Fwiffo Posted November 8, 2016 Share Posted November 8, 2016 Thanks, let me know if I can do anything to help. Quote Link to comment Share on other sites More sharing options...
Alewx Posted November 8, 2016 Share Posted November 8, 2016 11 minutes ago, Fwiffo said: Thanks, let me know if I can do anything to help. I could use some stronger nerves^^ for this stuff that is driving me crazy, once it looks fixed and then it is broken again. 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 2.4.2 Fixed Scaling of parts Fixed CoM Offset bug at multiple Models Download version 2.4.2 for KSP 1.2.1 Quote Link to comment Share on other sites More sharing options...
Fwiffo Posted November 9, 2016 Share Posted November 9, 2016 Thanks! That update fixed my issues. Also noticed the following are missing from <ModulesToIgnore>: <ModuleAttribute AttributeName="SCANRPMStorage" /> <ModuleAttribute AttributeName="ModuleTCA" /> Maybe you could put them [back] in next time around. Cheers! Quote Link to comment Share on other sites More sharing options...
Alewx Posted November 9, 2016 Share Posted November 9, 2016 5 hours ago, Fwiffo said: Thanks! That update fixed my issues. Also noticed the following are missing from <ModulesToIgnore>: <ModuleAttribute AttributeName="SCANRPMStorage" /> <ModuleAttribute AttributeName="ModuleTCA" /> Maybe you could put them [back] in next time around. Cheers! Good to hear that finally the big problems are fixed. But which mod is TCA related to? SCANRPM is known to me, and adding it will be easy. Quote Link to comment Share on other sites More sharing options...
Fwiffo Posted November 9, 2016 Share Posted November 9, 2016 1 hour ago, Alewx said: But which mod is TCA related to? ThrottleControlledAvionics. It adds them dynamically. Mentioned it back in October: Cheers Quote Link to comment Share on other sites More sharing options...
Alewx Posted November 9, 2016 Share Posted November 9, 2016 (edited) 47 minutes ago, Fwiffo said: ThrottleControlledAvionics. It adds them dynamically. Mentioned it back in October: Cheers Oh, ok, will add it. About the flagDecal, I tried to get it working so that the flagDecal gets removed once the weldedFlagDecal is added, but there were some problems. The current weldedFlagDecal requires the original ones for their data, they wouldn't work otherwise. I'm open for suggestion and pull requests for improving them. Edited November 9, 2016 by Alewx Quote Link to comment Share on other sites More sharing options...
Fwiffo Posted November 9, 2016 Share Posted November 9, 2016 (edited) 55 minutes ago, Alewx said: About the flagDecal, I tried to get it working so that the flagDecal gets removed once the weldedFlagDecal is added, but there were some problems. The current weldedFlagDecal requires the original ones for their data, they wouldn't work otherwise. Thanks. I think my problem with FlagDecal is that it existed in the Editor but something was dynamically removing it from my craft at launch. This made KSP throw "PartModule indexing mismatch" warnings in the log and in certain edge cases KSP is not able to successfully remap other modules to the new indices (e.g. if the part has multiple ModuleEnviroSensor the last one breaks and shows "NO POWER!" - see #6 here, #3 here, or that earlier post) Over time I learned a bit more about the problem (some of my earlier assumptions were red herrings) and managed a workaround. In the end, I saw different behavior on a part where I kept the flag on, vs. one where I turned it off (right click in Editor and hit Toggle Flag). To get it to work: In the weldment displaying the flag, I had to comment out the "FlagDecal" module, and leave WeldedFlagDecal in place. In the weldment hiding the flag, I had to leave the FlagDecal module in place (otherwise I'd get a white box), and comment out the WeldedFlagDecal module. Does the welder mod dynamically remove the FlagDecal module when you launch your craft? (e.g. Is this something WeldedFlagDecal does when it "takes over" the decal function?). Does it do different behavior depending on if the flag is visible / hidden? It's not the end of the world since the above workaround is effective. It might help if the welder moved the FlagDecal module closer to the end of the file (so when it gets removed it doesn't bump the indices of all the subsequent modules) - although I haven't tested that theory. Anyway, don't stress about it. Edited November 9, 2016 by Fwiffo Quote Link to comment Share on other sites More sharing options...
