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


girka2k

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This update seems to be working better than before, but I've run into a bit of an issue again with tweakscale, last version It was parts that listed with a default scale by Tweakscale's MM patches that had issues being welded (Fuel tanks and structural panels), Now it appear that parts without a default scale listed in their MM patches that are mis-scaled when welded (Mainly Aerospace parts and wing boards).

Thanks!

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8 hours ago, COL.R.Neville said:
  Reveal hidden contents

PART
{
    name = LSScrubber
    module = Part
    author = UbioZurWeldingLtd
    scale = 1
    rescaleFactor = 1
    node_stack_bottommepsdock0 = -0.003923, -0.48193, -0.352817, 0, -1, 0, 0
    node_attach = -0.003923, -0.48193, -0.352817, 0, -1, 0, 0
    CrewCapacity = 0
    TechRequired = electronics
    entryCost = 34900
    cost = 10320
    category = Utility
    subcategory = 0
    title = Life Support Recycler
    manufacturer = UbioZur Welding Ltd
    description = Life Support Recycler, conditioner
    attachRules = 1,1,1,1,0,0,0
    mass = 0.44000006
    dragModelType = default
    maximum_drag = 0.0878299996
    minimum_drag = 0.0792360008
    angularDrag = 0.350890994
    crashTolerance = 8.8081398
    breakingForce = 197.373184
    breakingTorque = 197.373184
    maxTemp = 3200
    fuelCrossFeed = True
    explosionPotential = 0.472015381
    thermalMassModifier = 1
    heatConductivity = 0.12
    emissiveConstant = 0.40000000000000002
    radiatorHeadroom = 0.25
    bulkheadProfiles = size1,srf
    MODEL
    {
        model = MEPS/Parts/mepsdock
        position = -0.003923, -0.371929, -0.352817
        scale = 1,1,1
    }
    MODEL
    {
        model = UmbraSpaceIndustries/Konstruction/Assets/PAL_Truss
        position = -0.003923, -0.206928, -0.352817
        rotation = 270, 0, 0
        scale = 1,1,1
    }
    MODEL
    {
        model = LLL/Models/Science/Generator
        position = -0.028628, 0.218071, 0.90372
        rotation = 0, 270, 0
        scale = 0.75 , 0.75 , 0.72
    }
    MODEL
    {
        model = LLL/Parts/Utility/RadialPipes/model
        position = -0.454214, 0.713584, 0.292651
        scale = 0.6125, 0.6125, 0.6125
        rotation = 5.1E-05, 179.9999, 0
    }
    MODEL
    {
        model = LLL/Parts/Utility/RadialPipes/model
        position = 0.013347, 0.711263, 0.292653
        scale = 0.6125, 0.6125, 0.6125
        rotation = 5.1E-05, 179.9999, 0
    }
    MODEL
    {
        model = UmbraSpaceIndustries/LifeSupport/Assets/MiniPak
        texture = miniPak, UmbraSpaceIndustries/LifeSupport/Assets/miniPak_01
        position = 0.850067, 0.469288, 0.142655
        scale = 1,1,1
    }
    MODEL
    {
        model = UmbraSpaceIndustries/LifeSupport/Assets/MiniPak
        texture = miniPak, UmbraSpaceIndustries/LifeSupport/Assets/miniPak_03
        position = 0.021753, 1.150903, 0.651992
        rotation = 90, 0, 0
        scale = 1,1,1
    }
    MODEL
    {
        model = UmbraSpaceIndustries/LifeSupport/Assets/MiniPak
        texture = miniPak, UmbraSpaceIndustries/LifeSupport/Assets/miniPak_02
        position = -0.453321, 1.150903, 0.649325
        rotation = 90, 0, 0
        scale = 1,1,1
    }
    MODEL
    {
        model = UmbraSpaceIndustries/Kontainers/Assets/RoundTank
        texture = Tank_00, UmbraSpaceIndustries/Kontainers/Assets/Tank_01
        position = 1.454577, -0.006929, -0.352817
        rotation = 0, 0, 270
        scale = 0.5,0.5,0.5
    }
    MODEL
    {
        model = UmbraSpaceIndustries/Kontainers/Assets/RoundTank
        texture = Tank_00, UmbraSpaceIndustries/Kontainers/Assets/Tank_01
        position = -1.462423, -0.006929, -0.352817
        rotation = 0, 0, 270
        scale = 0.5,0.5,0.5
    }
    MODEL
    {
        model = LLL/Models/Utility/2x1Greenhouse/model
        texture = model000 , LLL/Models/Propulsion/LLL2x1/model000
        texture = model000334_NRM , LLL/Models/Propulsion/LLL2x1/model001_NRM
        position = -0.014327, 0.155571, -0.258505
        scale = 0.5, 0.5, 0.5
        rotation = 90, 90.00003, 0
    }
    MODEL
    {
        model = LLL/Models/Science/Circuit1
        position = -0.785106, 0.143072, -0.328318
        rotation = 0, 270, 0
        scale = 1,1,1
    }
    MODEL
    {
        model = LLL/Models/Science/Circuit1
        position = 0.784762, 0.143072, -0.331931
        rotation = 0, 270, 0
        scale = 1,1,1
    }
    MODULE
    {
        name = ModuleAnimateGeneric
        animationName = shutter
        isOneShot = false
        startEventGUIName = Extend Shutters
        endEventGUIName = Retract Shutters
        actionGUIName = Toggle Shutters
    }

