfiles = size2 MODEL { model = Squad/Parts/Command/probeStackLarge/model position = 0, -0.499, 0 scale = 1, 1, 0.9 } MODEL { model = Squad/Parts/Command/mk2LanderCan/model position = 0, 0.094, 0 scale = 110.648, 110.648, 97.458 } INTERNAL { name = landerCabinInternalsRPM offset = 0, 17.132, 0 } RESOURCE { name = ElectricCharge amount = 130 maxAmount = 130 } RESOURCE { name = MonoPropellant amount = 40 maxAmount = 40 } MODULE { name = ModuleProbeControlPoint minimumCrew = 3 multiHop = True } MODULE { name = ModuleCommand minimumCrew = 0 hasHibernation = True hibernationMultiplier = 0.00125 RESOURCE { name = ElectricCharge rate = 0.08 } } MODULE { name = ModuleReactionWheel PitchTorque = 16.5 YawTorque = 16.5 RollTorque = 16.5 RESOURCE { name = ElectricCharge rate = 0.9 } } MODULE { name = ModuleSAS SASServiceLevel = 3 } MODULE { name = ModuleKerbNetAccess MinimumFoV = 5 MaximumFoV = 90 AnomalyDetection = 0.3 DISPLAY_MODES { Mode = Biome Mode = Terrain } } MODULE { name = ModuleDataTransmitter antennaType = INTERNAL packetInterval = 2 packetSize = 4 packetResourceCost = 24 requiredResource = ElectricCharge antennaPower = 10000 optimumRange = 5000 packetFloor = 0.2 packetCeiling = 10 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 1.65 canBeTransferredToInVessel = True canTransferInVessel = True } MODULE { name = ModuleTCA } MODULE { name = ModuleColorChanger shaderProperty = _EmissiveColor animRate = 0.8 animState = false useRate = true toggleInEditor = true toggleInFlight = true toggleInFlight = true unfocusedRange = 5 toggleName = Toggle Lights eventOnName = Lights On eventOffName = Lights Off toggleAction = True defaultActionGroup = Light redCurve { key = 0 0 0 3 key = 1 1 0 0 } greenCurve { key = 0 0 0 1 key = 1 1 1 0 } blueCurve { key = 0 0 0 0 key = 1 0.7 1.5 0 } alphaCurve { key = 0 1 } } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 usageReqMaskInternal = 5 usageReqMaskExternal = -1 } MODULE { name = FlagDecal textureQuadName = flagTransform } MODULE { name = SCANRPMStorage } MODULE { name = WeldedFlagDecal textureQuadName = flagTransform } } Also why's the probe mesh scaled by 0.9 in the Z axis? It wasn't, in the original stock CFG. (Does that come from something in the mu file...?) ps. Here is something to help you through: Spoiler Edited November 8, 2016 by Fwiffo Quote Link to comment Share on other sites More sharing options...
Alewx Posted November 8, 2016 Share Posted November 8, 2016 @Fwiffo Thanks but I prefer this: Spoiler The mk1 capsule also gets reduced in size..... seems scaling still buggy Might be that the models are getting strange scales from the mu files. that will need further investigation. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.