Guest Space Cowboy Posted May 4, 2015 Share Posted May 4, 2015 UbioZur Weld It continued for v1.0 - is it a thing? (Does it work?) Quote Link to comment Share on other sites More sharing options...
FireFaced Posted May 5, 2015 Share Posted May 5, 2015 UbioZur Weld It continued for v1.0 - is it a thing? (Does it work?) I'm about to test the current version with 1.0 Quote Link to comment Share on other sites More sharing options...
FireFaced Posted May 5, 2015 Share Posted May 5, 2015 I haven't seen a toolbar icon for this in my testing. Quote Link to comment Share on other sites More sharing options...
Alewx Posted May 5, 2015 Share Posted May 5, 2015 I haven't seen a toolbar icon for this in my testing.So far with the changes of 1.0 Ubiowelding will not work.We already made the first steps towards a running Version. Quote Link to comment Share on other sites More sharing options...
FireFaced Posted May 5, 2015 Share Posted May 5, 2015 So far with the changes of 1.0 Ubiowelding will not work.We already made the first steps towards a running Version.Good to hear! Quote Link to comment Share on other sites More sharing options...
Guest Space Cowboy Posted May 6, 2015 Share Posted May 6, 2015 Ok I'm gonna start building up the 1.0 Millennium Falcon Quote Link to comment Share on other sites More sharing options...
FireFaced Posted May 6, 2015 Share Posted May 6, 2015 I want to try compiling the source code that has been updated recently, but I don't know where to start. Quote Link to comment Share on other sites More sharing options...
BruceKnowles Posted May 6, 2015 Share Posted May 6, 2015 I want to try compiling the source code that has been updated recently, but I don't know where to start.Start at the beginning where everybody else might.I suggest you let us know what you do know... for example, what is your dev skills? Do you own a relevant compiler? It is very difficult to get you started when all you have is a blank page to make inferences from.PM me if you prefer a private chat.Good luck!!! Quote Link to comment Share on other sites More sharing options...
FireFaced Posted May 6, 2015 Share Posted May 6, 2015 Start at the beginning where everybody else might.I suggest you let us know what you do know... for example, what is your dev skills? Do you own a relevant compiler? It is very difficult to get you started when all you have is a blank page to make inferences from.PM me if you prefer a private chat.Good luck!!!I have Monodevelop, I have NO idea how to program C#, but I'm just looking to compile the source code. Quote Link to comment Share on other sites More sharing options...
girka2k Posted May 7, 2015 Author Share Posted May 7, 2015 I have Monodevelop, I have NO idea how to program C#, but I'm just looking to compile the source code.Sorry, but this will not help.There is need to make some code changes to make it compatible with KSP 1.0 Quote Link to comment Share on other sites More sharing options...
FireFaced Posted May 7, 2015 Share Posted May 7, 2015 Sorry, but this will not help.There is need to make some code changes to make it compatible with KSP 1.0I am not trying to rewrite it, I am trying to build a dll with the source code. Quote Link to comment Share on other sites More sharing options...
girka2k Posted May 7, 2015 Author Share Posted May 7, 2015 I am not trying to rewrite it, I am trying to build a dll with the source code.Exactly as I wrote before, it won't help. It is not the big problem to recompile mod against KSP 1.0.2 libraries, but we will need to make some code modifications because of the changes in the new version. Quote Link to comment Share on other sites More sharing options...
Guest Space Cowboy Posted May 7, 2015 Share Posted May 7, 2015 May I ask a couple questions of the programming wizards?They're more like requests 1) I would like to request that it be possible to Weld parts together, that have been previously welded.2) I would like to ask to retain the capability of engines to be welded and functioning.3) I would like to ask if some kind of node remover be added. Perhaps something relatively easy for the programmer to code, such as a slider. I may be thinking of the tree, and perhaps one slider progressively removes nodes from the bottom of the tree, increasing removal up the tree with slider movement, and another beginning at the root, working down the tree similarly.And perhaps a button (or else both sliders maxed) "remove all nodes except root node of welded part". And we could add our own nodes via the Cubic Octagonal Strut and the BZ-52 Radial Attachment Point.Thank you for your patience. I realize these requests are unsolicited. Been a fan of this mod since it's inception. I believe UbioZur used a video of my welded Millennium Falcon's VERY first controlled flight on his splash page here. Quote Link to comment Share on other sites More sharing options...
FennexFox Posted May 8, 2015 Share Posted May 8, 2015 Thought I read somewhere here that with a "caution" you can come over a major limitations of this mod.Actually, I`m playing RO which has ModularFuelTanks a essential part of it, so conventional way of welding doesn`t help me at all.So, I wanna learn how to weld parts with ModularFuelTanks...Could I? Quote Link to comment Share on other sites More sharing options...
