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


girka2k

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Hi there. Do you have any idea why this could happen?... The first one is from separate parts, the second is what it welds into :( There are supposed to be two parts made from what's visible - the flat one made of 3x white halves and 6x quarter boxes, and the other one from the rest to make the cylindrical storage and its base. All but one part have only one model and nothing like texture switch, so in theory it should be fine. Just structural, fuel tanks and fuelcell. Nothing was EVER welded prior to creating these two parts.

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Hi there. Do you have any idea why this could happen?... The first one is from separate parts, the second is what it welds into :( There are supposed to be two parts made from what's visible - the flat one made of 3x white halves and 6x quarter boxes, and the other one from the rest to make the cylindrical storage and its base. All but one part have only one model and nothing like texture switch, so in theory it should be fine. Just structural, fuel tanks and fuelcell. Nothing was EVER welded prior to creating these two parts.

http://imgur.com/a/rfjtG

My first guess would be it is because the parts are internally rotated and using model modules, but if you tell me from which pack they are I can look closer at it.

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This one. but as far as I can tell, they are not rotated. That's the only MODEL module used in the ones I used. Of course with different models, but no transformations applied, no TweakScale used on these parts by me.

MODEL
{
model = PlanetaryBaseInc/Parts/FuelTank/Storage_g
}

Edit:

On a second try, I welded the structures as the only stuff in Editor, not as part of existing vessel, and everything was fine... o_O before they were in a similar configuration in relation to the whole vessel as in these screenshots.

Edited by M4ck
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This one. but as far as I can tell, they are not rotated. That's the only MODEL module used in the ones I used. Of course with different models, but no transformations applied, no TweakScale used on these parts by me.

MODEL
{
model = PlanetaryBaseInc/Parts/FuelTank/Storage_g
}

Edit:

On a second try, I welded the structures as the only stuff in Editor, not as part of existing vessel, and everything was fine... o_O before they were in a similar configuration in relation to the whole vessel as in these screenshots.

Hmm yeah sometimes it is depending on the rootpart of the weldment.

But I will look at the partpack and see what I can do.

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Quick question, i forgot to ask if the Config & Icons for Filter Extensions still worx as well... I assume it does, since its still listed on the OP, but just thought I would make sure... :)

Thanx again!

Hmm should work. My Filterextension is not completely up to date, but can not believe it was changed dramatically.

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My welded parts won't load during KSP 1.0.5 initial startup, I've updated the mod and no change.

- - - Updated - - -

It stops at "UbioWeldingLtd/Parts/Structural/Tower/Tower" if that helps.

It is a problem in the part itself, it is not the plugin that is causing the startup problem.

If possible delete the partfile and reweld it.

If that still does not work, give me a list of the included mods of the weldment and provide the partfile pre and postwelding.

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Hi guys,

I'm trying to reduce my part count by creating all-in-one "booster pylons" for asparagus staging my craft. At present each pylon is a subassembly consisting of: Twin boar engine, orange fuel tank, parachutes, probe core (for full StageRecovery points), solar panel (for power, in case it ends up in orbit and I need to manually fly the pylon back down), girder (the "arm" connecting it to my main ship) and a decoupler.

[spoiler=Subassembly image][IMG]http://i.imgur.com/17dY2Tt.png[/IMG][/spoiler]

I realize I won't be able to put ALL of this in one part, but I want to reduce the count as much as possible. A few questions:

1) Any tips for combining decouplers and parachutes in the same part? When I tried welding together everything except the engine, my final staging activated the parachutes but not the decouplers.

2) If I include the strut and/or decoupler in my weld, then when I try to radially attach it to another part, KSP uses roughly my COM as the attachment surface. Is there any way to make the backside of the decoupler (or the butt end of the strut) the default attachment surface?

[spoiler=Attachment image][IMG]http://i.imgur.com/o4KENC0.png[/IMG][/spoiler]

3) Does KSP destroy entire decoupler parts when they are activated? If not, is there any way to tell it which components of the model to destroy?

