Alewx Posted January 18, 2015 Share Posted January 18, 2015 errm is there a part number hthat it wont work over, i have 1278 parts and it keeps giving me NaN in the cofig posionsI welded already successfully 1800 parts, without any problems, the many attachnodes caused the editor to go with 1fps but it worked. Quote Link to comment Share on other sites More sharing options...
Bonafire Posted January 18, 2015 Share Posted January 18, 2015 Last one is very interesting. Can I ask for more details? May be .cfg file?Here's all the files for the symmetry attachment issue + fix:unwelded .craftwelded .cfgsymmetry fixed .cfgI'll also add the other part I had to modify (node order change), in case you want to have a look or it helps someone else with similar issues:unwelded .craftwelded .cfgattachment fixed .cfg, now correctly attaches from narrow end of Mk2 adapterThis is where I found some documentation on stackSymmetry and attachRules: http://wiki.kerbalspaceprogram.com/wiki/CFG_File_Documentation#Attachment_rulesFuture development suggestions based on these:Make the stackSymmetry configurable in the welding UI. Even more awesome if it's possible to detect automatically Allow to select the primary attachment node in the welding UI. Allow to change some of the attachRules in the welding UI. Display a warning when trying to weld something that is known not to work. Quote Link to comment Share on other sites More sharing options...
girka2k Posted January 19, 2015 Author Share Posted January 19, 2015 (edited) Here's all the files for the symmetry attachment issue + fix:unwelded .craftwelded .cfgsymmetry fixed .cfgI'll also add the other part I had to modify (node order change), in case you want to have a look or it helps someone else with similar issues:unwelded .craftwelded .cfgattachment fixed .cfg, now correctly attaches from narrow end of Mk2 adapterThis is where I found some documentation on stackSymmetry and attachRules: http://wiki.kerbalspaceprogram.com/wiki/CFG_File_Documentation#Attachment_rulesFuture development suggestions based on these:Make the stackSymmetry configurable in the welding UI. Even more awesome if it's possible to detect automatically Allow to select the primary attachment node in the welding UI. Allow to change some of the attachRules in the welding UI. Display a warning when trying to weld something that is known not to work. Wow! CFG File Documentation page on the Wiki was updated! I didn't know about it.Thank you very much for the hint and for the ideas about manipulating with stackSymmetry and attachRules from the GUI. We definitely should make it.- - - Updated - - -By the way I've added to OP link to config and icons for Filter Extensions mod.Config supposes all your parts are stored somewhere in the GameData\UbioWeldingLtd folder (GameData\UbioWeldingLtd\Parts by default) Edited January 19, 2015 by girka2k Quote Link to comment Share on other sites More sharing options...
GreatGreengGoo Posted January 20, 2015 Share Posted January 20, 2015 Thank you so much for this. I just made my first space station and it has so many parts it was unplayable. I really hope SQUAD incorporates something similar in the final release. Like sub assemblies but, well...exactly what this does. Quote Link to comment Share on other sites More sharing options...
BelgarionNL Posted January 20, 2015 Share Posted January 20, 2015 can you add this mod to CKAN! this mod the only one thats not in the CKAN mod downloaders/enabler Quote Link to comment Share on other sites More sharing options...
Hacki Posted January 20, 2015 Share Posted January 20, 2015 Hi Guys, Awesome mod. This is a great thing especially for people like me, who play on kind of outdated systems! I'm currently trying to build a large docking bay from B9 structural Panels. Unfortunatelty those panels have 3 different meshes/textures (not sure) that you can change by right clicking on them. Now when i weld that docking bay together and load the welded part, the game tries to display all 3 textures at once which makes the part look like this (I would be fine with it if it just looked weird, but its flickering rapidly and thats really annoying):The model/texture (i really dont know which it is!) is saved like this in the craft file. Is there any way i can incorporate that manually into the welded cfg? MODULE { name = FSmeshSwitch isEnabled = True selectedObject = 0 EVENTS { nextObjectEvent { active = True guiActive = False guiActiveEditor = True guiIcon = Next part variant guiName = Next part variant category = Next part variant guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } previousObjectEvent { active = True guiActive = False guiActiveEditor = True guiIcon = Prev part variant guiName = Prev part variant category = Prev part variant guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } }Thanks Quote Link to comment Share on other sites More sharing options...
girka2k Posted January 21, 2015 Author Share Posted January 21, 2015 can you add this mod to CKAN! this mod the only one thats not in the CKAN mod downloaders/enablerYes of course. But later. At the moment this mod is still under heavy development so we would prefer that the user read the OP before he can download it.- - - Updated - - -......I'm currently trying to build a large docking bay from B9 structural Panels. Unfortunatelty those panels have 3 different meshes/textures (not sure) that you can change by right clicking on them. Now when i weld that docking bay together and load the welded part, the game tries to display all 3 textures at once which makes the part look like this (I would be fine with it if it just looked weird, but its flickering rapidly and thats really annoying):......I have a bad feeling about possibility of welding parts with Firespitter modules, but I'll try to look at this at tonight Quote Link to comment Share on other sites More sharing options...
Richy teh space man Posted January 21, 2015 Share Posted January 21, 2015 Looks interesting. I'm going to try and see if I can turn my 900+ part cargo hauler into something that doesn't run in slow motion.I'll post results or problems I encounter.. Quote Link to comment Share on other sites More sharing options...
smjjames Posted January 21, 2015 Share Posted January 21, 2015 Over a thousand parts in one ship? Dang, KSP likes to crash on me when I exit the VAB with a ship that has over 300 parts. Most of those are coming from the struts, I MAY be going overboard on the struts.Could give this a try later though. Quote Link to comment Share on other sites More sharing options...