Alewx Posted November 9, 2016 Share Posted November 9, 2016 1 minute ago, Fwiffo said: Thanks. I think my problem with flagDecal is that it existed in the Editor but something was dynamically removing it from my craft at launch. This made KSP throw "PartModule indexing mismatch" warnings in the log and in certain edge cases KSP is not able to successfully remap other modules to the new indices (e.g. if the part has multiple ModuleEnviroSensor the last one breaks and shows "NO POWER!") I saw different behavior on a part where I kept the flag on, vs. one where I turned it off (right click in Editor and hit Toggle Flag). To get it to work: In the weldment displaying the flag, I had to comment out the "FlagDecal" module, and leave WeldedFlagDecal in place. In the weldment hiding the flag, I had to leave the FlagDecal module in place (otherwise I'd get a white box), and comment out the WeldedFlagDecal module. Does the welder mod dynamically remove the FlagDecal module when you launch your craft? (e.g. Is this something WeldedFlagDecal does when it "takes over" the decal function?). Does it do different behavior depending on if the flag is visible / hidden? It's not the end of the world since the above workaround is effective. I might help if the welder moved the FlagDecal module closer to the end of the file (so when it gets removed it doesn't bump the indices of all the subsequent modules) - although I haven't tested that theory. It is still a very experimental Module, the meshswitch is by far more reliable. And the mismatch of the module mapping is exactly the problem why I kept the old flagDecals alive. I just didn't find a way around it. I will need to investigate that in far more detail. Quote Link to comment Share on other sites More sharing options...
Fwiffo Posted November 9, 2016 Share Posted November 9, 2016 4 minutes ago, Alewx said: And the mismatch of the module mapping is exactly the problem why I kept the old flagDecals alive. I just didn't find a way around it. I will need to investigate that in far more detail. Do you mean your mod is not removing the FlagDecal module? I'm referring to when the craft is launched, not when creating the weldment. Quote Link to comment Share on other sites More sharing options...
Alewx Posted November 9, 2016 Share Posted November 9, 2016 4 minutes ago, Fwiffo said: Do you mean your mod is not removing the FlagDecal module? I'm referring to when the craft is launched, not when creating the weldment. Yep Welding is only adding the weldedFlagDecal module once the parts are combined, but it does not remove the normal ones. But when the weldedFlagDecal is started it does store the information of the normal ones and then removes them so welding does not remove them but the new module does. Spoiler public void clearDecalModule() { Debugger.AdvDebug("clearDecalModule start", advancedDebug); PartModuleList modules = part.Modules; PartModule pm; for(int i =0; i < part.Modules.Count; i++) { pm = part.Modules[i]; if (pm is FlagDecal) { if (((FlagDecal)pm).textureQuadName == textureQuadName) { Debugger.AdvDebug("clearDecalModule flagDecal found", advancedDebug); part.Modules.Remove(pm); Destroy(pm); Debugger.AdvDebug("clearDecalModule flagDecal marked for destroy", advancedDebug); break; } } } if(HighLogic.LoadedSceneIsEditor) { Debugger.AdvDebug("clearDecalModule LoadedSceneIsEditor", advancedDebug); GameEvents.onEditorPartEvent.Fire(ConstructionEventType.PartTweaked, part); GameEvents.onEditorShipModified.Fire(EditorLogic.fetch.ship); } else if(HighLogic.LoadedSceneIsFlight) { Debugger.AdvDebug("clearDecalModule LoadedSceneIsFlight", advancedDebug); GameEvents.onVesselWasModified.Fire(vessel); } Debugger.AdvDebug("clearDecalModule complete", advancedDebug); } It also makes the ship ready for updating everything, but looks like something changed it does not work. No clue right now if it can be fixed easily. Quote Link to comment Share on other sites More sharing options...
RightInfinity Posted November 10, 2016 Share Posted November 10, 2016 (edited) So I ran 2.4.2 for the first time and now some parts are being stretched when welded Spoiler This is using all stock parts, I think I might be using the mod wrong. Edited November 10, 2016 by RightInfinity Quote Link to comment Share on other sites More sharing options...