Here's the [URL="http://tinyurl.com/kerbpylon"]part file[/URL] (unwelded) if anyone wants to help me play with it. Originally I wanted the strut mounted to the Twin Boar, as that's where the pylon's empty COM is (i.e. avoid torquing it during decoupling), but I'm ok with it being attached to the orange tank instead. Edited by Fwiffo
Add part file
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[quote name='Fwiffo']Hi guys,

I'm trying to reduce my part count by creating all-in-one "booster pylons" for asparagus staging my craft. At present each pylon is a subassembly consisting of: Twin boar engine, orange fuel tank, parachutes, probe core (for full StageRecovery points), solar panel (for power, in case it ends up in orbit and I need to manually fly the pylon back down), girder (the "arm" connecting it to my main ship) and a decoupler.

[spoiler=Subassembly image][url]http://i.imgur.com/17dY2Tt.png[/url][/spoiler]

I realize I won't be able to put ALL of this in one part, but I want to reduce the count as much as possible. A few questions:

1) Any tips for combining decouplers and parachutes in the same part? When I tried welding together everything except the engine, my final staging activated the parachutes but not the decouplers.

2) If I include the strut and/or decoupler in my weld, then when I try to radially attach it to another part, KSP uses roughly my COM as the attachment surface. Is there any way to make the backside of the decoupler (or the butt end of the strut) the default attachment surface?

[spoiler=Attachment image][url]http://i.imgur.com/o4KENC0.png[/url][/spoiler]

3) Does KSP destroy entire decoupler parts when they are activated? If not, is there any way to tell it which components of the model to destroy?

Here's the [URL="http://tinyurl.com/kerbpylon"]part file[/URL] (unwelded) if anyone wants to help me play with it. Originally I wanted the strut mounted to the Twin Boar, as that's where the pylon's empty COM is (i.e. avoid torquing it during decoupling), but I'm ok with it being attached to the orange tank instead.[/QUOTE]

Ok is the subassembly pure stock parts?
You can manually edit the attachpoint, you have to Change the node for that in the welded file.
[CODE]
node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0
[/CODE]
Normally you should have that somewhere close to the top of the file. It defines where the part will be attached it not used via attachnode.
About the decoupler puh that is a good question normally I weld stuff without them but the code should be able to handel them, can you provide the postwelding file?
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All stock parts.