Runescope Posted January 21, 2015 Share Posted January 21, 2015 So I was wondering if it's possible to edit out some of the attachment nodes.I'll provide an example. This is my track for my monorail, and it works great welded together. ZERO problems.However, when I'm adding in another section of track, every little piece has an attachment node and I only need the ones on the end, as illustrated here.It's not to bad if I just build a small track, but as I get larger tracks going with 30+ sections of track, all those attachment nodes really bog down the editor. I know that the welder doesn't actually create new parts, just config files of the parts referencing the originals, is there something in the config files for nodes?Thank you for your time and attention to this request! Quote Link to comment Share on other sites More sharing options...
smjjames Posted January 21, 2015 Share Posted January 21, 2015 (edited) Out of curiosity, do you guys know what mods the database autoreload thing is incompatible with? Edit: Nvm on that question, looks like Nereids SAVE autobackup is one of those incompatible with that feature.Actually, it may have a problem with parts that are connected by decouplers (why did I think that was a good idea if I want to decouple them, lol) such as this huge heavy lifter base which is in an asparagus setup. When I tried to use database autoreload, it worked initially, then the percentage went to 104% (wierd, huh) and it just sort of hung with the output log showing MM being in a loop.Also, when I tried to start up again, it pseudo-hung (by which I mean the loading blurbs still cycled, but the loading stopped progressing) when it tried to load the heavylifter base.Heres the part plus the output log, it uses a few B9 parts, but is otherwise stock.http://sta.sh/01yobij7a58g Edited January 21, 2015 by smjjames Quote Link to comment Share on other sites More sharing options...
Gaalidas Posted January 21, 2015 Share Posted January 21, 2015 Yeah, you're either hitting a memory limit (it can sometimes be like the piece of straw that broke Jeb's back... or was it the Kerbal that broke Jeb's rocket? anyway...) or it's having some seriously weird issues with the decouplers. Physically and technically, it should be possible to use a decoupler in a weld, with the decoupler ceasing to function of course, but why would anyone want to do that? If you've got your heart set on using that part though, I'd open up the part's configuration file and see if the welding process screwed something up that obvious to the trained eye. If your eye isn't trained... well... I didn't think that far ahead when composing this reply. Quote Link to comment Share on other sites More sharing options...
Runescope Posted January 22, 2015 Share Posted January 22, 2015 Oh, so yes. You can go into the cfg files and remove the nodes. I'd recommend making a backup before you try though. The last node listed is actually the root node, which seems backwards to me, but okay. It helps to know the KSP part names of the individual pieces to weed out any that you don't want. I was able to remove all the structural panels right away, and the adapters, and the 3x truss. It was just finding out the 1x truss to keep that was hardest. Turned out for me, and this might not apply to anyone else, that all the 1x trusses had a 'top' and 'bottom', except for the root and last piece, so once I clued into that, it was easy to edit the rest of the pieces.This should GREATLY help with my editor lag!Love this mod. Quote Link to comment Share on other sites More sharing options...
smjjames Posted January 22, 2015 Share Posted January 22, 2015 (edited) There were also lots of struts, and I don't know how well the welding reacts with the struts.Anyways, I've found a bug that I believe is related to firespitter.If you make a tank out of some parts and weld that, you would expect it to be identical to the same group before welding, right? Unfortunately, it appears that the mesh switch thing that firespitter applies is applying to the ENTIRE part raher than the origional part that it applied to.Take this example with B9s HL 2m 2.5m Universial Adapter (x8) as part of the nosecone (I wish there was a nosecone sized for those huge tanks), the rest is stock. This is the unwelded unit:Now here is the entire tank welded together (I didn't weld the engines, but they're the same on both), you can see the massive discrepancy in mass and deltaV, the mesh function thing works perfectly, except that it's being applied to the entire part.Also, apparently the part info is a lie, it thinks that it has the fuel it's supposed to, but actually doesn't. Or maybe firespitter is changing it after the fact due to the mesh. Edited January 22, 2015 by smjjames Quote Link to comment Share on other sites More sharing options...
Errol Posted January 22, 2015 Share Posted January 22, 2015 Does anybody know how to have this store a list of parts stored in a KAS container? Quote Link to comment Share on other sites More sharing options...
Alewx Posted January 22, 2015 Share Posted January 22, 2015 Girka2k said he will look into the Firespitter problems, maybe he can find some things that help.We are working on those things.@Runescope, did you enable allnodes? Normally the used nodes should not appear in the weldment. Quote Link to comment Share on other sites More sharing options...
girka2k Posted January 22, 2015 Author Share Posted January 22, 2015 Sadly I just now added B9 to "Incompatible mods" at OP. I've did a lot of experiments and found no way to made Firespitter's FSmeshSwitch module work with weldment which contains more than one part witch selectable texture.Also I suppose there will be problems with FSanimateGeneric module...- - - Updated - - -Does anybody know how to have this store a list of parts stored in a KAS container?I generally don't recommend to include KAS containers to weldment. In the best case there will be broken restriction of the distance at which for EVA kerbonauts can interact with container, because all weldment will be considered as container. However, all of us will be interested to know, what have you got Quote Link to comment Share on other sites More sharing options...
smjjames Posted January 22, 2015 Share Posted January 22, 2015 (edited) Dammit.Actually, if you're just using them as a structural part, it should be fine, I'll check the dry (as in no fuel) weight of the one that I welded vs unwelded.Edit: Dammit, nope, the mass is actually half of what the mass of the unwelded unit is, even dry. Edited January 22, 2015 by smjjames Quote Link to comment Share on other sites More sharing options...
girka2k Posted January 22, 2015 Author Share Posted January 22, 2015 Actually, if you're just using them as a structural part, it should be fine.....There is problem with some of structural parts from B9 too. (Ones with selectable texture) Quote Link to comment Share on other sites More sharing options...
Hacki Posted January 22, 2015 Share Posted January 22, 2015 Sadly I just now added B9 to "Incompatible mods" at OP. Thats too bad. But thanks for looking into it. I guess i'll just use stock structural panels. Quote Link to comment Share on other sites More sharing options...
AfailingHORSE Posted January 22, 2015 Share Posted January 22, 2015 Other than the flickering textures, is there anything else wrong with the B9 structural parts? Quote Link to comment Share on other sites More sharing options...