Alewx Posted November 10, 2016 Share Posted November 10, 2016 32 minutes ago, RightInfinity said: So I ran 2.4.2 for the first time and now some parts are being stretched when welded Reveal hidden contents This is using all stock parts, I think I might be using the mod wrong. I really need the preweld craft. Do you use any other mods aside? Quote Link to comment Share on other sites More sharing options...
RightInfinity Posted November 10, 2016 Share Posted November 10, 2016 While this weldment uses 100% stock parts, here's my full mod List Spoiler [x] Science AllY'all Atomic Age Parts Editor Extensions Redux Firespitter Glass Panes and Enclosures Kerbal Engineer Redux Infernal Robitics Mouse aim flight RCS build aid REKT Snacks Throttle controlled Avionics Tweakscale UbioWelding USI Orion Drive I tested the weld without any mods save tweak scale, and still had the stretching issue In the zip is craft file for this abomination + a weldment I made from it https://drive.google.com/file/d/0B2u10OO_kvpLdVVYdWt6OUdJbGM/view Quote Link to comment Share on other sites More sharing options...
Alewx Posted November 10, 2016 Share Posted November 10, 2016 (edited) 1 hour ago, RightInfinity said: While this weldment uses 100% stock parts, here's my full mod List Reveal hidden contents [x] Science AllY'all Atomic Age Parts Editor Extensions Redux Firespitter Glass Panes and Enclosures Kerbal Engineer Redux Infernal Robitics Mouse aim flight RCS build aid REKT Snacks Throttle controlled Avionics Tweakscale UbioWelding USI Orion Drive I tested the weld without any mods save tweak scale, and still had the stretching issue In the zip is craft file for this abomination + a weldment I made from it https://drive.google.com/file/d/0B2u10OO_kvpLdVVYdWt6OUdJbGM/view I do not get the parts stretched but some are shrinken down. Also I tested it with SPH and VAB, but made no difference, I do not know how the parts could get stretched. It looks like the calculation is getting something wrong there. EDIT: I will deploy a patch for it this evening. it was quite an easy one. Edited November 10, 2016 by Alewx update Quote Link to comment Share on other sites More sharing options...
Alewx Posted November 10, 2016 Share Posted November 10, 2016 Update to UbioWeld Continued 2.4.3 Fixed Scaling of parts with single mesh Download version 2.4.3 for KSP 1.2.1 Quote Link to comment Share on other sites More sharing options...
silvan78 Posted November 12, 2016 Share Posted November 12, 2016 (edited) <nagging=on>I have already bought these parts; why oh why do i have to rebuy them every time i weld something.<nagging=off> Idea: Can the entry price be configurable in config file? Currently I get absurd prices for relatively simple weldments (ie. 500k for large tank (from OPT mod), 2 mk2 tanks and some aero parts). A config entry that wieghts the price (ie. to 10% of what is computed now) would be nice. Bug report (prolly should go to different thread): weldment of 4 mk1 liquid fuel tanks, and 1 mk1 Lq fuel tank switched to monoproppelant results in weldment that have 2000 Lq Fuel capacity and 400 monopropelant . correct capacity sould be 1600+400. Interestingly the weldment at spawning has 1600/2000 and 400/400; part file has proper size max=1600. Obviously fuel switcher mod is doing some stuff. Edited November 12, 2016 by silvan78 Quote Link to comment Share on other sites More sharing options...
RightInfinity Posted November 12, 2016 Share Posted November 12, 2016 1 hour ago, silvan78 said: <nagging=on>I have already bought these parts; why oh why do i have to rebuy them every time i weld something.<nagging=off> Idea: Can the entry price be configurable in config file? Currently I get absurd prices for relatively simple weldments (ie. 500k for large tank (from OPT mod), 2 mk2 tanks and some aero parts). A config entry that wieghts the price (ie. to 10% of what is computed now) would be nice. Bug report (prolly should go to different thread): weldment of 4 mk1 liquid fuel tanks, and 1 mk1 Lq fuel tank switched to monoproppelant results in weldment that have 2000 Lq Fuel capacity and 400 monopropelant . correct capacity sould be 1600+400. Interestingly the weldment at spawning has 1600/2000 and 400/400; part file has proper size max=1600. Obviously fuel switcher mod is doing some stuff. Aren't parts only 'bought' if you launch a vehicle? there shouldn't be a cost for arranging parts in the editor. Quote Link to comment Share on other sites More sharing options...