[spoiler=RK-Pylon-Mk1.cfg][code]PART{
name = RK-Pylon-Mk1
module = Part
author = UbioZurWeldingLtd
rescaleFactor = 1
PhysicsSignificance = -1
node_stack_bottomtrussPiece1x1trussPiece1x1 = 1.669, -1, 2.184, 0, 0, 1, 1
node_stack_toptrussPiece1x1trussPiece1x1 = 1.669, -1, 1.065, 0, 0, -1, 1
node_attach = 0, 0, 0, 1, 0, 0, 1
fx_gasBurst_white = -0.6123169, 0.01826954, 3.649694E-08, 1, 0, 0, decouple
sound_decoupler_fire = decouple
sound_parachute_open = activate
sound_parachute_open = activate
sound_parachute_open = activate
sound_parachute_open = activate
sound_parachute_open = activate
CrewCapacity = 0
TechRequired = advConstruction
entryCost = 117500
cost = 26930
category = Engine
subcategory = 0
title = RK Pylon Mk1
manufacturer = UbioZur Welding Ltd
description = After a weekend sifting through Rockomax trash left over from prior launches, one of our brighter engineers hacked together this highly integrated booster pylon.
attachRules = 1,1,1,1,0,0,0
mass = 15.895
vesselType = Probe
dragModelType = default
maximum_drag = 0.105
minimum_drag = 0.105
angularDrag = 2.917
crashTolerance = 16.182
breakingForce = 190.279
breakingTorque = 188.077
maxTemp = 1200
fuelCrossFeed = False
explosionPotential = 0.5
thermalMassModifier = 1
heatConductivity = 0.11994140625
emissiveConstant = 0.686328125
radiatorHeadroom = 0.25
bulkheadProfiles = srf
MODEL
{
model = Squad/Parts/Utility/decouplerRadialHDM/model
position = 2.438, -1.001, 0
scale = 1, 1, 1
}
MODEL
{
model = Squad/Parts/Structural/trussGirderL/model
position = 1.685, -1.001, 0
scale = 1, 1, 1
rotation = 90, 270, 0
}
MODEL
{
model = Squad/Parts/Engine/Size2LFB/Size2LFB
position = -0.015, -3.801, 0
scale = 1, 1, 1
rotation = 0, 270, 0
}
MODEL
{
model = Squad/Parts/FuelTank/fuelTankJumbo-64/model
position = -0.015, 4.305, 0
scale = 1, 1, 1
}
MODEL
{
model = Squad/Parts/Utility/largeAdapter/model
position = -0.015, 8.81, 0
scale = 1, 1, 1
}
MODEL
{
model = Squad/Parts/Command/probeCoreCube/model
position = -0.015, 9.31, 0
scale = 1, 1, 1
}
MODEL
{
model = Squad/Parts/Utility/parachuteMk16-XL/model
position = -0.015, 9.597, 0
scale = 1, 1, 1
}
MODEL
{
model = Squad/Parts/Electrical/radialFlatSolarPanel/model
position = -0.925, 8.817, 0
scale = 1, 1, 1
rotation = 337.983, 270, 0
}
MODEL
{
model = Squad/Parts/Utility/parachuteMk2-R/model
position = 0.855, 6.612, -0.871
scale = 1, 1, 1
rotation = 0, 315, 0
}
MODEL
{
model = Squad/Parts/Utility/parachuteMk2-R/model
position = -0.886, 6.612, -0.871
scale = 1, 1, 1
rotation = 0, 45, 0
}
MODEL
{
model = Squad/Parts/Utility/parachuteMk2-R/model
position = -0.886, 6.612, 0.871
scale = 1, 1, 1
rotation = 0, 135, 0
}
MODEL
{
model = Squad/Parts/Utility/parachuteMk2-R/model
position = 0.855, 6.612, 0.871
scale = 1, 1, 1
rotation = 0, 225, 0
}
RESOURCE
{
name = LiquidFuel
amount = 5760
maxAmount = 5760
}
RESOURCE
{
name = Oxidizer
amount = 7040
maxAmount = 7040
}
RESOURCE
{
name = ElectricCharge
amount = 5
maxAmount = 5
}
MODULE
{
name = ModuleAnchoredDecoupler
anchorName = anchor
ejectionForce = 450
explosiveNodeID = srfradialDecoupler1-20
}
MODULE
{
name = ModuleToggleCrossfeed
crossfeedStatus = false
toggleEditor = true
toggleFlight = true
}
MODULE
{
name = ModuleTestSubject
useStaging = True
useEvent = True
situationMask = 294
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
}
}
MODULE
{
name = ModuleEnginesFX
engineID = KSLFB
runningEffectName = running_closed
thrustVectorTransformName = thrustPoint
exhaustDamage = True
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 2000
heatProduction = 375
fxOffset = 0, 0, 0.25
EngineType = SolidBooster
PROPELLANT
{
name = LiquidFuel
ratio = 0.9
DrawGauge = True
}
PROPELLANT
{
name = Oxidizer
ratio = 1.1
}
atmosphereCurve
{
key = 0 300
key = 1 280
key = 9 0.001
}
}
MODULE
{
name = ModuleGimbal
gimbalTransformName = obj_gimbal
gimbalRange = 1.5
}
MODULE
{
name = FXModuleAnimateThrottle
animationName = HeatAnimationLFB
responseSpeed = 0.001
dependOnEngineState = True
dependOnThrottle = True
}
MODULE
{
name = FlagDecal
textureQuadName = FlagTransform
}
MODULE
{
name = ModuleSurfaceFX
thrustProviderModuleIndex = 0
fxMax = 0.8
maxDistance = 50
falloff = 1.8
thrustTransformName = thrustPoint
}
MODULE
{
name = ModuleCommand
minimumCrew = 0
RESOURCE
{
name = ElectricCharge
rate = 0.025
}
}
MODULE
{
name = ModuleSAS
}
MODULE
{
name = ModuleParachute
invertCanopy = True
autoCutSpeed = 2.5
capName = cap
canopyName = canopy
semiDeployedAnimation = semiDeployLarge
fullyDeployedAnimation = fullyDeployLarge
stowedDrag = 1.1
semiDeployedDrag = 5
fullyDeployedDrag = 2500
minAirPressureToOpen = 0.2
clampMinAirPressure = 0.2
deployAltitude = 5000
deploymentSpeed = 0.6
semiDeploymentSpeed = 2.5
chuteMaxTemp = 3250
}
MODULE
{
name = ModuleDragModifier
dragCubeName = DEPLOYED
dragModifier = 261.67
}
MODULE
{
name = ModuleDeployableSolarPanel
sunTracking = false
raycastTransformName = suncatcher
pivotName = suncatcher
isBreakable = false
resourceName = ElectricCharge
chargeRate = 0.35
}
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
colour = 0.2 0.2 0.2
interval = 2
meshes = panel
}
}
[/code][/spoiler]