    RESOURCE
    {
        name = ElectricCharge
        amount = 4000
        maxAmount = 4000
    }

    RESOURCE
    {
        name = Supplies
        amount = 400
        maxAmount = 400
    }
    RESOURCE
    {
        name = Fertilizer
        amount = 400
        maxAmount = 400
    }
    RESOURCE
    {
        name = Mulch
        amount = 0
        maxAmount = 400
    }
    RESOURCE
    {
        name = Water
        amount = 0
        maxAmount = 3600
    }
    MODULE
    {
        name = USI_ModuleRecycleablePart
        Menu = Disassemble Part
        ResourceName = MaterialKits
        Efficiency = 7
    }

    MODULE
    {
        name = USI_ModuleResourceWarehouse
    }

    MODULE
    {
        name = ModuleAnimateGeneric
        animationName = shutter
        isOneShot = false
        startEventGUIName = Extend Shutters
        endEventGUIName = Retract Shutters
        actionGUIName = Toggle Shutters
    }

    MODULE
    {
        name = ModuleKISInventory
        maxVolume = 500
        externalAccess = true
        internalAccess = true
        slotsX = 8
        slotsY = 5
        slotSize = 50
        itemIconResolution = 128
        selfIconResolution = 128
        openSndPath = KIS/Sounds/containerOpen
        closeSndPath = KIS/Sounds/containerClose
        defaultMoveSndPath = KIS/Sounds/itemMove
    }
MODULE
{
name = TweakScale
type = free
}
}
 

yeah i created this life support scrubber. outta USI ,LLL and MEPS parts. 

had a problem with the radial pipes since they are rescaled to 1.25 in the cfg file. it just ignored that and ran to 1. 

but the lll generator is specifically attributed at the model with a scale of 0.75,0.75,0.72 and it carried that forward. 

i added in the scale under all of these since i subsquently welded it again after i tweakscale everything down another 50 percent. and added in a KIS container for the final one.  

because i had all of these with the scale data attributed under the model i zero problems with the final one. but it took a better part of the day to figure out what it was doing. 

In which version did you do that?

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4 hours ago, RightInfinity said:

This update seems to be working better than before, but I've run into a bit of an issue again with tweakscale, last version It was parts that listed with a default scale by Tweakscale's MM patches that had issues being welded (Fuel tanks and structural panels), Now it appear that parts without a default scale listed in their MM patches that are mis-scaled when welded (Mainly Aerospace parts and wing boards).

Thanks!

Some specific exmpales please, and in best case even stockparts.

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11 minutes ago, Alewx said:

Some specific exmpales please, and in best case even stockparts.

After double checking the MM patch files, It seems defaultScale didn't have anything to do with it, so I was talking out of my ass, but,

Last version I had the issue with structural panels and beams scaling incorrectly in weldments:

Spoiler

2Re9D5G.png

The latest mod update made the structural parts work and the wing parts respond badly, and now that same setup  as ended up with an overly large wing when welded

Spoiler

zYaQWAH.png

Finally, here's another example of the same part branch welded under 2.3.4 (left) and 2.4.0 (right)

Spoiler

nVJD2wC.png

 

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Hoping someone with experience welding docking ports can help me.