Alewx Posted November 12, 2016 Share Posted November 12, 2016 13 hours ago, silvan78 said: Idea: Can the entry price be configurable in config file? Currently I get absurd prices for relatively simple weldments (ie. 500k for large tank (from OPT mod), 2 mk2 tanks and some aero parts). A config entry that wieghts the price (ie. to 10% of what is computed now) would be nice. Bug report (prolly should go to different thread): weldment of 4 mk1 liquid fuel tanks, and 1 mk1 Lq fuel tank switched to monoproppelant results in weldment that have 2000 Lq Fuel capacity and 400 monopropelant . correct capacity sould be 1600+400. Interestingly the weldment at spawning has 1600/2000 and 400/400; part file has proper size max=1600. Obviously fuel switcher mod is doing some stuff. The cost of the weldment is a simple summary of all parts that are included. Parts, Mods, Versions, otherwise no fix or even looking at it. Quote Link to comment Share on other sites More sharing options...
COL.R.Neville Posted November 12, 2016 Share Posted November 12, 2016 more than likely modular fuel tanks doing that instead of fuel switcher. doesnt fuel switcher drive more which texture and which element is in the tank. where modular fuel tanks divide the tank up based on volume for all the elements in the fuel switcher or real fuels list? Quote Link to comment Share on other sites More sharing options...
silvan78 Posted November 12, 2016 Share Posted November 12, 2016 (edited) 51 minutes ago, Alewx said: The cost of the weldment is a simple summary of all parts that are included. I'm well aware about the buy price, and its all good IMHO. I'm referring to entry price (the price you have to pay again to buy the welded part from the tech tree). In career mode this is somewhat cumbersome. PriceyWeldmentWithHugeControlSurface_HERE Also as you may have noticed on the picture, the part has some elevon3 and wingtips attached. The control surface area of weldment is... >700%; is that a bug? I guess the proper value should be like 20-30% (i have allowed myself to attach weldment part file for inspection HERE) Edit: forgot the gamedata: 1.2.1, with UbioZur and OPT Spaceplane v1.9.0 Edited November 12, 2016 by silvan78 Quote Link to comment Share on other sites More sharing options...
Bluebottle Posted November 12, 2016 Share Posted November 12, 2016 (edited) Hi. Trying to weld a small collection of Mk4(a.k.a. Mk IV spaceplane, by Nertea) and Mk3 parts, gives me a UnityException to do with meshswitch: [LOG 12:17:15.867] [WeldingTool] ..newpart rotation (1.000, 0.000, 0.000, 0.000) [LOG 12:17:15.867] [WeldingTool] ..newpart rotation.eulerAngles (0.000, 180.000, 180.000) [LOG 12:17:15.867] [WeldingTool] ..newpart rotation.localEulerAngles (0.000, 0.009, 0.000) [LOG 12:17:15.867] [WeldingTool] ..newpart localRoot.rotation (0.000, 0.000, 0.000, 1.000) [LOG 12:17:15.867] [WeldingTool] ..newpart localRoot.rotation.eulerAngles (0.000, 0.000, 0.000) [LOG 12:17:15.867] [WeldingTool] ..position (-4.300, 20.292, -1.435) [LOG 12:17:15.867] [WeldingTool] ..rotation (0.000, 180.000, 180.000) [LOG 12:17:15.867] [WeldingTool] ..scale (1.000, 1.000, 1.000) [EXC 12:17:15.868] UnityException: Transform child out of bounds UbioWeldingLtd.Welder.loadMeshSwitchValues (.Part weldingPart) UbioWeldingLtd.Welder.addNewModel (UbioWeldingLtd.ModelInfo modelToAdd, Boolean containsMeshSwitch, .Part weldingPart) UbioWeldingLtd.Welder.weldThisPart (.Part newpart) UbioWeldingLtd.UbioZurWeldingLtd.weldPart (.Part partToWeld) UbioWeldingLtd.UbioZurWeldingLtd.OnMainWindow (Int32 windowID) UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [LOG 12:17:18.624] IR: [ServoController] OnEditorShipModified finished successfully [LOG 12:17:20.354] IR: [ServoController] OnEditorShipModified finished successfully [LOG 12:18:43.794] [WeldingTool] Config was saved [LOG 12:18:43.794] [WeldingTool] v2.4.3.0 - 1.2.1 - Continued [LOG 12:18:43.795] [WeldingTool] ----- Starting Welding ----- The result is that nothing happens when I click "Weld it", except for the ship being oriented veritically (this is in the SPH). Mk4 parts use B9 partswitch, and I have IFS giving me several fuel configurations for the stock Mk3 parts too. A screenshot of the parts: Spoiler Edit: as in the log above, I'm using the latest UbioZur, v2.4.3.0 on KSP v1.2.1, 64-bit on Linux. Edited November 13, 2016 by Bluebottle Quote Link to comment Share on other sites More sharing options...