Akira_R Posted January 22, 2015 Share Posted January 22, 2015 (edited) So after a quick read through of the thread I see that 90% of peoples problems can be fixed by having a decent understanding of how part configs are set up and simply having the confidence to go in and edit them. Welding is an excellent tool, but it has a lot of inherent limitations as far as how much of the process can actually be automated, while you can just weld something and then load it and try and use it you will have a much better experience if you go in and clean up the cfg first. I strongly recommend that people spend some time learning about how part cfgs work and how the game does what it does, not only will you be able to get way more out of the game it will also help you chase down a lot of bugs you may encounter.I predominantly use this to create large station modules, I then go in and pretty much delete everything in the cfgs except the section dealing with the models and node positions, then delete all the extra nodes, tweak the node positions, tweak model positions and scales, tweak part mass, cost and other aspects, and then start adding in the MODULES and resources that I want the part to have. I also use a separate install of the game to do all my welding and editing in, and once I am happy with a part I then transfer the config over to my main game, this helps keep you from screwing something up majorly in your main install with your main saves and stuff.Just as an example here are two cfgs, the first is what I got after welding the parts together, the other is after editing everything. I have removed all the extraneous modules, nodes, and resources, added in OKS functionality as well as Station Science functionality, it has the resources I want, and a reasonable part mass and cost, comparable to OKS modules from RoverDude, it also has avionics control in it with RT functionality.PART{ name = KSS Module module = Part author = UbioZurWeldingLtd rescaleFactor = 1 PhysicsSignificance = -1 node_stack_topcrewtube-125-12 = 0.0008012516,5.703447,-0.002856542,0,1,0,1 node_stack_topcrewtube-attach-1253 = 0.0008012258,4.855428,-0.8512554,0,0,-1,1 node_stack_bottomcrewtube-attach-1253 = 0.000801324,4.855428,-0.09534322,0,0,-1,1 node_stack_topcrewtube-attach-1254 = 0.0008012928,4.855428,0.8455429,0,0,1,1 node_stack_bottomcrewtube-attach-1254 = 0.0008011357,4.855428,0.08963079,0,0,1,1 node_stack_bottomlargeAdapter218 = 0.0008012516,-3.234828,-0.002856542,0,1,0,1 node_attach = 0,0,0,0,0,0,0 CrewCapacity = 6 TechRequired = sandboxWeld entryCost = 0 cost = 40350 category = Utility subcategory = 0 title = KSS Module manufacturer = UbioZur Welding Ltd description = Warranty void during re-entry. attachRules = 1,1,1,1,0,0,0 mass = 8.930403 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2000046 angularDrag = 1.25 crashTolerance = 39.83213 breakingForce = 70.17653 breakingTorque = 70.17653 maxTemp = 1212.5 fuelCrossFeed = True MODEL { model = StationPartsExpansion/Parts/Command/crewpod-habitation-25/crewpod-habitation-25 position = 0.0008012516,0.4968471,-0.002856542 scale = 1,1,1 rotation = 0,0,0 texture = blank, StationPartsExpansion/Parts/Structural/crewtube-125-25/crewtube-25 texture = blank_a, StationPartsExpansion/Parts/Structural/crewtube-125-25/crewtube-25-n } MODEL { model = StationPartsExpansion/Parts/Structural/crewtube-125-25/crewtube-125-25 position = 0.0008012516,3.181987,-0.002856542 scale = 1,2,1 rotation = 0,315,0 } MODEL { model = StationPartsExpansion/Parts/Structural/crewtube-125-1/crewtube-125-1 position = 0.0008012516,4.699767,-0.002856542 scale = 1,1,1 rotation = 0,0,0 } MODEL { model = StationPartsExpansion/Parts/Structural/crewtube-attach-125/crewtube-attach-125 position = 0.0008012516,4.855428,-0.6530173 scale = 1,1,1 rotation = 90,180,0 texture = blank, StationPartsExpansion/Parts/Structural/crewtube-125-1/crewtube-125 texture = blank_a, StationPartsExpansion/Parts/Structural/crewtube-125-1/crewtube-125-n } MODEL { model = StationPartsExpansion/Parts/Structural/crewtube-attach-125/crewtube-attach-125 position = 0.0008012516,4.855428,0.6473048 scale = 1,1,1 rotation = 90,1.190402E-05,0 texture = blank, StationPartsExpansion/Parts/Structural/crewtube-125-1/crewtube-125 texture = blank_a, StationPartsExpansion/Parts/Structural/crewtube-125-1/crewtube-125-n } MODEL { model = AIES_Aerospace/FuelTank/AIESmsRCSTank/model position = -0.6491221,4.475228,-0.002856482 scale = 1.1,1.1,1.1 rotation = 0,180,0 } MODEL { model = AIES_Aerospace/FuelTank/AIESmsRCSTank/model position = 0.6507251,4.475228,-0.002856661 scale = 1.1,1.1,1.1 rotation = 0,3.155136E-06,0 } MODEL { model = AIES_Aerospace/FuelTank/AIESmsRCSTank/model position = -0.6295684,4.474727,-0.1717635 scale = 1.1,1.1,1.1 rotation = 360,165,-2.796032E-05 } MODEL { model = AIES_Aerospace/FuelTank/AIESmsRCSTank/model position = 0.6311709,4.474727,0.1660504 scale = 1.1,1.1,1.1 rotation = 360,345,-2.796031E-05 } MODEL { model = AIES_Aerospace/FuelTank/AIESmsRCSTank/model position = -0.6282008,4.474378,0.1656841 scale = 1.1,1.1,1.1 rotation = 360,195,1.463844E-05 } MODEL { model = AIES_Aerospace/FuelTank/AIESmsRCSTank/model position = 0.6298034,4.474378,-0.1713971 scale = 1.1,1.1,1.1 rotation = 360,15,1.463844E-05 } MODEL { model = AIES_Aerospace/FuelTank/AIESmsRCSTank/model