4)[a] I also noticed the "Max safe deploy speed at home" value shown in the tooltip for the part in the Editor is too high (my parachutes were all max 250m/s ones but the welded part says 617m/s). Which parameter(s) is that tied to? [b] The diameters are also marked as 0. [c] While we're talking parachutes, any idea what [URL="http://forum.kerbalspaceprogram.com/threads/140117-What-is-clampMinAirPressure"]clampMinAirPressure[/URL] is, exactly?

[IMG]http://i.imgur.com/aNMk5hH.png[/IMG]

5) What's the easiest way to figure out the correct coordinate for node_attach?

Many thanks! Edited by Fwiffo
Added picture, letters, and #5
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Sorry, one more:

5) I think the UbioZurContinued mod is adding to produce the parameters marked below, when perhaps it should be averaging or picking minimums? Here are what I changed mine to, and what UbioZur originally set them as.
[code][FONT=courier new] MODULE[/FONT]
[FONT=courier new] {[/FONT]
[FONT=courier new] name = ModuleParachute[/FONT]
[FONT=courier new] ...[/FONT]
[FONT=courier new] autoCutSpeed = 0.5 [/FONT][FONT=courier new]// was 2.5[/FONT]
[FONT=courier new] deploymentSpeed = 0.12 [/FONT][FONT=courier new]// was 0.6[/FONT]
[FONT=courier new] semiDeploymentSpeed = 0.5 [/FONT][FONT=courier new]// was 2.5[/FONT]
[FONT=courier new] ...[/FONT]
[FONT=courier new] }[/FONT][/code]

If you compare the stock Mk2-R and Mk16-XL parachutes, you'll notice even though they are different sizes / drags, those parameters are the same between them. Edited by Fwiffo
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[quote name='Fwiffo']Sorry, one more:

5) I think the UbioZurContinued mod is adding to produce the parameters marked below, when perhaps it should be averaging or picking minimums?
[code][FONT=courier new] MODULE[/FONT]
[FONT=courier new] {[/FONT]
[FONT=courier new] name = ModuleParachute[/FONT]
[FONT=courier new] ...[/FONT]
[FONT=courier new] autoCutSpeed = 0.5[/FONT][FONT=courier new]// was 2.5[/FONT]
[FONT=courier new] deploymentSpeed = 0.12[/FONT][FONT=courier new]// was 0.6[/FONT]
[FONT=courier new] semiDeploymentSpeed = 0.5[/FONT][FONT=courier new]// was 2.5[/FONT]
[FONT=courier new] ...[/FONT]
[FONT=courier new] }[/FONT][/code]

If you compare the stock Mk2-R and Mk16-XL parachutes, you'll notice even though they are different sizes, those parameters are the same between them.[/QUOTE]

That is actually something you can setup based on your personal Needs.
There is in the new-config, which is defined from inside the game, and the ModuleAttributeList, you can add values there so that they get averaged or set to minimum, welding will handle them then accordingly.

To 4 I have no idea about that value, maybe Scott Manley or Bob Fitch will know more about them.
I will now investigate on the decouplers.
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[quote name='Alewx']That is actually something you can setup based on your personal Needs. There is in the new-config, which is defined from inside the game, and the ModuleAttributeList, you can add values there so that they get averaged or set to minimum, welding will handle them then accordingly.[/QUOTE]

Cool! I will try adding this to moduleAttributeList.xml in the <AveragedModuleAttributes> section. Assuming my facts are correct, perhaps [s]they[/s] at least the first one should be there by default?

