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


girka2k

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Ok now with KSP 1.1 in PreRelease, I work on getting Welding back to work with the game.

SpaceYParts are not that easy as NecroBones is updating them pretty often. Let me get it working with 1.1 and then we see further.

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@Dr Farnsworth Try again to weld the Station part in the VAB. I just did it there, and then the Position of the parts is correct, it seems that the welding gets there a lot of confusion because the base orientation of the SPH is different from the VAB.

 

On ‎09‎.‎02‎.‎2016 at 8:35 AM, Fwiffo said:

Hey, while we're on the topic of CoM:  Is it possible there's a bug in the add-in which causes it to consider (rather than ignore) physicsless parts (i.e. PhysicsSignificance=1) when calculating the weldment's CoM?

I have a craft segment that is perfectly balanced in the Editor, and contains a few physics-less parts slapped on (light, battery, JSI camera).  When I produce the weldment, all the X and Z positions of the nodes and models are offset slightly (i.e. the center of mass no longer lies along the vertical, axial centerline of my ship), and my craft becomes unbalanced when attaching the weldment with other segments.  I keep having to manually correct the offset to get everything (and my CoM) back to centerline.

I can easily provide a craft file to demonstrate (along with the weldment produced and my manually corrected weldment).  EDIT: In the meantime I actually wrote a little EXE file to make the corrections since I got tired of doing it by Hand.

Also, did you guys ever implement any enhancement to improve the location of node_attach for generated weldments?

Finally, is anyone having problems welding the "Rockomax Brand Adapter 02"?  When I flip it upside down and stick it to the bottom of a lander can (for a short 1.25 to 2.5m adapter) I end up with weirdness on the "invisible" surface mesh around the angled surface of the adapter part. These two images show what I mean.  The antennas were added afterward to show the profile of the surface.  For some reason in my weldment, the surface is raised a bit from where it should be, and facing the wrong way.  As a result, radially attached parts get mounted funny, and I'm getting some more subtle issues that I won't go into detail on (the problem gets even worse if I put an Advanced Reaction Wheel under the adapter).  Here's a pre-weld craft file for this one:

