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[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued


girka2k

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Thank you for keeping this mod up to date. It's an absolute life saver for those of us with less powerful rigs. Quick question: would it be possible to add another category (like engines, command pods, fuel tanks, etc) specifically for weldments? I find that my normal part list is getting a bit cluttered.

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Can someone save me reading through 42 pages, and tell me if this mod allows engines, parachutes, and decouplers to work correctly?  

My larger rockets use large numbers of parachutes, a probe core, antenna, and a battery attached to a decoupler.  Dropping that sub-assembly from 20 parts to 1 would be a huge help.  Same for ion engines - I'll place 7 engines on a large xenon tank using a structural element.  It would be very helpful to drop that part count, especially when even a mid-size ship uses 28+ ion engines.

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I've welded some Structural Fuselage parts to create longer connections and hopefully reduce the part count on some of my stations but I've noticed that the welded part looses the ability to transfer kerbal crew to other IVA spaces.

How do I re-enable the ability to transfer crew and is this a bug of the mod?

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  On 4/12/2017 at 4:47 PM, HalcyonSon said:

tell me if this mod allows engines, parachutes, and decouplers to work correctly?  

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You can't use them, sorry. KSP only allows one of each module/transform pair per part.

  On 4/12/2017 at 5:01 PM, raath said:

How do I re-enable the ability to transfer crew and is this a bug of the mod

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Right-click on the part and use "Transfer crew" from the context menu. There are many modded parts that lack IVAs and this is the workaround.

  On 4/12/2017 at 9:49 PM, Helbrecht said:

would Fuel Tanks Plus cause issues

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Yes, it would. Many of Necrobone's mods use mesh switching and FTP is no different. It is possible to weld mesh-switched parts but some weldments result in a config file that has empty mesh lists in the module section for handling them. They look like a "; ;" - two semicolons with whitespace between them. You need to match up the index of the mesh in the list of integers above the list of meshes, and remove the correct index as well as the empty mesh list. Note that the list of meshes is a two-dimensional array: a list of chosen meshes for each component part in the list.

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  On 4/13/2017 at 1:35 AM, Bluebottle said:

Right-click on the part and use "Transfer crew" from the context menu. There are many modded parts that lack IVAs and this is the workaround.

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There is no context menu on the welded part, only on the crew compartments.  What I want to do is be able to transfer the crew through the welded part.

In the image you can see that the stock mk1 structural fuselage allows transfer to the 2 crew cabins but the 2 that are attached via the welded 3 part section are not accessible.  How do I enable crew to transfer through the welded part?

lV6JIwp.png

Edit : I've found the issue!  I've got the mod Connected Living Space installed and it's in there that there is a config defining which parts should allow crew to pass through them.  I needed to add the welded part into this config and it's working now.

 

Edited by raath
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  On 4/13/2017 at 1:35 AM, Bluebottle said:

You can't use them, sorry. KSP only allows one of each module/transform pair per part.

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That seriously limits the usefulness of this mod.  My ships tend to be bare-bones, with a minimum of structural parts.  Reducing 8 tanks to 1 isn't nearly as helpful as reducing 28 engines to 4.

Would it work for a science drop probe?  Even if you're limited to one engine, one thermometer, one solar panel, etc. that could still help,  

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  On 4/13/2017 at 6:14 PM, HalcyonSon said:

That seriously limits the usefulness of this mod.  My ships tend to be bare-bones, with a minimum of structural parts.  Reducing 8 tanks to 1 isn't nearly as helpful as reducing 28 engines to 4.

Would it work for a science drop probe?  Even if you're limited to one engine, one thermometer, one solar panel, etc. that could still help,  

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You're at the point of modding a part yourself.  Add the modules that you want, RCS and such are more complex but still do-able. Tweakscale is what you want for 28 to 4 engine reduction.  if you change an engine from 100% to 126% you double the thrust and other values, 200% gets you eight times.  Welding things is good as long as you follow the general rules in the OP. Your list of one "one engine, one thermometer, one solar panel" will work fine.  Make sure you know about alternators rules from the OP list of known limitation.  Welding generally can get a 30ish part probe down to 10-12.  So this makes it useful of your clustering probes on a mothership.

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  • 3 weeks later...
  On 12/28/2016 at 1:48 PM, Alewx said:

Update to UbioWeld Continued 2.5.0

  • New feature: Internal merging new internals will be created from the weldment and saved as seperate file for the weldment
  • improved mass calculation precision

Download version 2.5.0 for KSP 1.2.2

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Love this mod.

Can you explain to a noob what the above quote means, I refer to the 'internals'. What are internals, can you maybe quote some examples to let me/us know what the expected behaviour is/should be please.

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  On 5/6/2017 at 10:01 AM, Apaseall said:

Love this mod.

Can you explain to a noob what the above quote means, I refer to the 'internals'. What are internals, can you maybe quote some examples to let me/us know what the expected behaviour is/should be please.

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I'm fairly certain that Internals refers to IVAs

Edited by TheRagingIrishman
spelling
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Just wanted to know one little thing. I know this mod had some issues (in previous game/mod versions) with Tweakscale. How's that working now in KSP 1.2.2?

Oh, and if someone could tell me whether or not this is ship breaking to go from ksp v 1.1.2 to 1.2.2, I'd much appreciate it. I've not been able to find anything in the previous posts about that. 

Cheers!