[code]<ModuleAttribute AttributeName="ModuleParachute_autoCutSpeed" />
<ModuleAttribute AttributeName="ModuleParachute_deploymentSpeed" />
<ModuleAttribute AttributeName="ModuleParachute_semiDeploymentSpeed" />[/code] Edited by Fwiffo
Sorry for all the edits
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[quote name='Fwiffo']Cool! I will try adding this to moduleAttributeList.xml in the <AveragedModuleAttributes> section. Assuming my facts are correct, perhaps [s]they[/s] at least the first one should be there by default?

[code]<ModuleAttribute AttributeName="ModuleParachute_autoCutSpeed" />
<ModuleAttribute AttributeName="ModuleParachute_deploymentSpeed" />
<ModuleAttribute AttributeName="ModuleParachute_semiDeploymentSpeed" />[/code][/QUOTE]

That looks correct.
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[quote name='Fwiffo']I think the mod might also be neglecting to create a SEMIDEPLOYED ModuleDragModifier on welded parts that contain [multiple?] parachutes. Looking into it more now.[/QUOTE]

Welding is by far not complete or perfect, we made it able to handle most situations without breaking too much things, but each part and module has ist own needs, and not all can be solved.

[CODE]
PART{
name = RK-Pylon-Mk1
module = Part
author = UbioZurWeldingLtd
rescaleFactor = 1
PhysicsSignificance = -1
node_stack_bottomtrussPiece1x1trussPiece1x1 = 1.669, -1, 2.184, 0, 0, 1, 1
node_stack_toptrussPiece1x1trussPiece1x1 = 1.669, -1, 1.065, 0, 0, -1, 1
node_attach = 0, 0, 0, 1, 0, 0, 1
fx_gasBurst_white = -0.6123169, 0.01826954, 3.649694E-08, 1, 0, 0, decouple
sound_decoupler_fire = decouple
sound_parachute_open = activate
sound_parachute_open = activate
sound_parachute_open = activate
sound_parachute_open = activate
sound_parachute_open = activate
CrewCapacity = 0
TechRequired = advConstruction
entryCost = 117500
cost = 26930
category = Engine
subcategory = 0
title = RK Pylon Mk1
manufacturer = UbioZur Welding Ltd
description = After a weekend sifting through Rockomax trash left over from prior launches, one of our brighter engineers hacked together this highly integrated booster pylon.
attachRules = 1,1,1,1,0,0,0
mass = 15.895
vesselType = Probe
dragModelType = default
maximum_drag = 0.105
minimum_drag = 0.105
angularDrag = 2.917
crashTolerance = 16.182
breakingForce = 190.279
breakingTorque = 188.077
maxTemp = 1200
stagingIcon = DECOUPLER_HOR
stageOffset = 1
childStageOffset = 1
fuelCrossFeed = False
explosionPotential = 0.5
thermalMassModifier = 1
heatConductivity = 0.11994140625
emissiveConstant = 0.686328125
radiatorHeadroom = 0.25
bulkheadProfiles = srf
MODEL
{
model = Squad/Parts/Utility/decouplerRadialHDM/model
position = 2.438, -1.001, 0
scale = 1, 1, 1
}
MODEL
{
model = Squad/Parts/Structural/trussGirderL/model
position = 1.685, -1.001, 0
scale = 1, 1, 1
rotation = 90, 270, 0
}
MODEL
{
model = Squad/Parts/Engine/Size2LFB/Size2LFB
position = -0.015, -3.801, 0
scale = 1, 1, 1
rotation = 0, 270, 0
}
MODEL
{
model = Squad/Parts/FuelTank/fuelTankJumbo-64/model
position = -0.015, 4.305, 0
scale = 1, 1, 1
}
MODEL
{
model = Squad/Parts/Utility/largeAdapter/model
position = -0.015, 8.81, 0
scale = 1, 1, 1
}
MODEL
{
model = Squad/Parts/Command/probeCoreCube/model
position = -0.015, 9.31, 0
scale = 1, 1, 1
}
MODEL
{
model = Squad/Parts/Utility/parachuteMk16-XL/model