  Reveal hidden contents

ship = A-Preweld
version = 1.0.5
description = 
type = VAB
size = 2.495656,1.630095,2.495656
PART
{
    part = landerCabinSmall_4293467554
    partName = Part
    pos = 0.4819541,15.01053,0.4264514
    attPos = 0,0,0
    attPos0 = 0.4819541,15.01053,0.4264514
    rot = 0,0,0,1
    attRot = 0,0,0,1
    attRot0 = 0,0,0,1
    mir = 1,1,1
    symMethod = Radial
    istg = 0
    dstg = 0
    sidx = -1
    sqor = -1
    sepI = 0
    attm = 0
    modCost = 0
    modMass = 0
    modSize = (0.0, 0.0, 0.0)
    link = largeAdapter2_4293436936
    attN = bottom,largeAdapter2_4293436936
    EVENTS
    {
    }
    ACTIONS
    {
    }
    PARTDATA
    {
    }
    MODULE
    {
        name = ModuleCommand
        isEnabled = True
        controlSrcStatusText = 
        stagingEnabled = True
        EVENTS
        {
            MakeReference
            {
                active = True
                guiActive = True
                guiActiveUncommand = False
                guiIcon = Control From Here
                guiName = Control From Here
                category = Control From Here
                guiActiveUnfocused = False
                unfocusedRange = 2
                externalToEVAOnly = True
            }
            RenameVessel
            {
                active = True
                guiActive = True
                guiActiveUncommand = True
                guiIcon = Rename Vessel
                guiName = Rename Vessel
                category = Rename Vessel
                guiActiveUnfocused = False
                unfocusedRange = 2
                externalToEVAOnly = True
            }
            ToggleStaging
            {
                active = True
                guiActive = False
                guiActiveUncommand = False
                guiIcon = Disable Staging
                guiName = Disable Staging
                category = Disable Staging
                guiActiveUnfocused = False
                unfocusedRange = 2
                externalToEVAOnly = True
            }
        }
        ACTIONS
        {
        }
    }
    MODULE
    {
        name = ModuleReactionWheel
        isEnabled = True
        stateString = Active
        stagingEnabled = True
        WheelState = Active
        EVENTS
        {
            OnToggle
            {
                active = True
                guiActive = True
                guiActiveEditor = True
                guiActiveUncommand = False
                guiIcon = Toggle Torque
                guiName = Toggle Torque
                category = Toggle Torque
                guiActiveUnfocused = False
                unfocusedRange = 2
                externalToEVAOnly = True
            }
            ToggleStaging
            {
                active = True
                guiActive = False
                guiActiveUncommand = False
                guiIcon = Disable Staging
                guiName = Disable Staging
                category = Disable Staging
                guiActiveUnfocused = False
                unfocusedRange = 2
                externalToEVAOnly = True
            }
        }
        ACTIONS
        {
            Activate
            {
                actionGroup = None
            }
            Deactivate
            {
                actionGroup = None
            }
            Toggle
            {
                actionGroup = None
            }
        }
    }
    MODULE
    {
        name = ModuleScienceExperiment
        isEnabled = True
        Deployed = False
        Inoperable = False
        stagingEnabled = True
        EVENTS
        {
            DeployExperiment
            {
                active = True
                guiActive = True
                guiActiveUncommand = False
                guiIcon = Deploy
                guiName = Deploy
                category = Deploy
                guiActiveUnfocused = False
                unfocusedRange = 2
                externalToEVAOnly = True
            }
            CollectDataExternalEvent
            {
                active = True
                guiActive = False
                guiActiveUncommand = False
                guiIcon = 
                guiName = 
                category = 
                guiActiveUnfocused = True
                unfocusedRange = 1.5
                externalToEVAOnly = True
            }
            ReviewDataEvent
            {
                active = True
                guiActive = True
                guiActiveUncommand = False
                guiIcon = Review Data
                guiName = Review Data
                category = Review Data
                guiActiveUnfocused = False
                unfocusedRange = 2
                externalToEVAOnly = True
            }
            ResetExperiment
            {
                active = True
                guiActive = True
                guiActiveUncommand = False
                guiIcon = Reset
                guiName = Reset
                category = Reset
                guiActiveUnfocused = False
                unfocusedRange = 2
                externalToEVAOnly = True
            }
            DeployExperimentExternal
            {
                active = True
                guiActive = False
                guiActiveUncommand = False
                guiIcon = Deploy
                guiName = Deploy
                category = Deploy
                guiActiveUnfocused = True
                unfocusedRange = 2
                externalToEVAOnly = True
            }
            ResetExperimentExternal
            {
                active = True
                guiActive = False
                guiActiveUncommand = False
                guiIcon = Reset
                guiName = Reset
                category = Reset
                guiActiveUnfocused = True
                unfocusedRange = 2
                externalToEVAOnly = True
            }
            CleanUpExperimentExternal
            {
                active = True
                guiActive = False
                guiActiveUncommand = False
                guiIcon = Restore
                guiName = Restore
                category = Restore
