Alewx Posted November 11, 2015 Share Posted November 11, 2015 Update to UbioWeld Continued 2.2.2Recompile for KSP 1.0.5Download version 2.2.2 for KSP 1.0.5 Quote Link to comment Share on other sites More sharing options...
HafCoJoe Posted November 11, 2015 Share Posted November 11, 2015 Update to UbioWeld Continued 2.2.2Recompile for KSP 1.0.5Download version 2.2.2 for KSP 1.0.5Sweet! Quote Link to comment Share on other sites More sharing options...
M4ck Posted November 12, 2015 Share Posted November 12, 2015 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.Javascript is disabled. View full album Quote Link to comment Share on other sites More sharing options...
Alewx Posted November 12, 2015 Share Posted November 12, 2015 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/rfjtGMy 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. Quote Link to comment Share on other sites More sharing options...
M4ck Posted November 12, 2015 Share Posted November 12, 2015 (edited) 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 November 12, 2015 by M4ck Quote Link to comment Share on other sites More sharing options...
Alewx Posted November 12, 2015 Share Posted November 12, 2015 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. Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted November 13, 2015 Share Posted November 13, 2015 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! Quote Link to comment Share on other sites More sharing options...
Alewx Posted November 13, 2015 Share Posted November 13, 2015 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. Quote Link to comment Share on other sites More sharing options...
RandyRawgust Posted November 14, 2015 Share Posted November 14, 2015 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. Quote Link to comment Share on other sites More sharing options...
Alewx Posted November 15, 2015 Share Posted November 15, 2015 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. Quote Link to comment Share on other sites More sharing options...
Fwiffo Posted November 20, 2015 Share Posted November 20, 2015 (edited) 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 November 20, 2015 by Fwiffo Add part file Quote Link to comment Share on other sites More sharing options...
Alewx Posted November 20, 2015 Share Posted November 20, 2015 [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? Quote Link to comment Share on other sites More sharing options...
Fwiffo Posted November 20, 2015 Share Posted November 20, 2015 (edited) 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 November 20, 2015 by Fwiffo Added picture, letters, and #5 Quote Link to comment Share on other sites More sharing options...
Fwiffo Posted November 20, 2015 Share Posted November 20, 2015 (edited) 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 November 20, 2015 by Fwiffo Quote Link to comment Share on other sites More sharing options...
Alewx Posted November 20, 2015 Share Posted November 20, 2015 [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. Quote Link to comment Share on other sites More sharing options...
Fwiffo Posted November 20, 2015 Share Posted November 20, 2015 (edited) [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 November 20, 2015 by Fwiffo Sorry for all the edits Quote Link to comment Share on other sites More sharing options...
Alewx Posted November 20, 2015 Share Posted November 20, 2015 [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. Quote Link to comment Share on other sites More sharing options...
Fwiffo Posted November 20, 2015 Share Posted November 20, 2015 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 Link to comment Share on other sites More sharing options...
Alewx Posted November 21, 2015 Share Posted November 21, 2015 [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. Quote Link to comment Share on other sites More sharing options...
Fwiffo Posted November 21, 2015 Share Posted November 21, 2015 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. :-). Quote Link to comment Share on other sites More sharing options...
Alewx Posted November 21, 2015 Share Posted November 21, 2015 (edited) [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 November 21, 2015 by Alewx Quote Link to comment Share on other sites More sharing options...
Fwiffo Posted November 21, 2015 Share Posted November 21, 2015 (edited) 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 November 21, 2015 by Fwiffo Quote Link to comment Share on other sites More sharing options...
Fwiffo Posted November 21, 2015 Share Posted November 21, 2015 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 Link to comment Share on other sites More sharing options...
Alewx Posted November 22, 2015 Share Posted November 22, 2015 [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. Quote Link to comment Share on other sites More sharing options...
aagun123 Posted November 22, 2015 Share Posted November 22, 2015 Want some help: It says "The hull has more than 255 polygons. This is invalid" when i use welded part in ver 1.0.5, and it makes lags. Thx in advance Quote Link to comment Share on other sites More sharing options...
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