position = -0.015, 9.597, 0
scale = 1, 1, 1
}
MODEL
{
model = Squad/Parts/Electrical/radialFlatSolarPanel/model
position = -0.925, 8.817, 0
scale = 1, 1, 1
rotation = 337.983, 270, 0
}
MODEL
{
model = Squad/Parts/Utility/parachuteMk2-R/model
position = 0.855, 6.612, -0.871
scale = 1, 1, 1
rotation = 0, 315, 0
}
MODEL
{
model = Squad/Parts/Utility/parachuteMk2-R/model
position = -0.886, 6.612, -0.871
scale = 1, 1, 1
rotation = 0, 45, 0
}
MODEL
{
model = Squad/Parts/Utility/parachuteMk2-R/model
position = -0.886, 6.612, 0.871
scale = 1, 1, 1
rotation = 0, 135, 0
}
MODEL
{
model = Squad/Parts/Utility/parachuteMk2-R/model
position = 0.855, 6.612, 0.871
scale = 1, 1, 1
rotation = 0, 225, 0
}
RESOURCE
{
name = LiquidFuel
amount = 5760
maxAmount = 5760
}
RESOURCE
{
name = Oxidizer
amount = 7040
maxAmount = 7040
}
RESOURCE
{
name = ElectricCharge
amount = 5
maxAmount = 5
}
MODULE
{
name = ModuleAnchoredDecoupler
anchorName = anchor
ejectionForce = 450
explosiveNodeID = srf
}
MODULE
{
name = ModuleToggleCrossfeed
crossfeedStatus = false
toggleEditor = true
toggleFlight = true
}
MODULE
{
name = ModuleTestSubject
useStaging = True
useEvent = True
situationMask = 294
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
}
}
MODULE
{
name = ModuleEnginesFX
engineID = KSLFB
runningEffectName = running_closed
thrustVectorTransformName = thrustPoint
exhaustDamage = True
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 2000
heatProduction = 375
fxOffset = 0, 0, 0.25
EngineType = SolidBooster
PROPELLANT
{
name = LiquidFuel
ratio = 0.9
DrawGauge = True
}
PROPELLANT
{
name = Oxidizer
ratio = 1.1
}
atmosphereCurve
{
key = 0 300
key = 1 280
key = 9 0.001
}
}
MODULE
{
name = ModuleGimbal
gimbalTransformName = obj_gimbal
gimbalRange = 1.5
}
MODULE
{
name = FXModuleAnimateThrottle
animationName = HeatAnimationLFB
responseSpeed = 0.001
dependOnEngineState = True
dependOnThrottle = True
}
MODULE
{
name = FlagDecal
textureQuadName = FlagTransform
}
MODULE
{
name = ModuleSurfaceFX
thrustProviderModuleIndex = 0
fxMax = 0.8
maxDistance = 50
falloff = 1.8
thrustTransformName = thrustPoint
}
MODULE
{
name = ModuleCommand
minimumCrew = 0
RESOURCE
{
name = ElectricCharge
rate = 0.025
}
}
MODULE
{
name = ModuleSAS
}
MODULE
{
name = ModuleParachute
invertCanopy = True
autoCutSpeed = 2.5
capName = cap
canopyName = canopy
semiDeployedAnimation = semiDeployLarge
fullyDeployedAnimation = fullyDeployLarge
stowedDrag = 1.1
semiDeployedDrag = 5
fullyDeployedDrag = 2500
minAirPressureToOpen = 0.2
clampMinAirPressure = 0.2
deployAltitude = 5000
deploymentSpeed = 0.6
semiDeploymentSpeed = 2.5
chuteMaxTemp = 3250
}
MODULE
{
name = ModuleDragModifier
dragCubeName = DEPLOYED
dragModifier = 261.67
}
MODULE
{
name = ModuleDeployableSolarPanel
sunTracking = false
raycastTransformName = suncatcher
pivotName = suncatcher
isBreakable = false
resourceName = ElectricCharge
chargeRate = 0.35
}
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
colour = 0.2 0.2 0.2
interval = 2
meshes = panel
}
}
[/CODE]

this should make your welded part be able to decouple, and edit ist stage properly.
It showed me some parts that are new or were never properly adressed in the mod, so I add them to the todo list.
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Thanks, will test that out!