position = -0.6391132,4.668237,-0.174321 scale = 1.1,1.1,1.1 rotation = 360,165,-2.796032E-05 } MODEL { model = AIES_Aerospace/FuelTank/AIESmsRCSTank/model position = 0.6407158,4.668237,0.1686079 scale = 1.1,1.1,1.1 rotation = 360,345,-2.796031E-05 } MODEL { model = AIES_Aerospace/FuelTank/AIESmsRCSTank/model position = -0.6489695,4.667848,-0.002856542 scale = 1.1,1.1,1.1 rotation = 0,180,0 } MODEL { model = AIES_Aerospace/FuelTank/AIESmsRCSTank/model position = 0.650572,4.667848,-0.002856661 scale = 1.1,1.1,1.1 rotation = 0,3.155136E-06,0 } MODEL { model = AIES_Aerospace/FuelTank/AIESmsRCSTank/model position = -0.6367205,4.669217,0.1679669 scale = 1.1,1.1,1.1 rotation = 360,195,1.463844E-05 } MODEL { model = AIES_Aerospace/FuelTank/AIESmsRCSTank/model position = 0.638323,4.669217,-0.17368 scale = 1.1,1.1,1.1 rotation = 360,15,1.463844E-05 } MODEL { model = AerojetKerbodyne/Parts/ICPS/ICPSUpper position = 0.0008012516,-2.226396,-0.002856542 scale = 1,1,1 rotation = 0,0,0 } MODEL { model = Squad/Parts/Utility/largeAdapter2/model position = 0.0008012516,-3.045611,-0.002856542 scale = 1,1,1 rotation = 0,0,0 } MODEL { model = Squad/Parts/FuelTank/xenonTankRadial/model position = 0.7419836,-1.595555,0.7383255 scale = 1,1,1 rotation = 3.415095E-06,225,90 } MODEL { model = Squad/Parts/FuelTank/xenonTankRadial/model position = 0.7419831,-1.595555,-0.7440386 scale = 1,1,1 rotation = 5.122642E-06,315,89.99999 } MODEL { model = Squad/Parts/FuelTank/xenonTankRadial/model position = -0.7403811,-1.595555,-0.7440386 scale = 1,1,1 rotation = 3.415095E-06,45.00001,90 } MODEL { model = Squad/Parts/FuelTank/xenonTankRadial/model position = -0.7403806,-1.595555,0.7383255 scale = 1,1,1 rotation = 5.122642E-06,135,89.99999 } MODEL { model = Squad/Parts/FuelTank/xenonTankRadial/model position = 0.7412278,-1.818156,0.7375699 scale = 1,1,1 rotation = 3.415095E-06,225,90 } MODEL { model = Squad/Parts/FuelTank/xenonTankRadial/model position = 0.7412278,-1.818156,-0.743283 scale = 1,1,1 rotation = 5.122642E-06,315,89.99999 } MODEL { model = Squad/Parts/FuelTank/xenonTankRadial/model position = -0.7396253,-1.818156,-0.743283 scale = 1,1,1 rotation = 3.415095E-06,45.00001,90 } MODEL { model = Squad/Parts/FuelTank/xenonTankRadial/model position = -0.7396253,-1.818156,0.73757 scale = 1,1,1 rotation = 5.122642E-06,135,89.99999 } MODEL { model = KOSMOS/Parts/FuelTank/Kosmos_TKS_RCS_Tank/model_Raded position = -0.8819841,0.7058172,-0.8856421 scale = 1.25,1.25,1.25 rotation = 0,315,0 } MODEL { model = KOSMOS/Parts/FuelTank/Kosmos_TKS_RCS_Tank/model_Raded position = -0.8819841,0.7058172,0.8799285 scale = 1.25,1.25,1.25 rotation = 0,45,0 } MODEL { model = KOSMOS/Parts/FuelTank/Kosmos_TKS_RCS_Tank/model_Raded position = 0.8835866,0.7058172,0.8799288 scale = 1.25,1.25,1.25 rotation = 0,135,0 } MODEL { model = KOSMOS/Parts/FuelTank/Kosmos_TKS_RCS_Tank/model_Raded position = 0.8835866,0.7058172,-0.8856418 scale = 1.25,1.25,1.25 rotation = 0,225,0 } MODEL { model = US_Core/Parts/US_Radial_R20_Oxygen/model position = -0.3579276,-1.508355,1.311579 scale = 1,1,1 rotation = 360,337.5,0 } MODEL { model = US_Core/Parts/US_Radial_R20_Oxygen/model position = -0.3757785,2.428708,1.304183 scale = 1,1,1 rotation = 360,337.5,6.319564E-05 } RESOURCE { name = MonoPropellant amount = 2180 maxAmount = 2180 } RESOURCE { name = LiquidFuel amount = 558 maxAmount = 558 } RESOURCE { name = Oxidizer amount = 682 maxAmount = 682 } RESOURCE { name = XenonGas amount = 3200 maxAmount = 3200 } RESOURCE { name = Oxygen amount = 480.5 maxAmount = 480.5 } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 1.6 } MODULE { name = ModuleAnimateGeneric animationName = CrewTube-Habitation-Windows startEventGUIName = Lights On endEventGUIName = Lights Off } MODULE { name = ModuleConnectedLivingSpace passable = true } MODULE { name = LifeSupportModule } MODULE { name = ModuleAnimateGeneric animationName = CrewTube-Adapter25-Windows startEventGUIName = Lights On endEventGUIName = Lights Off } MODULE { name = ModuleAnimateGeneric animationName = CrewTube-Small-Windows startEventGUIName = Lights On endEventGUIName = Lights Off } MODULE { name = ModuleConnectedLivingSpace passable = true surfaceAttachmentsPassable = true } MODULE { name = ModuleConnectedLivingSpace passable = true passableWhenSurfaceAttached = true } MODULE { name = ModuleConnectedLivingSpace passable = true passableWhenSurfaceAttached = true } MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.0, -0.15) evaPartDir = (0,0,-1) storable = True storedSize = 10 attachOnPart = True attachOnEva = False attachOnStatic = False } MODULE { name = ModuleFuelTanks volume = 15 type = RCS } MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.0, -0.15) evaPartDir = (0,0,-1) storable = True storedSize = 10 attachOnPart = True attachOnEva = False attachOnStatic = False } MODULE { name = ModuleFuelTanks volume = 15 type = RCS } MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.0, -0.15) evaPartDir = (0,0,-1) storable = True storedSize = 10 attachOnPart = True attachOnEva = False attachOnStatic = False } MODULE { name = ModuleFuelTanks volume = 15 type = RCS } MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.0, -0.15) evaPartDir = (0,0,-1) storable = True storedSize = 10 attachOnPart = True attachOnEva = False attachOnStatic = False } MODULE { name = ModuleFuelTanks volume = 15 type = RCS } MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.0, -0.15) evaPartDir = (0,0,-1) storable = True storedSize = 10 attachOnPart = True attachOnEva = False attachOnStatic = False } MODULE { name = ModuleFuelTanks volume = 15 type = RCS } MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.0, -0.15) evaPartDir = (0,0,-1) storable = True storedSize = 10 attachOnPart = True attachOnEva = False attachOnStatic = False } MODULE { name = ModuleFuelTanks volume = 15 type = RCS } MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.0, -0.15) evaPartDir = (0,0,-1) storable = True storedSize = 10 attachOnPart = True attachOnEva = False attachOnStatic = False } MODULE { name = ModuleFuelTanks volume = 15 type = RCS } MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.0, -0.15) evaPartDir = (0,0,-1) storable = True storedSize = 10 attachOnPart = True attachOnEva = False attachOnStatic = False } MODULE { name = ModuleFuelTanks volume = 15 type = RCS } MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.0, -0.15) evaPartDir = (0,0,-1) storable = True storedSize = 10 attachOnPart = True attachOnEva = False attachOnStatic = False } MODULE { name = ModuleFuelTanks volume = 15 type = RCS } MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.0, -0.15) evaPartDir = (0,0,-1) storable = True storedSize = 10 attachOnPart = True attachOnEva = False attachOnStatic = False } MODULE { name = ModuleFuelTanks volume = 15 type = RCS } MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.0, -0.15) evaPartDir = (0,0,-1) storable = True storedSize = 10 attachOnPart = True attachOnEva = False attachOnStatic = False } MODULE { name = ModuleFuelTanks volume = 15 type = RCS } MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.0, -0.15) evaPartDir = (0,0,-1) storable = True storedSize = 10 attachOnPart = True attachOnEva = False attachOnStatic = False } MODULE { name = ModuleFuelTanks volume = 15 type = RCS } MODULE { name = TweakScale type = stack scaleFactors = 1, 1.5 scaleNames = 2.50m, 3.75m techRequired = heavyRocketry, heavierRocketry } MODULE { name = TweakScale type = adapter_2_1 defaultScale = 2.5 } MODULE { name = ModuleFuelTanks volume = 400 type = Xenon } MODULE { name = TweakScale type = free } MODULE { name = ModuleFuelTanks volume = 400 type = Xenon } MODULE { name = TweakScale type = free } MODULE { name = ModuleFuelTanks volume = 400 type = Xenon } MODULE { name = TweakScale type = free } MODULE { name = ModuleFuelTanks volume = 400 type = Xenon } MODULE { name = TweakScale type = free } MODULE { name = ModuleFuelTanks volume = 400 type = Xenon } MODULE { name = TweakScale type = free } MODULE { name = ModuleFuelTanks volume = 400 type = Xenon } MODULE { name = TweakScale type = free } MODULE { name = ModuleFuelTanks volume = 400 type = Xenon } MODULE { name = TweakScale type = free } MODULE { name = ModuleFuelTanks volume = 400 type = Xenon } MODULE { name = TweakScale type = free } MODULE { name = ModuleFuelTanks volume = 500 type = RCS } MODULE { name = TweakScale type = surface } MODULE { name = ModuleFuelTanks volume = 500 type = RCS } MODULE { name = TweakScale type = surface } MODULE { name = ModuleFuelTanks volume = 500 type = RCS } MODULE { name = TweakScale type = surface } MODULE { name = ModuleFuelTanks volume = 500 type = RCS } MODULE { name = TweakScale type = surface } MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.00, -0.12) evaPartDir = (0,0,-1) storable = true addPartMass = true storedSize = 10 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False } MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.00, -0.12) evaPartDir = (0,0,-1) storable = true addPartMass = true storedSize = 10 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False }}PART{ name = KSS2 module = Part author = Akira_R rescaleFactor = 1 node_stack_top = 0.0008012516, 5.65, -0.002856542, 0,1,0,1 node_stack_side1 = 0.0008012258, 4.855428, -0.755, 0,0,-1,1 node_stack_side2 = 0.0008012928, 4.855428, 0.755, 0,0,1,1 node_stack_bottom = 0.0008012516, -3.2, -0.002856542, 0,-1,0,1 CrewCapacity = 4 TechRequired = scienceTech entryCost = 8000 cost = 25000 category = Utility subcategory = 0 title = KSS Module manufacturer = Akira Heavy Industries description = Space Station module designd for the KSS station, provides more living and works space for the station, also includes a large amount of life support storage, facilities for food preparation, as well as facilities for storing flora and fauna for research purposes. attachRules = 1,0,1,1,0 mass = 5 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 6 breakingForce = 200 breakingTorque = 200 maxTemp = 1800 fuelCrossFeed = True vesselType = Station INTERNAL { name = crewCabinInternals } MODEL { model = StationPartsExpansion/Parts/Command/crewpod-habitation-25/crewpod-habitation-25 position = 0.0008012516,0.4968471,-0.002856542 scale = 1,1,1 rotation = 0,0,0 texture = blank, StationPartsExpansion/Parts/Structural/crewtube-125-25/crewtube-25 texture = blank_a, StationPartsExpansion/Parts/Structural/crewtube-125-25/crewtube-25-n } MODEL { model = StationPartsExpansion/Parts/Structural/crewtube-125-25/crewtube-125-25 position = 0.0008012516,3.181987,-0.002856542 scale = 1,2,1 rotation = 0,315,0 } MODEL { model = StationPartsExpansion/Parts/Structural/crewtube-125-1/crewtube-125-1 position = 0.0008012516,4.699767,-0.002856542 scale = 1,1,1 rotation = 0,0,0 } MODEL { model = StationPartsExpansion/Parts/Structural/crewtube-attach-125/crewtube-attach-125 position = 0.0008012516,4.855428,-0.6530173 scale = 1,1,1 rotation = 90,180,0 texture = blank, StationPartsExpansion/Parts/Structural/crewtube-125-1/crewtube-125 texture = blank_a, StationPartsExpansion/Parts/Structural/crewtube-125-1/crewtube-125-n } MODEL { model = StationPartsExpansion/Parts/Structural/crewtube-attach-125/crewtube-attach-125 position = 0.0008012516,4.855428,0.6473048 scale = 1,1,1 rotation = 90,0,0 texture = blank, StationPartsExpansion/Parts/Structural/crewtube-125-1/crewtube-125 texture = blank_a, StationPartsExpansion/Parts/Structural/crewtube-125-1/crewtube-125-n } MODEL { model = AIES_Aerospace/FuelTank/AIESmsRCSTank/model position = -0.6491221,4.475228,-0.002856482 scale = 1.1,1.1,1.1 rotation = 0,180,0 } MODEL { model = AIES_Aerospace/FuelTank/AIESmsRCSTank/model position = 0.6507251,4.475228,-0.002856661 scale = 1.1,1.1,1.1 rotation = 0,0,0 } MODEL { model = AIES_Aerospace/FuelTank/AIESmsRCSTank/model position = -0.6295684,4.474727,-0.1717635 scale = 1.1,1.1,1.1 rotation = 360,165,0 } MODEL { model = AIES_Aerospace/FuelTank/AIESmsRCSTank/model position = 0.6311709,4.474727,0.1660504 scale = 1.1,1.1,1.1 rotation = 360,345,0 } MODEL { model = AIES_Aerospace/FuelTank/AIESmsRCSTank/model position = -0.6282008,4.474378,0.1656841 scale = 1.1,1.1,1.1 rotation = 360,195,0 } MODEL { model = AIES_Aerospace/FuelTank/AIESmsRCSTank/model position = 0.6298034,4.474378,-0.1713971 scale = 1.1,1.1,1.1 rotation = 360,15,0 } MODEL { model = AIES_Aerospace/FuelTank/AIESmsRCSTank/model position = -0.6391132,4.668237,-0.174321 scale = 1.1,1.1,1.1 rotation = 360,165,0 } MODEL { model = AIES_Aerospace/FuelTank/AIESmsRCSTank/model position = 0.6407158,4.668237,0.1686079 scale = 1.1,1.1,1.1 rotation = 360,345,0 } MODEL { model = AIES_Aerospace/FuelTank/AIESmsRCSTank/model position = -0.6489695,4.667848,-0.002856542 scale = 1.1,1.1,1.1 rotation = 0,180,0 } MODEL { model = AIES_Aerospace/FuelTank/AIESmsRCSTank/model position = 0.650572,4.667848,-0.002856661 scale = 1.1,1.1,1.1 rotation = 0,0,0 } MODEL { model = AIES_Aerospace/FuelTank/AIESmsRCSTank/model position = -0.6367205,4.669217,0.1679669 scale = 1.1,1.1,1.1 rotation = 360,195,0 } MODEL { model = AIES_Aerospace/FuelTank/AIESmsRCSTank/model position = 0.638323,4.669217,-0.17368 scale = 1.1,1.1,1.1 rotation = 360,15,0 } MODEL { model = AerojetKerbodyne/Parts/ICPS/ICPSUpper position = 0.0008012516,-2.226396,-0.002856542 scale = 1,1,1 rotation = 0,0,0 } MODEL { model = Squad/Parts/Utility/largeAdapter2/model position = 0.0008012516,-3.045611,-0.002856542 scale = 1,1,1 rotation = 0,0,0 } MODEL { model = Squad/Parts/FuelTank/xenonTankRadial/model position = 0.7419836,-1.595555,0.7383255 scale = 1,1,1 rotation = 0,225,90 } MODEL { model = Squad/Parts/FuelTank/xenonTankRadial/model position = 0.7419831,-1.595555,-0.7440386 scale = 1,1,1 rotation = 0,315,90 } MODEL { model = Squad/Parts/FuelTank/xenonTankRadial/model position = -0.7403811,-1.595555,-0.7440386 scale = 1,1,1 rotation = 0,45,90 } MODEL { model = Squad/Parts/FuelTank/xenonTankRadial/model position = -0.7403806,-1.595555,0.7383255 scale = 1,1,1 rotation = 0,135,90 } MODEL { model = Squad/Parts/FuelTank/xenonTankRadial/model position = 0.7412278,-1.818156,0.7375699 scale = 1,1,1 rotation = 0,225,90 } MODEL { model = Squad/Parts/FuelTank/xenonTankRadial/model position = 0.7412278,-1.818156,-0.743283 scale = 1,1,1 rotation = 0,315,90 } MODEL { model = Squad/Parts/FuelTank/xenonTankRadial/model position = -0.7396253,-1.818156,-0.743283 scale = 1,1,1 rotation = 0,45,90 } MODEL { model = Squad/Parts/FuelTank/xenonTankRadial/model position = -0.7396253,-1.818156,0.73757 scale = 1,1,1 rotation = 0,135,90 } MODEL { model = KOSMOS/Parts/FuelTank/Kosmos_TKS_RCS_Tank/model_Raded position = -0.87, 0.75, -0.87 scale = .9, 1.35, .9 rotation = 0,315,0 } MODEL { model = KOSMOS/Parts/FuelTank/Kosmos_TKS_RCS_Tank/model_Raded position = -0.87, 0.75, 0.87 scale = .9, 1.35, .9 rotation = 0,45,0 } MODEL { model = KOSMOS/Parts/FuelTank/Kosmos_TKS_RCS_Tank/model_Raded position = 0.87, 0.75, 0.87 scale = .9, 1.35, .9 rotation = 0,135,0 } MODEL { model = KOSMOS/Parts/FuelTank/Kosmos_TKS_RCS_Tank/model_Raded position = 0.87, 0.75, -0.87 scale = .9, 1.35, .9 rotation = 0,225,0 } MODEL { model = US_Core/Parts/US_Radial_R20_Oxygen/model position = -0.3579276,-1.508355,1.311579 scale = 1,1,1 rotation = 360,337.5,0 } MODEL { model = US_Core/Parts/US_Radial_R20_Oxygen/model position = -0.3757785,2.428708,1.304183 scale = 1,1,1 rotation = 360,337.5,0 }//End Models//////Command and SAS and stuffMODULE { name = ModuleCommand minimumCrew = 0 RESOURCE { name=ElectricCharge rate = 0.06 } } MODULE { name = ModuleReactionWheel PitchTorque = 5 YawTorque = 5 RollTorque = 5 RESOURCE { name = ElectricCharge rate = 0.5 } } MODULE { name = ModuleSAS } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 2.0 } MODULE { name = ModuleConnectedLivingSpace passable = true surfaceAttachmentsPassable = true } // //RT2 stuff // MODULE { name = ModuleSPU IsRTCommandStation = true } MODULE { name = ModuleRTAntennaPassive TechRequired = unmannedTech OmniRange = 3000 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } } // //Station Science stuff // MODULE { name = ResearchFacility minimumCrew = 1 sciPerDay = 1.0 kibbalPerDay = 2.0 bioproductsPerHour = 1.0 kibbalPerBioproduct = 1.0 } // //OKS Stuff // MODULE { name = KolonyConverter converterName = Composter conversionRate = 1 inputResources = Waste, 0.000015393518520, ElectricCharge, 6.25,SpareParts,0.000000425,PunchCards,0.00085 outputResources = Compost, 0.000169270833330, False,Recyclables,0.000000425,true requiredResources = Machinery,350 SurfaceOnly = False } MODULE { name = KolonyConverter converterName = Habitat conversionRate = 1 inputResources = BioMass, 0.000169270833330, ElectricCharge, 12.50,SpareParts,0.000000425,PunchCards,0.00085 outputResources = Food, 0.000169270833330, False,Recyclables,0.000000425,true requiredResources = Machinery,350 SurfaceOnly = False } MODULE { name = MKSModule workSpace = 1 livingSpace = 3 } // //Resources // RESOURCE { name = Machinery amount = 0 maxAmount = 350 isTweakable = True } RESOURCE { name = SpareParts amount = 5 maxAmount = 5 isTweakable = True } RESOURCE { name = ElectricCharge amount = 3000 maxAmount = 3000 isTweakable = false } RESOURCE { name = MonoPropellant amount = 2000 maxAmount = 2000 } RESOURCE { name = Kibbal amount = 0 maxAmount = 200 isTweakable = True } MODULE { name = ModuleFuelTanks type = LifeSupport volume = 1100 }}Pics of said station moduleJavascript is disabled. View full albumI highly recommend a more thorough disclaimer in the OP explaining that to really get a lot of functionality out of the mod basic config editing skills are highly recomended and that the process can't automate everything.Also I would recommend including links to these two videos by Bob Fitch as they cover the process very well Thank you so much for updating and maintaining this mod, I was worried about updating to .90 and having to do all my part welding in a .25 install as one is more likely to miss adding in necessary modules doing that lol.Cheers Edited January 22, 2015 by Akira_R Add pics Quote Link to comment Share on other sites More sharing options...
Runescope Posted January 22, 2015 Share Posted January 22, 2015 (edited) So I checked and I did have allnodes turned off, but it didn't seem to care about the structural panels. No worries, it'd be nice if you could select which nodes you want, but I don't see how you're going to do that unless you build an entirely separate program just for welding things.Anyways, NEW PROBLEM! I was trying to weld a bunch of the small cubic struts and while it said it worked, when I went back in to use them, it was just blank and wouldn't load anything. So I did a test with four small cubic struts and then another one with four large struts. The four large worked perfectly fine, but the small ones again didn't appear.PART{ name = TestPart1 module = Part author = UbioZurWeldingLtd rescaleFactor = 1 PhysicsSignificance = 1 node_stack_topstrutCube3 = NaN,NaN,NaN,0,1,0,0 node_attach = 0,-0.12873,0,0,-1,0,0 CrewCapacity = 0 TechRequired = composites entryCost = 23200 cost = 64 category = Structural subcategory = 0 title = TestPart1 manufacturer = UbioZur Welding Ltd description = Warranty void during re-entry. attachRules = 1,1,1,1,0,0,0 mass = 0 dragModelType = default maximum_drag = 0.1875 minimum_drag = 0.1875 angularDrag = 1.875 crashTolerance = 7 breakingForce = 22 breakingTorque = 22 maxTemp = 3000 fuelCrossFeed = True MODEL { model = Squad/Parts/Structural/strutCubicOcto/model position = NaN,NaN,NaN scale = 1,1,1 rotation = 0,0,0 } MODEL { model = Squad/Parts/Structural/strutCubicOcto/model position = NaN,NaN,NaN scale = 1,1,1 rotation = 0,0,0 } MODEL { model = Squad/Parts/Structural/strutCubicOcto/model position = NaN,NaN,NaN scale = 1,1,1 rotation = 0,0,0 } MODEL { model = Squad/Parts/Structural/strutCubicOcto/model position = NaN,NaN,NaN scale = 1,1,1 rotation = 0,0,0 }}PART{ name = Testpart2 module = Part author = UbioZurWeldingLtd rescaleFactor = 1 PhysicsSignificance = -1 node_stack_toptrussPiece1x3 = 0,2.23709,0,0,1,0,1 node_attach = 0,-0.55927,0,0,-1,0,1 CrewCapacity = 0 TechRequired = start entryCost = 0 cost = 100 category = Structural subcategory = 0 title = Testpart2 manufacturer = UbioZur Welding Ltd description = Warranty void during re-entry. attachRules = 1,1,1,1,0,0,0 mass = 0.5 dragModelType = default maximum_drag = 0.1875 minimum_drag = 0.1875 angularDrag = 0.9375 crashTolerance = 80 breakingForce = 200 breakingTorque = 200 maxTemp = 5000 fuelCrossFeed = True MODEL { model = Squad/Parts/Structural/trussGirderL/model position = 0,-1.67782,0 scale = 1,1,1 rotation = 0,0,0 } MODEL { model = Squad/Parts/Structural/trussGirderL/model position = 0,-0.55927,0 scale = 1,1,1 rotation = 0,0,0 } MODEL { model = Squad/Parts/Structural/trussGirderL/model position = 0,0.55927,0 scale = 1,1,1 rotation = 0,0,0 } MODEL { model = Squad/Parts/Structural/trussGirderL/model position = 0,1.67782,0 scale = 1,1,1 rotation = 0,0,0 }}You can see that the small one has a lot of NaNs. So something isn't measuring properly. Any ideas?Wait ... just had a thought. Is it because they're zeromass parts? Edited January 22, 2015 by Runescope Had a thunk Quote Link to comment Share on other sites More sharing options...