Alewx Posted November 13, 2016 Share Posted November 13, 2016 23 hours ago, silvan78 said: I'm well aware about the buy price, and its all good IMHO. I'm referring to entry price (the price you have to pay again to buy the welded part from the tech tree). In career mode this is somewhat cumbersome. PriceyWeldmentWithHugeControlSurface_HERE Also as you may have noticed on the picture, the part has some elevon3 and wingtips attached. The control surface area of weldment is... >700%; is that a bug? I guess the proper value should be like 20-30% (i have allowed myself to attach weldment part file for inspection HERE) Edit: forgot the gamedata: 1.2.1, with UbioZur and OPT Spaceplane v1.9.0 Do you have FAR installed? Aero values are justed summed up if the config is not set to anything else. And the entryprice is just same as the regular cost, ist summed up. reducing it would give them an Advantage compared to the parts it consits of. 18 hours ago, Bluebottle said: Hi. Trying to weld a small collection of Mk4(a.k.a. Mk IV spaceplane, by Nertea) and Mk3 parts, gives me a UnityException to do with meshswitch: [LOG 12:17:15.867] [WeldingTool] ..newpart rotation (1.000, 0.000, 0.000, 0.000) [LOG 12:17:15.867] [WeldingTool] ..newpart rotation.eulerAngles (0.000, 180.000, 180.000) [LOG 12:17:15.867] [WeldingTool] ..newpart rotation.localEulerAngles (0.000, 0.009, 0.000) [LOG 12:17:15.867] [WeldingTool] ..newpart localRoot.rotation (0.000, 0.000, 0.000, 1.000) [LOG 12:17:15.867] [WeldingTool] ..newpart localRoot.rotation.eulerAngles (0.000, 0.000, 0.000) [LOG 12:17:15.867] [WeldingTool] ..position (-4.300, 20.292, -1.435) [LOG 12:17:15.867] [WeldingTool] ..rotation (0.000, 180.000, 180.000) [LOG 12:17:15.867] [WeldingTool] ..scale (1.000, 1.000, 1.000) [EXC 12:17:15.868] UnityException: Transform child out of bounds UbioWeldingLtd.Welder.loadMeshSwitchValues (.Part weldingPart) UbioWeldingLtd.Welder.addNewModel (UbioWeldingLtd.ModelInfo modelToAdd, Boolean containsMeshSwitch, .Part weldingPart) UbioWeldingLtd.Welder.weldThisPart (.Part newpart) UbioWeldingLtd.UbioZurWeldingLtd.weldPart (.Part partToWeld) UbioWeldingLtd.UbioZurWeldingLtd.OnMainWindow (Int32 windowID) UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [LOG 12:17:18.624] IR: [ServoController] OnEditorShipModified finished successfully [LOG 12:17:20.354] IR: [ServoController] OnEditorShipModified finished successfully [LOG 12:18:43.794] [WeldingTool] Config was saved [LOG 12:18:43.794] [WeldingTool] v2.4.3.0 - 1.2.1 - Continued [LOG 12:18:43.795] [WeldingTool] ----- Starting Welding ----- The result is that nothing happens when I click "Weld it", except for the ship being oriented veritically (this is in the SPH). Mk4 parts use B9 partswitch, and I have IFS giving me several fuel configurations for the stock Mk3 parts too. A screenshot of the parts: Reveal hidden contents Edit: as in the log above, I'm using the latest UbioZur, v2.4.3.0 on KSP v1.2.1, 64-bit on Linux. That is really not nice, that will require the list of your mods, all of them and the preweldment craft. I see IR logs there, do you try to weld them too? Quote Link to comment Share on other sites More sharing options...