                guiActiveUnfocused = True
                unfocusedRange = 2
                externalToEVAOnly = True
            }
            ToggleStaging
            {
                active = True
                guiActive = False
                guiActiveUncommand = False
                guiIcon = Disable Staging
                guiName = Disable Staging
                category = Disable Staging
                guiActiveUnfocused = False
                unfocusedRange = 2
                externalToEVAOnly = True
            }
        }
        ACTIONS
        {
            DeployAction
            {
                actionGroup = None
            }
            ResetAction
            {
                actionGroup = None
            }
        }
    }
    MODULE
    {
        name = ModuleScienceContainer
        isEnabled = True
        stagingEnabled = True
        EVENTS
        {
            StoreDataExternalEvent
            {
                active = False
                guiActive = False
                guiActiveUncommand = False
                guiIcon = 
                guiName = Store Experiments (0)
                category = 
                guiActiveUnfocused = True
                unfocusedRange = 1.3
                externalToEVAOnly = True
            }
            CollectDataExternalEvent
            {
                active = False
                guiActive = False
                guiActiveUncommand = False
                guiIcon = 
                guiName = Take Data (0)
                category = 
                guiActiveUnfocused = True
                unfocusedRange = 1.3
                externalToEVAOnly = True
            }
            ReviewDataEvent
            {
                active = False
                guiActive = True
                guiActiveUncommand = False
                guiIcon = Review Data
                guiName = Review Stored Data (0)
                category = Review Data
                guiActiveUnfocused = False
                unfocusedRange = 2
                externalToEVAOnly = True
            }
            ToggleStaging
            {
                active = True
                guiActive = False
                guiActiveUncommand = False
                guiIcon = Disable Staging
                guiName = Disable Staging
                category = Disable Staging
                guiActiveUnfocused = False
                unfocusedRange = 2
                externalToEVAOnly = True
            }
        }
        ACTIONS
        {
        }
    }
    MODULE
    {
        name = FlagDecal
        isEnabled = True
        flagDisplayed = True
        stagingEnabled = True
        EVENTS
        {
            ToggleFlag
            {
                active = True
                guiActive = False
                guiActiveEditor = True
                guiActiveUncommand = False
                guiIcon = Toggle Flag
                guiName = Toggle Flag
                category = Toggle Flag
                guiActiveUnfocused = False
                unfocusedRange = 2
                externalToEVAOnly = True
            }
            ToggleStaging
            {
                active = True
                guiActive = False
                guiActiveUncommand = False
                guiIcon = Disable Staging
                guiName = Disable Staging
                category = Disable Staging
                guiActiveUnfocused = False
                unfocusedRange = 2
                externalToEVAOnly = True
            }
        }
        ACTIONS
        {
        }
    }
    MODULE
    {
        name = ModuleTripLogger
        isEnabled = True
        stagingEnabled = True
        EVENTS
        {
            ToggleStaging
            {
                active = True
                guiActive = False
                guiActiveUncommand = False
                guiIcon = Disable Staging
                guiName = Disable Staging
                category = Disable Staging
                guiActiveUnfocused = False
                unfocusedRange = 2
                externalToEVAOnly = True
            }
        }
        ACTIONS
        {
        }
        Log
        {
            flight = 0
        }
    }
    MODULE
    {
        name = TransferDialogSpawner
        isEnabled = True
        stagingEnabled = True
        EVENTS
        {
            SpawnDialog
            {
                active = True
                guiActive = True
                guiActiveUncommand = True
                guiIcon = Transfer Crew
                guiName = Transfer Crew
                category = Transfer Crew
                guiActiveUnfocused = False
                unfocusedRange = 2
                externalToEVAOnly = True
            }
            ToggleStaging
            {
                active = True
                guiActive = False
                guiActiveUncommand = False
                guiIcon = Disable Staging
                guiName = Disable Staging
                category = Disable Staging
                guiActiveUnfocused = False
                unfocusedRange = 2
                externalToEVAOnly = True
            }
        }
        ACTIONS
        {
        }
    }
    RESOURCE
    {
        name = ElectricCharge
        amount = 50
        maxAmount = 50
        flowState = True
        isTweakable = True
        hideFlow = False
        isVisible = True
        flowMode = Both
    }
    RESOURCE
    {
        name = MonoPropellant
        amount = 15
        maxAmount = 15
        flowState = True
        isTweakable = True
        hideFlow = False
        isVisible = True
        flowMode = Both
    }
}
PART
{
    part = largeAdapter2_4293436936
    partName = Part
    pos = 0.4819541,14.19631,0.4264514
    attPos = 0,0,0
    attPos0 = 0,-0.8142166,0
    rot = -1,0,0,0
    attRot = -0.9999999,0,0,0
    attRot0 = -1,0,0,0
    mir = 1,1,1
    symMethod = Radial
    istg = 0
    dstg = 0
    sidx = -1
    sqor = -1
    sepI = 0
    attm = 0
    modCost = 0
    modMass = 0
    modSize = (0.0, 0.0, 0.0)
    attN = bottom,landerCabinSmall_4293467554
    EVENTS
    {
    }
    ACTIONS
    {
    }
    PARTDATA
    {
    }
}