Edited by Calvin_Maclure
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Theres a bit of weirdness / error in the internal mesh stuff. 

The highlighted green in that screenshot is a single weld i made for this ship, you can see the internal mesh for the crew cabin is at the bottom left of the weld instead of the top right where the crew cabin model is. 

 

Its not that big a deal but maybe its easy to fix. 

internalmeshposition.png

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  On 5/15/2017 at 7:25 PM, Krakenist said:

I love your mod but some keys on my keyboard are defective including the control key,is there any way to remap the keys for your mod

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Especially for an important key like control, you probably should at least consider using a macro software to "remap" another key combination to replace ctrl, most keyboards have such tools with their software pack, but otherwise you can use freewares like autohotkey to create a mapping for something else (for instance you could use shift+space to send ctrl) this would work for the mod and just about any other application needing ctrl. 

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  On 5/8/2017 at 4:05 PM, Calvin_Maclure said:

Tweakscale. How's that working now in KSP 1.2.2?

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No problem at all for me.

  On 5/8/2017 at 4:05 PM, Calvin_Maclure said:

whether or not this is ship breaking to go from ksp v 1.1.2 to 1.2.2

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None of your old weldments will be affected. There was an issue going from 1.0.5 to later versions, where the "module=" line in the weldment config needed to be set to "Part". Some mesh/part names might have changed, especially with parts from mods, but this only creates a cosmetic issue where a part is visually missing but the vessel still loads and functions fine.

  On 5/12/2017 at 9:37 AM, Jey123456 said:

Its not that big a deal but maybe its easy to fix

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In the (your weldment's name)internal.cfg that is created when welding, there are sections like this:

MODEL
{
	model = Squad/Spaces/crewCabinInternals/model
	rotation = 1.3660374E-05,1.00179122E-05,180
	position = -20.6605988,0.014528906,6.64967728
}

You can experiment with the position coordinates.

Edited by Bluebottle
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Question, is there any way to prevent parts with movable doors (or whatever) to stay closed when welding them together?? I set the range values to 0, but it seems to have randomly open some and not others... 
 

KSP 1.1.2

18699540_10155504408147450_2180692509463

18700383_10155504408142450_1434311744096

Edited by Calvin_Maclure
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  On 5/27/2017 at 11:00 PM, Calvin_Maclure said:

Question, is there any way to prevent parts with movable doors (or whatever) to stay closed when welding them together?? I set the range values to 0, but it seems to have randomly open some and not others...

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There isn't. You can only have one module/transform pair for each part that KSP loads, and a weldment is one part. So, one light, one cargo bay (that won't shield its contents anyway, IME), etc, one crew part with controllable cabin lights, etc.

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Hi, question about how wet/dry fuel level is expected to affect center of mass for weldments vs. how it actually does.

I have a ship-core that's mostly fuel tanks, arranged symmetrically, plus a few bits and bobs that are not symmetrical, but which are arranged so as to put the CoM right at the center when the whole finished craft is put together.  Everything is fine in the pre-welded state;  the CoM stays right along the center column as the fuel level is changed, and the torque readout in KER stays at zero.  Post-welding, the CoM moves a bit horizontally depending on fuel level, and the torque number changes.  So it seems like the dry CoM is not the same after welding (or maybe the CoM of the fuel itself is being placed oddly during welding?).

Is this expected behavior?  Or something of a bug or limitation of the mod?

EDIT:  Also the cost.  Things get weird if you weld something with partially-filled tanks.  Up to and including parts that cost negative amounts but only when actually placed on the vessel (normal amount shows in parts list hover box).

Edited by Atario
Cost
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Hi, I've just updated KSP to 1.3, and all my mods, however I can't use my old welded parts with the new version as the game crashes as soon as I load it. I'm using the latest version of Ubio which seems to work fine with 1.3. Is there a quick fix to this? It seems to be a problem with the parts and not the mod itself, as when I remove the parts from the GameData file it loads fine with the mod.

Here's one of my old 'Airlock' parts:

  Reveal hidden contents

And here's the crash file:

  Reveal hidden contents

 

Edited by TheGlitchDoctor
Added more detail
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  • 2 weeks later...
  On 6/8/2017 at 6:38 PM, TheGlitchDoctor said:

Hi, I've just updated KSP to 1.3, and all my mods, however I can't use my old welded parts with the new version as the game crashes as soon as I load it. I'm using the latest version of Ubio which seems to work fine with 1.3. Is there a quick fix to this? It seems to be a problem with the parts and not the mod itself, as when I remove the parts from the GameData file it loads fine with the mod.

Here's one of my old 'Airlock' parts:

  Reveal hidden contents

And here's the crash file:

  Reveal hidden contents

 

Expand  

Same here... welded parts crash game, anyone found a 'work around' for the welded parts crashing the game? Curious...

Edited by saxappeal89129
Just wanted to see if someone has found a solution.
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  • 2 weeks later...

Ubiowelding can not break the game.

The Moment where you ppl update the mods and the parts, break the weldments and therefore the game. You have to reweld everytime a new version of the game comes out and someone updates the parts.

No aimated parts still do not work, because the module that handles the antimation is not designed to handle multiple models at the same time.

And no I can not fix that.

Writing the iva merge was a pain, so no there is no easy fix for it.

But good news I found a bit of time to hopefully fix the welded meshswitch with empty entries.

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