Bluebottle Posted November 14, 2016 Share Posted November 14, 2016 (edited) 16 hours ago, Alewx said: That is really not nice, that will require the list of your mods, all of them and the preweldment craft. I see IR logs there, do you try to weld them too? No IR parts in the weldment. I do have IR installed though, of course, but I have many, many mods. Maybe most of them! The only one you need is Mk4 space plane parts here. My GameData: Spoiler 000_AT_Utils 000_FilterExtensions 000_FilterExtensions Configs 000_Toolbar 000_USITools AdjustableLandingGear AIES_Aerospace AIES_Continued-master AntennaSleep ASDS by Science818 ASET AutoAsparagus AviationLights B9_Aerospace B9_Aerospace_ProceduralWings B9AnimationModules B9PartSwitch BahaSP BetterBurnTime Better Science Labs Continued CameraFocusChanger Chatterer ChopShop CommandInventory CommunityCategoryKit CommunityResourcePack CommunityTechTree ConfigurableContainers ContractConfigurator ContractPacks CrewManifest Crowd Sourced Science CryoEngines CryoTanks DangerAlerts DarkSideTechnology DeployableEngines Diazo DMagicOrbitalScience DMagicUtilities DockSafe DSD.Mobile.Labs.1.2 Dynamic Controls EditorExtensionsRedux ElephantEngine EngineerLevelFixer EVAStruts EVATransfer ExtraplanetaryLaunchpads Felbourn FieldExperience FinalFrontier.dat Firespitter FlexoDocking FlightPlan FShangarExtender Hangar HangarGrid HeatControl HideEmptyTechTreeNodes HLAirships HotSpot InterstellarFuelSwitch iPeer JanitorsCloset JSI KAS KAX KerbalAtomics KerbalEngineer KerbalFoundries KerbalHacks KerbalInventorySystemNoFun KerbalJointReinforcement KerbalObjectInspector KerbalReusabilityExpansion KerbalStats Kerbaltek KerbNetController kerbodynePlus KeridianDynamics KermangeddonIndustries KIS Kopernicus KronalUtils KSP-AVC KWRocketry LETech Low_Expectations M22Ind MagicSmokeIndustries MarkIVSystem MechJeb2 MenuStabilizer.dll MinAmbience MiningExpansion Mk2Expansion Mk3Expansion ModPods ModRocketSys ModularFlightIntegrator ModuleManager.2.7.3.dll ModuleManager.ConfigCache ModuleManager.ConfigCache.old ModuleManager.ConfigSHA ModuleManager.ConfigSHA.old ModuleManager.Physics ModuleManager.Physics.old ModuleManager.TechTree ModuleManager.TechTree.old NavHud NavyFish NearFutureConstruction NearFutureElectrical NearFutureProps NearFuturePropulsion NearFutureSolar NearFutureSpacecraft NEBULA Nereid OLDD OPT PAPIPlugin PartCommanderContinued Paul PersistentDynamicPodNames PersistentRotation Pilot Assistant PlanetaryBaseInc PlanetShine PreciseNode ProceduralFairings QuickMods RCSBuildAid RcsSounds RealChute RealisticAtmospheres RealPlume ReentryParticleEffect RLA_Stockalike SCANsat scatterer Science-Full-reward ScienceRelay ScreenMessageHider.dll SDHI SETIcontracts SETIrebalance SETIrebalanceReactionWheels ShipEffects ShipManifest SmartParts SmokeScreen Solar Science spacetux SpaceY-Expanded SpaceY-Lifters SPD SpeedUnitChanger SPS Squad StageRecovery StationPartsExpansion SurfaceLights SVEKopernicus TakeCommand TalisarParts TCShipInfo TDIndustriesRCSandHypergolicengines TextureReplacer ThrottleControlledAvionics toolbar-settings.dat