I am able to include a docking port in my weldment and it works, with a few issues:

  1. The distance reported is incorrect when selecting the weldment as "Control from here" (especially if the port is far from my part's center, although if it's near a command module mesh that seems to help).  I'm pretty sure I was able to correct this by updating referenceAttachNode to point to the correct node instead of the non-existent one the welder sometimes applies (and possibly also by doing #2).
  2. Sometimes the control orientation is incorrect.  I think I was able to improve this by including controlTransformName = dockingNode in my ModuleDockingNode, where "dockingNode" is the name of the transform in the original docking port's mu file.
  3. The weldment does not have an "Undock" or "Decouple" button.  Which is fine, until I want to dock two weldments together.  Is there any way to undock such a contraption?
  4. As soon as I attach a stock docking port to my weldment part, the game complains the stock port is facing the wrong way.  It doesn't seem to matter how I orient it, it still complains about this.  EDIT: Solved #4.  The message occurs whenever you attach two docking port parts together, in any orientation, with nothing in between them (unless they are set up as decouplers and are sandwiched between other parts).

I need to do some further testing on #1 and #2, but if they work it would be nice if the welder automatically applied those tweaks.

Does anyone know how I can solve or mitigate #3 and #4?

Edited by Fwiffo
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3 hours ago, RightInfinity said:

After double checking the MM patch files, It seems defaultScale didn't have anything to do with it, so I was talking out of my ass, but,

Last version I had the issue with structural panels and beams scaling incorrectly in weldments:

  Reveal hidden contents

2Re9D5G.png

The latest mod update made the structural parts work and the wing parts respond badly, and now that same setup  as ended up with an overly large wing when welded

  Reveal hidden contents

zYaQWAH.png

Finally, here's another example of the same part branch welded under 2.3.4 (left) and 2.4.0 (right)

  Reveal hidden contents

nVJD2wC.png

 

OK I will test around with some wing parts, this evening.

49 minutes ago, Fwiffo said:

Hoping someone with experience welding docking ports can help me.

I am able to include a docking port in my weldment and it works, with a few issues:

  1. The distance reported is incorrect when selecting the weldment as "Control from here" (especially if the port is far from my part's center, although if it's near a command module mesh that seems to help).  I'm pretty sure I was able to correct this by updating referenceAttachNode to point to the correct node instead of the non-existent one the welder sometimes applies (and possibly also by doing #2).
  2. Sometimes the control orientation is incorrect.  I think I was able to improve this by including controlTransformName = dockingNode in my ModuleDockingNode, where "dockingNode" is the name of the transform in the original docking port's mu file.
  3. The weldment does not have an "Undock" or "Decouple" button.  Which is fine, until I want to dock two weldments together.  Is there any way to undock such a contraption?
  4. As soon as I attach a stock docking port to my weldment part, the game complains the stock port is facing the wrong way.  It doesn't seem to matter how I orient it, it still complains about this.

I need to do some further testing on #1 and #2, but if they work it would be nice if the welder automatically applied those tweaks.

Does anyone know how I can solve or mitigate #3 and #4?

Docking ports are not really meant to be welded. :wink:
AFAIK docking will always try to focus the CoM of the dockingport.

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1 hour ago, Fwiffo said:

Hoping someone with experience welding docking ports can help me.

I am able to include a docking port in my weldment and it works, with a few issues:

 

 

While not a answer for the above, just my $0.0194908484484........Through all my usage of welding, I found it much simpler and much more reliable to leave off any docking ports. I build my weldments with docking ports where they need to be and then remove them just before welding. 

Resolved a lot of issues for me (including your mentioned issues).. 

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okay did another with the 2 parts we know it spazzes on using the current version. 

now its doing what its supposed to on the pipes and not on the generator.

so original part 

MODEL
{
    model = LLL/Models/Science/Generator
    scale = 0.75 , 0.75 , 0.72
}

after weld

    MODEL
    {
        model = LLL/Models/Science/Generator
        position = 0.006798, -0.00102, -0.00503
        scale = 1, 1, 1
    }

original part that i used tweakscale on one shrunk it by half and one that I left alone. 

mesh = model.mu
rescaleFactor = 1.25
scale = 1

after weld

    MODEL
    {
        model = LLL/Parts/Utility/RadialPipes/model
        position = -0.60427, 0.100718, 0.410182
        scale = 1.25, 1.25, 1.25
        rotation = 1E-05, 269.9999, 0
    }
    MODEL
    {
        model = LLL/Parts/Utility/RadialPipes/model
        position = -0.60427, 0.010479, 0.742687
        scale = 0.625, 0.625, 0.625
        rotation = 1E-05, 269.9999, 0
    }

so seems like you are going in the right direction with what you changed but now its flipped. 

 

yeah dont weld docking ports and trying to make this do it is not worth the effort involved. 

 its one part, instead of 52 parts you have two let it go man

 

 

 

Edited by COL.R.Neville
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3 hours ago, Alewx said:

AFAIK docking will always try to focus the CoM of the dockingport.

Pretty sure the two CFG attributes I mentioned can override that.  At least, it did when I tested it with both in place.