Presently I'm trying to figure out how to get the drag working properly on my weldments with [multiple] parachutes. I don't seem to be getting much (or any) drag at all. Thinking I might be better off making a single parachute part appropriately scaled to replace all the small ones, then either welding that in (if it works) or attaching as a separate part.

[quote name='Alewx']Welding is by far not complete or perfect, we made it able to handle most situations without breaking too much things, but each part and module has ist own needs, and not all can be solved.
[/QUOTE]
Totally understood. Appreciate all your hard work on this project. :-).
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[quote name='Fwiffo']Thanks, will test that out!

Presently I'm trying to figure out how to get the drag working properly on my weldments with [multiple] parachutes. I don't seem to be getting much (or any) drag at all. Thinking I might be better off making a single parachute part appropriately scaled to replace all the small ones, then either welding that in (if it works) or attaching as a separate part.


Totally understood. Appreciate all your hard work on this project. :-).[/QUOTE]

Ah you used the bad work "drag" not good^^
The drag cubes, drad model and all that stuff can easily be wrong with weldments.
If you find an reliable and reproducable solution, just give me a note then it will look into an implementation. Edited by Alewx
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Ah! Will do. In the meantime, could you add "parachutes" to the list of "Known Limitations" in the OP on this thread?

If I had known, I wouldn't have tried to go down that route :-). (Or maybe I would have anyway, but at least wouldda known there be dragons)

Cheers!

EDIT: Nevermind, looks like you already did. Sorry if I missed it the first time around. Edited by Fwiffo
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Another question: How is game performance affected by the number of models (i.e. pre-weld sub-parts) in a welded part?

i.e. I'm welding to reduce part count and improve performance. I realize this means less physics objects for the game to calculate. But I suspect if I have a lot of extra surface-mounted parts prior to welding (small nosecones, batteries, lights, etc) the resultant mesh is more complex (and the number of MODEL elements in the cfg file is larger). I'm wondering if the more complex mesh means collision detection etc. takes a bit more work, and the additional MODEL elements mean there's more things for [the GPU?] to maintain textures on. Texture count itself is not going up, as these are generally things I'd have on my ship anyway - there are just more instances of them.

Keep in mind I'll be duplicating my welded parts many times using lots of symmetry, so a small performance optimization will multiply out.

Also I expect batteries and lights get ignored for the collision mesh so including several of them isn't a big deal? (Although I'm a bit wary on lights as more raycasting would be required when the lights are turned on and I feel like when I included lots of lights on other parts it slowed things down a bit?)

Anyone who can shed some light on these questions? Thanks!
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[quote name='Fwiffo']Another question: How is game performance affected by the number of models (i.e. pre-weld sub-parts) in a welded part?

i.e. I'm welding to reduce part count and improve performance. I realize this means less physics objects for the game to calculate. But I suspect if I have a lot of extra surface-mounted parts prior to welding (small nosecones, batteries, lights, etc) the resultant mesh is more complex (and the number of MODEL elements in the cfg file is larger). I'm wondering if the more complex mesh means collision detection etc. takes a bit more work, and the additional MODEL elements mean there's more things for [the GPU?] to maintain textures on. Texture count itself is not going up, as these are generally things I'd have on my ship anyway - there are just more instances of them.

Keep in mind I'll be duplicating my welded parts many times using lots of symmetry, so a small performance optimization will multiply out.

Also I expect batteries and lights get ignored for the collision mesh so including several of them isn't a big deal? (Although I'm a bit wary on lights as more raycasting would be required when the lights are turned on and I feel like when I included lots of lights on other parts it slowed things down a bit?)

Anyone who can shed some light on these questions? Thanks![/QUOTE]

Well it is not that easy. Parts get instanced with a number of gameobjects that the engine has to handle in a tree of objects. Welding is able to merge the parts so that one layer of the object tree is reduced, more is just not possible because they have eah a certain purpose that you can not simple take away. So the real limiting factor is the Physics Performance and the CPU. The complexitity of the tree is just a minor issue.
Getting the best Performance from merged objects is a task of try and error and experience, Girka2k was pretty good at getting to the smallest number of parts.
Welding parts with smmetry is not really a Problem, but it depends on the purpose of the craft how to weld it for best result.
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