Side note - I think you should copy the INTERNAL section in the cfg file when Pods are welded (see CFG file for any of the stock pods); I've had to put that block in manually after welding, otherwise EVA/IVA is disabled in flight mode.

By the way thanks a BUNCH for all your hard work on this mod!

@Fwiffo Masslessparts only get calculated into the weldment when you enable the option in the settings.

No there was so far no imporvement implemented. Code additions are always welcome.

Yes adapters tend to have this problem because the colliders do not get all properties set correctly at weldments.

The INTERLAS are deactivated on inention as the parts can only have one single INTERNAL unless this was changed in 1.1.

 

 

Edited by Alewx
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@Alewx Hey thanks for getting back to me.

6 hours ago, Alewx said:

Masslessparts only get calculated into the weldment when you enable the option in the settings.

I have the "Don't process massless parts" option UNchecked.  So I would expect they would be processed (for the modules, total weight, etc).

(The parts have PhysicsSignificance set to 1 but have mass > 0)

6 hours ago, Alewx said:

The INTERLAS are deactivated on inention as the parts can only have one single INTERNAL unless this was changed in 1.1.

So if exactly one of the parts in my weldment has INTERNAL, I would expect the generated weldment to have INTERNAL, no?

Edited by Fwiffo
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10 minutes ago, Fwiffo said:

@Alewx Hey thanks for getting back to me.

I have the "Don't process massless parts" option UNchecked.  So I would expect they would be processed (for the modules, total weight, etc).

(The parts have PhysicsSignificance set to 1 but have mass > 0)

So if exactly one of the parts in my weldment has INTERNAL, I would expect the generated weldment to have INTERNAL, no?

If you check the option the parts will be added but their mass will be ignored and the part should get the perfect balance as it is designed by you.

Internals are by Default set to 0,0,0 as Position, which will not fit to the weldment. that is the reason it was completly disabled.

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15 minutes ago, Alewx said:

If you check the option the parts will be added but their mass will be ignored and the part should get the perfect balance as it is designed by you.

Thanks for the info.  So is there no way to add their mass to the total mass of my weldment, but ignore them for CoM purposes?

Getting their module effects without the additional weight seems like a cheat.

With the option checkmarked, I no longer need to edit the CoM, but need to manually edit the weldment to bump up the total mass.

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4 minutes ago, Fwiffo said:

Thanks for the info.  So is there no way to add their mass to the total mass of my weldment, but ignore them for CoM purposes?

Getting their module effects without the additional weight seems like a cheat.

With the option checkmarked, I no longer need to edit the CoM, but need to manually edit the weldment to bump up the total mass.

No that is not possible, the moment their mass gets processed they influence the CoM, sorry.

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Appreciate the reply.

I was looking at the source code and saw the comment:

// if part's PhysicsSignificance = 1, then this part is "massless" and its mass would be ignored in stock KSP

I think this assumption is incorrect.  According to http://wiki.kerbalspaceprogram.com/wiki/Physicsless_part, and I think according to testing I did some time back:

The mass of the part and the drag experienced by it are added to the parent's part.

Hence why I feel to mimic stock behavior more accurately, physicsless parts should contribute to the total mass of the weldment, without offsetting the CoM (or possibly, not if the parent part is already along the CoM axis).  Would you be opposed to a code contribution that produces such behavior? (Possibly with a new option, if needed?).  Btw IMHO I think the name of the existing "Don't process massless parts" is a bit misleading since (I believe) some attributes of those parts are still inherited.

Edited by Fwiffo
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@Bluebottle Thanks for the info, I've been successfully eminiating bugs from my welds by removing any non essential or funny looking modules as you said.

However it would seem I've run into one final error, on RSS Any weld I make (testing with just two stock parts will explode if in the scene when reloading a quicksave, regardless of water and of any modules or tweakscale. I can however have move into the physics range of an already landed vessel. My guess is it's something to do with RSS and or heating? Nothing shows in the KSP event log (F3) not even that the part's been destroyed. thanks for the help thus far though! :)

Edited by pingopete
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6 hours ago, Fwiffo said:

Appreciate the reply.

I was looking at the source code and saw the comment:

// if part's PhysicsSignificance = 1, then this part is "massless" and its mass would be ignored in stock KSP

I think this assumption is incorrect.  According to http://wiki.kerbalspaceprogram.com/wiki/Physicsless_part, and I think according to testing I did some time back:

The mass of the part and the drag experienced by it are added to the parent's part.

Hence why I feel to mimic stock behavior more accurately, physicsless parts should contribute to the total mass of the weldment, without offsetting the CoM (or possibly, not if the parent part is already along the CoM axis).  Would you be opposed to a code contribution that produces such behavior? (Possibly with a new option, if needed?).  Btw IMHO I think the name of the existing "Don't process massless parts" is a bit misleading since (I believe) some attributes of those parts are still inherited.