2 hours ago, jmbailey2000 said:

Resolved a lot of issues for me (including your mentioned issues).. 

Do you recall if you ran into anything else I didn't mention there? :-)

------

13 minutes ago, COL.R.Neville said:

rescaleFactor = 1.25

I know the mod does not correctly handle rescaleFactor (more info at that link); for what it's worth that might be playing a part here.  I think I was a driving force behind some of the recent changes; sorry if I made your wings messed up ;-).

Edited by Fwiffo
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its no biggie man dont take my posts as complaints but trying to let everybody else know how to fix it and where it goes wrong. its getting there though. Before I would have a metriccrapton of part count floating around in the form of commsats. now each is a partcount of 1. same with stations that now have 1/100 th the part count that they did before. 

for the scaling maybe create an array of the part scaling hierarchy? 

so 0 part rescale factor

     1part model scale* part rescale factor

     2part model scale etc... and choose the lowest number that is completely populated? 

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33 minutes ago, Fwiffo said:

 

Do you recall if you ran into anything else I didn't mention there? :-)

 

No. It has been quite a while since I welded a docking port, though. I have a couple of unused weldments that have docking parts. I'll try and remember to load them back in the system tonight and see if anything else comes up.

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Ok Guys, with the last bit of grey goo in my head I completed the scaling bug this night.
As it is now really late, and I want to look over it again tomorrow morning, I will publish the release then.

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There's a weird bug I noticed when trying to weld lander cans.  Meshes that should be centered along X/Z are getting an unexpected Z-offset in my weldment, which then results in the welded part being unbalanced.

Here's an example preweld (left) / postweld (right):
7WYw8xR.png?2 xrLaicW.png?1

Here's the preweld file, or you can reproduce by:

  1. Drop a RC-L101 Remote Guidance Unit (probeStackLarge)
  2. Attach a Mk2 Lander Can on top of it (mk2LanderCabin)
  3. Weld

I don't see anything obvious in the lander cabin CFG's that would be causing it.  Both the Mk1 and Mk2 lander cans cause it (haven't tested others).  Removing the lander can from the weldment and replacing it with a fuel tank makes the weldment work fine:

pIpmtwr.png?1

This bug occurred before today's update, but not before the physicsless-part / CoM related changes you did recently.

Edited by Fwiffo
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1 hour ago, Fwiffo said:

Sweet!

BTW, thought you were going to add <ModuleAttribute AttributeName="ModuleEnviroSensor_sensorType" /> to the <BreakingModuleAttributes> section?

Isn't it added? will be done with next release, seems it got lost tonight.

30 minutes ago, Fwiffo said:

There's a weird bug I noticed when trying to weld lander cans.  Meshes that should be centered along X/Z are getting an unexpected Z-offset in my weldment, which then results in the welded part being unbalanced.

Here's an example preweld (left) / postweld (right):
7WYw8xR.png?2 xrLaicW.png?1

Here's the preweld file, or you can reproduce by:

  1. Drop a RC-L101 Remote Guidance Unit (probeStackLarge)
  2. Attach a Mk2 Lander Can on top of it (mk2LanderCabin)
  3. Weld

I don't see anything obvious in the lander cabin CFG's that would be causing it.  Both the Mk1 and Mk2 lander cans cause it (haven't tested others).  Removing the lander can from the weldment and replacing it with a fuel tank makes the weldment work fine:

pIpmtwr.png?1

This bug occurred before today's update, but not before the physicsless-part / CoM related changes you did recently.

Only the lander Cans, that is pretty strange.
I will inspect the lander cans. Thanks for the report.

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2 minutes ago, Alewx said:

Isn't it added? will be done with next release, seems it got lost tonight.

Yeah must be a regression, I could have sworn I saw it in the download before.

2 minutes ago, Alewx said:

Only the lander Cans, that is pretty strange.
I will inspect the lander cans. Thanks for the report.

Strange indeed.  Let me know if you can/can't recreate it.  I'm eager to solve that one, it's holding up a bunch of my weldments ;-).

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8 minutes ago, Fwiffo said:

Yeah must be a regression, I could have sworn I saw it in the download before.

Strange indeed.  Let me know if you can/can't recreate it.  I'm eager to solve that one, it's holding up a bunch of my weldments ;-).

I just tested it with a pure, landercan mk2 and got it scaled up by 100 but its position was correct.
There is more than just something strange.

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4 minutes ago, Alewx said:

I just tested it with a pure, landercan mk2 and got it scaled up by 100 but its position was correct.

You did steps 1-3 from my post?