Alewx Posted January 23, 2015 Share Posted January 23, 2015 So I checked and I did have allnodes turned off, but it didn't seem to care about the structural panels. No worries, it'd be nice if you could select which nodes you want, but I don't see how you're going to do that unless you build an entirely separate program just for welding things.Anyways, NEW PROBLEM! I was trying to weld a bunch of the small cubic struts and while it said it worked, when I went back in to use them, it was just blank and wouldn't load anything. So I did a test with four small cubic struts and then another one with four large struts. The four large worked perfectly fine, but the small ones again didn't appear.PART{ name = TestPart1 module = Part author = UbioZurWeldingLtd rescaleFactor = 1 PhysicsSignificance = 1 node_stack_topstrutCube3 = NaN,NaN,NaN,0,1,0,0 node_attach = 0,-0.12873,0,0,-1,0,0 CrewCapacity = 0 TechRequired = composites entryCost = 23200 cost = 64 category = Structural subcategory = 0 title = TestPart1 manufacturer = UbioZur Welding Ltd description = Warranty void during re-entry. attachRules = 1,1,1,1,0,0,0 mass = 0 dragModelType = default maximum_drag = 0.1875 minimum_drag = 0.1875 angularDrag = 1.875 crashTolerance = 7 breakingForce = 22 breakingTorque = 22 maxTemp = 3000 fuelCrossFeed = True MODEL { model = Squad/Parts/Structural/strutCubicOcto/model position = NaN,NaN,NaN scale = 1,1,1 rotation = 0,0,0 } MODEL { model = Squad/Parts/Structural/strutCubicOcto/model position = NaN,NaN,NaN scale = 1,1,1 rotation = 0,0,0 } MODEL { model = Squad/Parts/Structural/strutCubicOcto/model position = NaN,NaN,NaN scale = 1,1,1 rotation = 0,0,0 } MODEL { model = Squad/Parts/Structural/strutCubicOcto/model position = NaN,NaN,NaN scale = 1,1,1 rotation = 0,0,0 }}PART{ name = Testpart2 module = Part author = UbioZurWeldingLtd rescaleFactor = 1 PhysicsSignificance = -1 node_stack_toptrussPiece1x3 = 0,2.23709,0,0,1,0,1 node_attach = 0,-0.55927,0,0,-1,0,1 CrewCapacity = 0 TechRequired = start entryCost = 0 cost = 100 category = Structural subcategory = 0 title = Testpart2 manufacturer = UbioZur Welding Ltd description = Warranty void during re-entry. attachRules = 1,1,1,1,0,0,0 mass = 0.5 dragModelType = default maximum_drag = 0.1875 minimum_drag = 0.1875 angularDrag = 0.9375 crashTolerance = 80 breakingForce = 200 breakingTorque = 200 maxTemp = 5000 fuelCrossFeed = True MODEL { model = Squad/Parts/Structural/trussGirderL/model position = 0,-1.67782,0 scale = 1,1,1 rotation = 0,0,0 } MODEL { model = Squad/Parts/Structural/trussGirderL/model position = 0,-0.55927,0 scale = 1,1,1 rotation = 0,0,0 } MODEL { model = Squad/Parts/Structural/trussGirderL/model position = 0,0.55927,0 scale = 1,1,1 rotation = 0,0,0 } MODEL { model = Squad/Parts/Structural/trussGirderL/model position = 0,1.67782,0 scale = 1,1,1 rotation = 0,0,0 }}You can see that the small one has a lot of NaNs. So something isn't measuring properly. Any ideas?Wait ... just had a thought. Is it because they're zeromass parts?Thanks for the cfg, and because I know Girka2k will ask it, could you also provide the craft files pease?What you have there is a completely new error, and really strange.Their flag as masslessparts should not have an impact on their position, which is containing the NaN.I make a new issue for that to keep track of it. Quote Link to comment Share on other sites More sharing options...
Richy teh space man Posted January 23, 2015 Share Posted January 23, 2015 So, the results of my testing. First was turning this craft of 945 parts: Into this craft with 397 (so far):I basically made the structural frames in the middle into one part, and also made the engine block with air intakes (minus engines) into another part. The wings did not work with the original curved layout, so the ones in the final product are not welded.It does improve the frame rate noticeabley, however the new craft has problems spinning out at around 30k altitude, even though according to the editor in the sph, the com always remains ahead of the col even when the fuel tanks start emptying.Not sure if it is a problem with my design, the welding system, or something else. Anyone else tried this with large aircraft?At any rate I'll continue to try tweaking it a bit in the hopes that I can fix it. Any advice is welcome though. Quote Link to comment Share on other sites More sharing options...
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