Sure it is all open source, so you are free to fork the repo and make a pull request.

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3 hours ago, pingopete said:

@Bluebottle Thanks for the info, I've been successfully eminiating bugs from my welds by removing any non essential or funny looking modules as you said.

However it would seem I've run into one final error, on RSS Any weld I make (testing with just two stock parts will explode if in the scene when reloading a quicksave, regardless of water and of any modules or tweakscale. I can however have move into the physics range of an already landed vessel. My guess is it's something to do with RSS and or heating? Nothing shows in the KSP event log (F3) not even that the part's been destroyed. thanks for the help thus far though! :)

sounds like wrongly calculated temperature values.

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  • 2 weeks later...

I read earlier about Ubio not saving the welding. I'm currently having the same issue, and tried changing the read-only (currently in a filled box) to non. It seems I'm unable to change the permission as it keeps reverting every time I try to apply. I'll try testing on a separate hard-disk (transferring now), but I think OP should take note of this in the Q&A.

EDIT:

Still not working. I don't think its a folder/permission problem. In fact, I tried welding a small piece and welding another, the Replace Message pops-up. But the parts folder is non-existent. No its definitely not hidden.

EDIT2:

Main cause : 64bit. Testing on 32bit, it made the folder. 

Edited by victor tan
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6 hours ago, victor tan said:

I read earlier about Ubio not saving the welding. I'm currently having the same issue, and tried changing the read-only (currently in a filled box) to non. It seems I'm unable to change the permission as it keeps reverting every time I try to apply. I'll try testing on a separate hard-disk (transferring now), but I think OP should take note of this in the Q&A.

EDIT:

Still not working. I don't think its a folder/permission problem. In fact, I tried welding a small piece and welding another, the Replace Message pops-up. But the parts folder is non-existent. No its definitely not hidden.

EDIT2:

Main cause : 64bit. Testing on 32bit, it made the folder. 

Which OS?

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Thanks for keeping this mod going, my core2quad thanks you :)

One question:

Quote

Crew Hatch: Game allow them only near the CoM of the weldment or hatch will be unusable. Game won't allow several hatches.

Is it OK to make a weldment of eg. a science lab + batteries, solar, etc. and then attach a cupola to the weldment? Will both hatches work in this case? I assume the issue would be if I included the cupola into the weldment as opposed to attaching separately.

Also, when you say "near the COM," how much leeway is there, or should I just keep the hatch and COM "touching" Thanks

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https://drive.google.com/open?id=0Bx784tyxBaPcXzJFdmNrRTJ4b2M

My log (which I took from KSP_Data). I tested both SPH and VAB. Neither showed up in my folder. It was strange however that when trying to weld the SPH parts (two stock fuel tanks), it gave a conflict message stating to replace a weldment that is not existent in my folder.

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On 4/04/2016 at 4:31 PM, Alewx said:

sounds like wrongly calculated temperature values.

 

On 4/04/2016 at 0:35 PM, pingopete said:

@Bluebottle Thanks for the info, I've been successfully eminiating bugs from my welds by removing any non essential or funny looking modules as you said.

However it would seem I've run into one final error, on RSS Any weld I make (testing with just two stock parts will explode if in the scene when reloading a quicksave, regardless of water and of any modules or tweakscale. I can however have move into the physics range of an already landed vessel. My guess is it's something to do with RSS and or heating? Nothing shows in the KSP event log (F3) not even that the part's been destroyed. thanks for the help thus far though! :)

You run FAR, right? What values does FlightIntegrator give you for the 'analytic temperature' (IIRC)? They'll be in the log file. It used to be an issue with any part that had a ModuleCoreHeat but it was fixed in FAR a couple of months ago. Could be something else that interferes with the FI though.

Edited by Bluebottle
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55 minutes ago, victor tan said:

https://drive.google.com/open?id=0Bx784tyxBaPcXzJFdmNrRTJ4b2M

My log (which I took from KSP_Data). I tested both SPH and VAB. Neither showed up in my folder. It was strange however that when trying to weld the SPH parts (two stock fuel tanks), it gave a conflict message stating to replace a weldment that is not existent in my folder.

You have the database reloading activated. this is likley to cause Problems.