Hmm, I wonder if one of my mods is interacting somehow.  Let me try with an unmodded KSP.

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Just now, Fwiffo said:

You did steps 1-3 from my post?

Hmm, I wonder if one of my mods is interacting somehow.  Let me try with an unmodded KSP.

Yep I followed these steps precisely.
My KSP here is quite unmodded.

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Ok, I think it's being caused by an interaction between this mod and patches made by IndicatorLights.  Could you please extract this file to your GameData directory and try again?

It contains the following MM CFG from @Snark's IndicatorLights mod, which patches in some meshes that AFAIK should not be impacting mass / CoM:

Spoiler

mk2can.cfg


// Adds an occupancy indicator to the Mk2 lander can.

@PART[mk2LanderCabin] {

	// We have to re-specify the model for the stock part, because this is
	// an older part that uses the "mesh =" syntax in its .cfg file instead
	// of the newer "MODEL" syntax. The "mesh =" syntax doesn't allow having
	// multiple models as part of the same part, which would prevent this mod
	// from adding meshes for the indicator lights.
	MODEL
	{
		model = Squad/Parts/Command/mk2LanderCan/model
	}
	
	//-------------------------------------------------------------------------
	// INDICATOR MESHES
	//-------------------------------------------------------------------------

	MODEL
	{
		model = IndicatorLights/Meshes/squareLamp
		scale = 1, 0.25, 0.5
		position = 0, 0, -1.187
		rotation = 0, 180, 0
	}

	MODEL
	{
		model = IndicatorLights/Meshes/squareLamp
		scale = 1, 0.25, 0.5
		position = 0, 0.506, -1.187
		rotation = 0, 180, 0
	}

	//-------------------------------------------------------------------------
	// CONTROLLABLE EMISSIVES
	//-------------------------------------------------------------------------

	MODULE {
		name = ModuleControllableEmissive
		target = IndicatorLights/Meshes/squareLamp:0
		emissiveName = indicator0
	}

	MODULE {
		name = ModuleControllableEmissive
		target = IndicatorLights/Meshes/squareLamp:1
		emissiveName = indicator1
	}

	//-------------------------------------------------------------------------
	// CONTROLLERS
	//-------------------------------------------------------------------------

	MODULE {
		name = ModuleCrewIndicatorToggle
		toggleName = indicatorToggle
	}
	
	MODULE {
		name = ModuleCrewIndicator
		emissiveName = indicator0
		toggleName = indicatorToggle
	}
	
	MODULE {
		name = ModuleCrewIndicator
		emissiveName = indicator1
		toggleName = indicatorToggle
	}


	//-------------------------------------------------------------------------
	// TWEAKS
	//-------------------------------------------------------------------------

	// This pod uses a ModuleColorChanger to handle its cabin lights, set up
	// so that by default it takes control of *all* emissives on the part.
	// Need to tell it not to tinker with the meshes that we're adding here;
	// otherwise, the crew indicator will just turn on and off with the cabin
	// lights instead of actually working as a crew indicator.
	@MODULE[ModuleColorChanger] {
	    excludedRenderer = IndicatorLights/Meshes/squareLamp(Clone)
	}
}

For some reason the existence of those little meshes seems to confuse the welder as to where the CoM of the lander can is located.  Any idea why they're having an impact?  Is there a way to make the welder ignore these for purposes of CoM or "part origin" calculations?

IndicatorLights applies similar patches to a slew of other parts; I suspect anything where meshes are added asymmetrically will break like this.  Further suspect other mods that patch additional meshes into stock parts will also exhibit this behavior.

(Ideally the patched-in meshes should be included in the weldment, but they should not be affecting where other meshes get located in the final result).

(ps. Note that link is just a couple files for troubleshooting, not the whole mod)

Edited by Fwiffo
Clarify that meshes are confusing the welder as to the cabin's CoM
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33 minutes ago, Fwiffo said:

Ok, I think it's being caused by an interaction between this mod and patches made by IndicatorLights.  Could you please extract this file to your GameData directory and try again?

It contains the following MM CFG from @Snark's IndicatorLights mod,which patches in some meshes that AFAIK are supposed to be massless:

  Hide contents

mk2can.cfg



// Adds an occupancy indicator to the Mk2 lander can.