Alewx Posted May 8, 2015 Share Posted May 8, 2015 May I ask a couple questions of the programming wizards?They're more like requests 1) I would like to request that it be possible to Weld parts together, that have been previously welded.That should already be possible but it will create a chain of dependencies within the welded parts.2) I would like to ask to retain the capability of engines to be welded and functioning.The way this works is that it is something within the unity prefab so that it is really evil hardcore to work something for this out.3) I would like to ask if some kind of node remover be added. Perhaps something relatively easy for the programmer to code, such as a slider. I may be thinking of the tree, and perhaps one slider progressively removes nodes from the bottom of the tree, increasing removal up the tree with slider movement, and another beginning at the root, working down the tree similarly.And perhaps a button (or else both sliders maxed) "remove all nodes except root node of welded part". And we could add our own nodes via the Cubic Octagonal Strut and the BZ-52 Radial Attachment Point.Thank you for your patience. I realize these requests are unsolicited. Been a fan of this mod since it's inception. I believe UbioZur used a video of my welded Millennium Falcon's VERY first controlled flight on his splash page here.Yes weldments with a lot of attachpoints are a problem but a setting for removing every node should be possible, I will note that. A slider for selective nodes, well have no idea currently how to make such a thing happen. Quote Link to comment Share on other sites More sharing options...
Guest Space Cowboy Posted May 8, 2015 Share Posted May 8, 2015 Removing nodes would solve the problem. Also, I woke up this morning, wondering also about controlling attachment rules. I realize this is not a big deal to edit the cfg by hand but they are simple on and off settings, perhaps not terribly hard to implement? Not even sure if it would solve my problem. Quote Link to comment Share on other sites More sharing options...
Hotblack Desiato Posted May 8, 2015 Share Posted May 8, 2015 regarding welding welded parts:I usually save welds as crafts before welding. this way I have the unwelded part if necessary. and I can modify the unwelded part, and weld it afterwards as a new weld.et voila, no welds of welds. Quote Link to comment Share on other sites More sharing options...
Alewx Posted May 8, 2015 Share Posted May 8, 2015 regarding welding welded parts:I usually save welds as crafts before welding. this way I have the unwelded part if necessary. and I can modify the unwelded part, and weld it afterwards as a new weld.et voila, no welds of welds.The same way as I do it.But welding welded parts should be possible, girka2k made an extra CoM fix for such cases some time ago. Quote Link to comment Share on other sites More sharing options...
Guest Space Cowboy Posted May 8, 2015 Share Posted May 8, 2015 Can't wait to get back into this. Please work harder, faster. LOLJust realizing that CRAFTs no longer require brain parts (Command) and what you just said. Overdrive. Quote Link to comment Share on other sites More sharing options...
Jiraiyah Posted May 9, 2015 Share Posted May 9, 2015 Can i ask a favor for when the 1.0 comes out, can you please add this amazing mod to kerbal stuff at that time too? thanks Quote Link to comment Share on other sites More sharing options...
cy-one Posted May 9, 2015 Share Posted May 9, 2015 (edited) Also can't wait. Currently driving a huge rover over Mun (circumnavigation challenge).The vehicle _looks_ very simple, but has nearly 200 parts (every wheel itself has around 15 >.<)If anyone has a few tips and tricks... please halp :/http://forum.kerbalspaceprogram.com/threads/120442-Tutorial-for-Partwelding Edited May 9, 2015 by cy-one Quote Link to comment Share on other sites More sharing options...
Badsector Posted May 9, 2015 Share Posted May 9, 2015 If anyone has a few tips and tricks... please halp :/http://forum.kerbalspaceprogram.com/threads/120442-Tutorial-for-PartweldingYou can weld parts in 0.90 for have attach node and object path, after you can edit in the part.cfg file for match 1.0 values, not working is the plugin by now but /PART contents probably are loaded Quote Link to comment Share on other sites More sharing options...
DBowman Posted May 10, 2015 Share Posted May 10, 2015 If I stack 10 cubic oct struts and weld them then the weldedpart will not radially attach at it's end nodes - it will attach somewhere near the middle. Am I doing something wrong? Replacing multiple oct cubes with one part is a string use case for the mod. Quote Link to comment Share on other sites More sharing options...
Guest Space Cowboy Posted May 11, 2015 Share Posted May 11, 2015 DBowman totally random guess here - totally random:When you build your 10 cubic thing don't copy and paste anything. I have seen this phenomenon in the normal Non Weld it hangar.I'm probably wrong. Quote Link to comment Share on other sites More sharing options...
DBowman Posted May 13, 2015 Share Posted May 13, 2015 thanks cowboy good thoughtI tried making sure not to copy - no joy.It attaches non-radially as usual. When you pick it up in the editor it draws like you are picking up the middle. Radial attach seems to happen at that 'pick up point'. Quote Link to comment Share on other sites More sharing options...
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