The writing of the file seems to be ok, it writes everything correct in the log.
Please enable the advanced logging and provide me the ksp.log.

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10 hours ago, Alewx said:

You have the database reloading activated. this is likley to cause Problems.

The writing of the file seems to be ok, it writes everything correct in the log.
Please enable the advanced logging and provide me the ksp.log.

I actually don't have it on, strange.

Opps, forgot about that. Here : https://drive.google.com/open?id=0Bx784tyxBaPccmxhd3BQVUpIRkU
Couldn't find that setting, so I edit the verbose_log to true. Hope it's the correct one. I welded two tanks again with the same results.

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5 hours ago, victor tan said:

I actually don't have it on, strange.

Opps, forgot about that. Here : https://drive.google.com/open?id=0Bx784tyxBaPccmxhd3BQVUpIRkU
Couldn't find that setting, so I edit the verbose_log to true. Hope it's the correct one. I welded two tanks again with the same results.

That is still referencing the output.log

The settings for the advanced debugging should be in the settings part of the welding main menu.

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10 hours ago, Alewx said:

That is still referencing the output.log

The settings for the advanced debugging should be in the settings part of the welding main menu.

Forgive me for my stupidity.
https://drive.google.com/open?id=0Bx784tyxBaPcOUxxV0paWXBrRUk
Sorry for wasting time.

And now it magically works -_-. It might be popupwindow or advance logging.
Please remove my posts, I feel stupid for clogging up this thread.

Edited by victor tan
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2 hours ago, victor tan said:

Forgive me for my stupidity.
https://drive.google.com/open?id=0Bx784tyxBaPcOUxxV0paWXBrRUk
Sorry for wasting time.

And now it magically works -_-. It might be popupwindow or advance logging.
Please remove my posts, I feel stupid for clogging up this thread.

I can really not see anything beeing out of place, but you should really disable the database autoreload, or even better use the stock config of the mod.

Also there is something in the log spamming that some GUI would be too much, but it does not tell which one.

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6 hours ago, Alewx said:

I can really not see anything beeing out of place, but you should really disable the database autoreload, or even better use the stock config of the mod.

Also there is something in the log spamming that some GUI would be too much, but it does not tell which one.

Autoreload is not activated.

Spoiler

xZxy93a.png

I ran a test, and popupwindow was the culprit. No idea why, but welding in popupwindow doesn't save. Nor does KSP.log update.

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Quick question, has anyone tried including a radiator in a large mass weldment (e.g. with fuel tanks)?  I'm wondering how that will impact behavior (compared to unwelded) due to interplay between the mass, thermal constants, etc.

I did a bit of testing (using a thermal control system part); it seems to take a lot longer for the part to heat up (makes sense due to the increased thermal mass) but I'm wondering whether it will significantly impact the rate of radiation or cause other effects that might be considered "cheats" and which I should manually compensate for via cfg edits.

Also while I'm here, noticed when you weld multiple fuel cell arrays together the mod correctly doubles the INPUT_RESOURCE ratio for LiquidFuel but misses the one for Oxidizer.

Edited by Fwiffo
Add fuel cell bug
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4 hours ago, victor tan said:

Autoreload is not activated.

I ran a test, and popupwindow was the culprit. No idea why, but welding in popupwindow doesn't save. Nor does KSP.log update.

Strange because something is reloading the gamedatebase corresponding to the log.

What do you mean by popupwindow, running the game in window mode?

4 hours ago, Fwiffo said:

Quick question, has anyone tried including a radiator in a large mass weldment (e.g. with fuel tanks)?  I'm wondering how that will impact behavior (compared to unwelded) due to interplay between the mass, thermal constants, etc.

I did a bit of testing (using a thermal control system part); it seems to take a lot longer for the part to heat up (makes sense due to the increased thermal mass) but I'm wondering whether it will significantly impact the rate of radiation or cause other effects that might be considered "cheats" and which I should manually compensate for via cfg edits.

Also while I'm here, noticed when you weld multiple fuel cell arrays together the mod correctly doubles the INPUT_RESOURCE ratio for LiquidFuel but misses the one for Oxidizer.

So far I never welded any radiators; so I need to test that, an expected bug might be that the visible heating in the radiator might be broken after welding multiple.

FuelCells, I will look it up, when back home, might simply be a missing entry in one of the config lists.

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