TotalTime totaltime.dat Trajectories TriggerTech TweakableEverything TweakScale UbioWeldingLtd udk_lethal_d0se UmbraSpaceIndustries UniversalStorage VanguardAstrodynamics VectorRepurposed VenStockRevamp VesselMover WarpShip WaterSounds WaypointManager WildBlueIndustries [x] Science! XyphosAerospace Yarbrough08 ZZZ_Flags All mods are as up to date as I can get them. I have done a lot of testing, and I have found that it matters whether or not I use stock Mk3 parts. Why, I don't know. But this vessel works: Spoiler while this one doesn't: Spoiler The only difference there is that changing 4 stock Mk3 parts to 4 stock Rockomax parts, makes it work. Same number of parts, no change in required modules, etc. Craft file here. EDIT: even a craft made of three tanks doesn't work. This one is just two SPS tanks (completely unremarkable) and an AIES tank. Actually, they're not using IFS, AFAICT. Everything is B9's fuelSwitch (part of PartSwitch, which I have at version 1.5.1). Anyway, the log of parts: Spoiler ... [LOG 23:12:44.870] [Part FuelB40] [ModuleB9PartSwitch 'fuelSwitch'] Switched subtype to LF/O [LOG 23:12:47.135] [Part FuelB-AB] [ModuleB9PartSwitch 'fuelSwitch'] Switched subtype to LF/O [LOG 23:12:49.770] deleting part FuelB-AB [LOG 23:12:51.165] [Part FuelC-B] [ModuleB9PartSwitch 'fuelSwitch'] Switched subtype to LF/O [LOG 23:12:53.571] deleting part FuelC-B [LOG 23:12:54.208] [Part FuelB-AB] [ModuleB9PartSwitch 'fuelSwitch'] Switched subtype to LF/O [LOG 23:12:56.252] deleting part FuelB-AB [LOG 23:13:00.117] IR: [ServoController] OnEditorShipModified finished successfully [LOG 23:13:00.555] deleting part FuelB40 [LOG 23:13:01.510] IR: [ServoController] OnEditorShipModified finished successfully [LOG 23:13:01.678] [Part FuelAB40] [ModuleB9PartSwitch 'fuelSwitch'] Switched subtype to LF/O [LOG 23:13:03.422] [Part FuelAB-A] [ModuleB9PartSwitch 'fuelSwitch'] Switched subtype to LF/O [LOG 23:13:05.215] deleting part FuelAB-A [LOG 23:13:07.142] [Part FuelB-AB] [ModuleB9PartSwitch 'fuelSwitch'] Switched subtype to LF/O [LOG 23:13:08.302] FuelB-AB added to ship - part count: 2 [LOG 23:13:08.302] IR: [ServoController] OnPartAttach finished successfully [LOG 23:13:08.307] IR: [ServoController] OnEditorShipModified finished successfully [LOG 23:13:12.662] [Part tanktoemv2] [ModuleB9PartSwitch 'fuelSwitch'] Switched subtype to LF/O [LOG 23:13:14.311] tanktoemv2 added to ship - part count: 3 ... (same UnityException) Screenshot: Spoiler Edited November 14, 2016 by Bluebottle Quote Link to comment Share on other sites More sharing options...
Alewx Posted November 15, 2016 Share Posted November 15, 2016 23 hours ago, Bluebottle said: MenuStabilizer.dll isn't it quite outdated for KSP 1.2.1, the new UI does no longer jiggle around or did I miss something? I'm a bit worried because your other weldment of just 3 different tanks does throw the same exception but with completely different parts. Thanks for craft, I hope I can find a quick solution. Quote Link to comment Share on other sites More sharing options...
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