@PART[mk2LanderCabin] {

	// We have to re-specify the model for the stock part, because this is
	// an older part that uses the "mesh =" syntax in its .cfg file instead
	// of the newer "MODEL" syntax. The "mesh =" syntax doesn't allow having
	// multiple models as part of the same part, which would prevent this mod
	// from adding meshes for the indicator lights.
	MODEL
	{
		model = Squad/Parts/Command/mk2LanderCan/model
	}
	
	//-------------------------------------------------------------------------
	// INDICATOR MESHES
	//-------------------------------------------------------------------------

	MODEL
	{
		model = IndicatorLights/Meshes/squareLamp
		scale = 1, 0.25, 0.5
		position = 0, 0, -1.187
		rotation = 0, 180, 0
	}

	MODEL
	{
		model = IndicatorLights/Meshes/squareLamp
		scale = 1, 0.25, 0.5
		position = 0, 0.506, -1.187
		rotation = 0, 180, 0
	}

	//-------------------------------------------------------------------------
	// CONTROLLABLE EMISSIVES
	//-------------------------------------------------------------------------

	MODULE {
		name = ModuleControllableEmissive
		target = IndicatorLights/Meshes/squareLamp:0
		emissiveName = indicator0
	}

	MODULE {
		name = ModuleControllableEmissive
		target = IndicatorLights/Meshes/squareLamp:1
		emissiveName = indicator1
	}

	//-------------------------------------------------------------------------
	// CONTROLLERS
	//-------------------------------------------------------------------------

	MODULE {
		name = ModuleCrewIndicatorToggle
		toggleName = indicatorToggle
	}
	
	MODULE {
		name = ModuleCrewIndicator
		emissiveName = indicator0
		toggleName = indicatorToggle
	}
	
	MODULE {
		name = ModuleCrewIndicator
		emissiveName = indicator1
		toggleName = indicatorToggle
	}


	//-------------------------------------------------------------------------
	// TWEAKS
	//-------------------------------------------------------------------------

	// This pod uses a ModuleColorChanger to handle its cabin lights, set up
	// so that by default it takes control of *all* emissives on the part.
	// Need to tell it not to tinker with the meshes that we're adding here;
	// otherwise, the crew indicator will just turn on and off with the cabin
	// lights instead of actually working as a crew indicator.
	@MODULE[ModuleColorChanger] {
	    excludedRenderer = IndicatorLights/Meshes/squareLamp(Clone)
	}
}

For some reason the existence of those little meshes is messing up the "origin" of my weldment.  Any idea why they're having an impact?  Is there a way to make the welder ignore these for purposes of CoM / calculating part origin?  It applies similar patches to a slew of other parts.

I suspect other mods that patch additional meshes into stock parts will also exhibit this behavior.

But these are only models, normally they do not change anything, it is more like a weldment with the added models.
Do you have any problems with the scaling of the can, with 2.4.1?
 

EDIT:

Nope it is actually a bug in welding. this happens because there are some hacked parts for the new position, rotation, scale stuff, that is taken from the actual scene and no longer from the config.
 

Edited by Alewx
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23 minutes ago, Alewx said:

But these are only models, normally they do not change anything, it is more like a weldment with the added models.

Good to hear you say that.  Do you get the same behavior as me once you add those files to your GameData?

 

23 minutes ago, Alewx said:

Do you have any problems with the scaling of the can, with 2.4.1?

Not that I noticed.  Here's my welded part (when IndicatorLights is included).  I am not getting the ~100 scale thing:

Spoiler

PART
{
	name = t27
	module = Part
	author = UbioZurWeldingLtd
	rescaleFactor = 1
	PhysicsSignificance = -1
	node_stack_bottomprobeStackLarge0 = 0, -0.831, 0.666, 0, -1, 0, 2
	node_stack_topmk2LanderCabin1 = 0, 0.704, 0.666, 0, 1, 0, 2
	node_attach = 0, 0, 0, 0, 0, 0, 0
	CrewCapacity = 2
	TechRequired = largeUnmanned
	entryCost = 33000
	cost = 6650
	category = Pods
	subcategory = 0
	title = t27
	manufacturer = UbioZur Welding Ltd
	description = Warranty void during re-entry.
	attachRules = 1,0,1,1,0,0,0
	mass = 3
	vesselType = Probe
	dragModelType = default
	maximum_drag = 0.150000006
	minimum_drag = 0.125
	angularDrag = 1.5
	crashTolerance = 8.16699982
	breakingForce = 22
	breakingTorque = 22
	maxTemp = 1200
	fuelCrossFeed = True
	explosionPotential = 0.5
	thermalMassModifier = 1
	heatConductivity = 0.12
	emissiveConstant = 0.40000000000000002
	radiatorHeadroom = 0.25
	bulkheadProfiles = size2
	MODEL
	{
		model = Squad/Parts/Command/probeStackLarge/model
		position = 0, -0.641, 0.666
		scale = 1, 1, 0.9
	}
	MODEL
	{
		model = Squad/Parts/Command/mk2LanderCan/model
		position = 0, -0.048, 0.666
		scale = 1, 1, 1
	}
	MODEL
	{
		model = IndicatorLights/Meshes/squareLamp
		position = 0, -0.048, -0.521
		scale = 1, 0.25, 0.5
		rotation = 0, 180, 0
	}
	MODEL
	{
		model = IndicatorLights/Meshes/squareLamp
		position = 0, 0.458, -0.521
		scale = 1, 0.25, 0.5
		rotation = 0, 180, 0
	}
	INTERNAL
	{
		name = landerCabinInternalsRPM
		offset = 0, 17.638, -1.187
	}
	RESOURCE
	{
		name = ElectricCharge
		amount = 130
		maxAmount = 130
	}
	RESOURCE
	{
		name = MonoPropellant
		amount = 40
		maxAmount = 40
	}
	MODULE
	{
		name = ModuleProbeControlPoint
		minimumCrew = 3
		multiHop = True
	}
	MODULE
	{
		name = ModuleCommand
		minimumCrew = 0
		hasHibernation = True
		hibernationMultiplier = 0.00125
		RESOURCE
		{
			name = ElectricCharge
			rate = 0.08
		}
	}
	MODULE
	{
		name = ModuleReactionWheel
		PitchTorque = 16.5
		YawTorque = 16.5
		RollTorque = 16.5
		RESOURCE
		{
			name = ElectricCharge
			rate = 0.9
		}
	}
	MODULE
	{
		name = ModuleSAS
		SASServiceLevel = 3
	}
	MODULE
	{
		name = ModuleKerbNetAccess
		MinimumFoV = 5
		MaximumFoV = 90
		AnomalyDetection = 0.3
		DISPLAY_MODES
		{
			Mode = Biome
			Mode = Terrain
		}
	}
	MODULE
	{
		name = ModuleDataTransmitter
		antennaType = INTERNAL
		packetInterval = 2
		packetSize = 4
		packetResourceCost = 24
		requiredResource = ElectricCharge
		antennaPower = 10000
		optimumRange = 5000
		packetFloor = 0.2
		packetCeiling = 10
	}
	MODULE
	{
		name = ModuleScienceContainer
		reviewActionName = Review Stored Data
		storeActionName = Store Experiments
		evaOnlyStorage = True
		storageRange = 1.65
		canBeTransferredToInVessel = True
		canTransferInVessel = True
	}
	MODULE
	{
		name = ModuleTCA
	}
	MODULE
	{
		name = ModuleColorChanger
		shaderProperty = _EmissiveColor
		animRate = 0.8
		animState = false
		useRate = true
		toggleInEditor = true
		toggleInFlight = true
		toggleInFlight = true
		unfocusedRange = 5
		toggleName = Toggle Lights
		eventOnName = Lights On
		eventOffName = Lights Off
		toggleAction = True
		defaultActionGroup = Light
		excludedRenderer = IndicatorLights/Meshes/squareLamp(Clone)
		redCurve
		{
			key = 0 0 0 3
			key = 1 1 0 0
		}
		greenCurve
		{
			key = 0 0 0 1
			key = 1 1 1 0
		}
		blueCurve
		{
			key = 0 0 0 0
			key = 1 0.7 1.5 0
		}
		alphaCurve
		{
			key = 0 1
		}
	}
	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
		usageReqMaskInternal = 5
		usageReqMaskExternal = -1
	}
	MODULE
	{
		name = FlagDecal
		textureQuadName = flagTransform
	}
	MODULE
	{
		name = ModuleControllableEmissive
		target = IndicatorLights/Meshes/squareLamp:1
		emissiveName = indicator1
	}
	MODULE
	{
		name = ModuleCrewIndicatorToggle
		toggleName = indicatorToggle
	}
	MODULE
	{
		name = ModuleCrewIndicator
		emissiveName = indicator1
		toggleName = indicatorToggle
	}
	MODULE
	{
		name = SCANRPMStorage
	}
	MODULE
	{
		name = WeldedFlagDecal
		textureQuadName = flagTransform
	}
}

 

Here's my welded part when IndicatorLights isn't included.  I am getting the ~100 scale thing you are:

Spoiler

PART
{
	name = t26
	module = Part
	author = UbioZurWeldingLtd
	rescaleFactor = 1
	PhysicsSignificance = -1
	node_stack_bottomprobeStackLarge0 = 0, -0.689, 0, 0, -1, 0, 2
	node_stack_topmk2LanderCabinPristine1 = 0, 0.846, 0, 0, 1, 0, 2
	node_attach = 0, 0, 0, 0, 0, 0, 0
	CrewCapacity = 2
	TechRequired = largeUnmanned
	entryCost = 33000
	cost = 6650
	category = Pods
	subcategory = 0
	title = t26
	manufacturer = UbioZur Welding Ltd
	description = Warranty void during re-entry.
	attachRules = 1,0,1,1,0,0,0
	mass = 3
	vesselType = Probe
	dragModelType = default
	maximum_drag = 0.150000006
	minimum_drag = 0.125
	angularDrag = 1.5
	crashTolerance = 8.16699982
	breakingForce = 22
	breakingTorque = 22
	maxTemp = 1200
	fuelCrossFeed = True
	explosionPotential = 0.5
	thermalMassModifier = 1
	heatConductivity = 0.12
	emissiveConstant = 0.40000000000000002
	radiatorHeadroom = 0.25
	bulkheadProfiles = size2
	MODEL
	{
		model = Squad/Parts/Command/probeStackLarge/model
		position = 0, -0.499, 0
		scale = 1, 1, 0.9
	}
	MODEL
	{
		model = Squad/Parts/Command/mk2LanderCan/model
		position = 0, 0.094, 0
		scale = 110.648, 110.648, 97.458
	}
	INTERNAL
	{
		name = landerCabinInternalsRPM
		offset = 0, 17.132, 0
	}
	RESOURCE
	{
		name = ElectricCharge
		amount = 130
		maxAmount = 130
	}
	RESOURCE
	{
		name = MonoPropellant
		amount = 40
		maxAmount = 40
	}
	MODULE
	{
		name = ModuleProbeControlPoint
		minimumCrew = 3
		multiHop = True
	}
	MODULE
	{
		name = ModuleCommand
		minimumCrew = 0
		hasHibernation = True
		hibernationMultiplier = 0.00125
		RESOURCE
		{
			name = ElectricCharge
			rate = 0.08
		}
	}
	MODULE
	{
		name = ModuleReactionWheel
		PitchTorque = 16.5
		YawTorque = 16.5
		RollTorque = 16.5
		RESOURCE
		{
			name = ElectricCharge
			rate = 0.9
		}
	}
	MODULE
	{
		name = ModuleSAS
		SASServiceLevel = 3
	}
	MODULE
	{
		name = ModuleKerbNetAccess
		MinimumFoV = 5
		MaximumFoV = 90
		AnomalyDetection = 0.3
		DISPLAY_MODES
		{
			Mode = Biome
			Mode = Terrain
		}
	}
	MODULE
	{
		name = ModuleDataTransmitter
		antennaType = INTERNAL
		packetInterval = 2
		packetSize = 4
		packetResourceCost = 24
		requiredResource = ElectricCharge
		antennaPower = 10000
		optimumRange = 5000
		packetFloor = 0.2
		packetCeiling = 10
	}
	MODULE
	{
		name = ModuleScienceContainer
		reviewActionName = Review Stored Data
		storeActionName = Store Experiments
		evaOnlyStorage = True
		storageRange = 1.65
		canBeTransferredToInVessel = True
		canTransferInVessel = True
	}
	MODULE
	{
		name = ModuleTCA
	}
	MODULE
	{
		name = ModuleColorChanger
		shaderProperty = _EmissiveColor
		animRate = 0.8
		animState = false
		useRate = true
		toggleInEditor = true
		toggleInFlight = true
		toggleInFlight = true
		unfocusedRange = 5
		toggleName = Toggle Lights
		eventOnName = Lights On
		eventOffName = Lights Off
		toggleAction = True
		defaultActionGroup = Light
		redCurve
		{
			key = 0 0 0 3
			key = 1 1 0 0
		}
		greenCurve
		{
			key = 0 0 0 1
			key = 1 1 1 0
		}
		blueCurve
		{
			key = 0 0 0 0
			key = 1 0.7 1.5 0
		}
		alphaCurve
		{
			key = 0 1
		}
	}
	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
		usageReqMaskInternal = 5
		usageReqMaskExternal = -1
	}
	MODULE
	{
		name = FlagDecal
		textureQuadName = flagTransform
	}
	MODULE
	{
		name = SCANRPMStorage
	}
	MODULE
	{
		name = WeldedFlagDecal
		textureQuadName = flagTransform
	}
}

 

Also why's the probe mesh scaled by 0.9 in the Z axis?  It wasn't, in the original stock CFG.  (Does that come from something in the mu file...?)

ps. Here is something to help you through:

Spoiler

beer_PNG2388.png

 

Edited by Fwiffo
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