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


girka2k

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  On 1/31/2017 at 8:37 PM, jmbailey2000 said:

Alewx,

Odd question......was there any major change between version 2.3.3 and 2.5.0? I ask because under KSP 1.1.3 and the Welding mod 2.3.3, I could weld RCS nozzles and they would work just fine (both functionality and visuals...puffs of mist visible during use). However, under KSP 1.2.2 and Welding 2.5.0 RCS seems to break when welded. You get exactly one action with the welded RCS and then it compeletely stops working and there is no visible puff od mist ever). Only asking because I had a ton of welded modules with RCS and now they no longer work. Just wondering if there was something obvious that you might recall that would have changed to cause this.

Thanks!

 

 

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RCS ports to not work properly if welded, it is not recommended to do that. their function will be broken in parts, the transition might work but rotation forces do not.

And yes there were some major changes between these versions.

  On 2/2/2017 at 2:19 AM, Helbrecht said:

I do have SpaceY but the part in question is a tweaked Orange Jumbo tank. I found that tweakscale doesn't work all that well with the welded mod installed, I have a really nifty payload launch system and it has tweaked parts, and now when I load it up the parts are all default size and the craft collapses on itself, idk if i have to remake the craft after installing the mod or if it breaks tweakscale.

Edit: ColorCodedCanisters was to blame for the flickering, going to see if I can find a work around for it since I like having the different color schemes.

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CCC was not tested so far, will have to investigate how it interferes with the Switch. the Switches are both working and will be integrated into a single module in the partfile.

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  On 2/2/2017 at 8:57 AM, Alewx said:

RCS ports to not work properly if welded, it is not recommended to do that. their function will be broken in parts, the transition might work but rotation forces do not.

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In the past (KSP 1.0), I've had no trouble creating 4-way end plates with the linear (single-port) RCS welded around the edge of the plate (pointing in the four cardinal directions).  Has that changed?  Or is that covered by "the translation might work"?

 

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  On 2/2/2017 at 11:09 AM, WuphonsReach said:

In the past (KSP 1.0), I've had no trouble creating 4-way end plates with the linear (single-port) RCS welded around the edge of the plate (pointing in the four cardinal directions).  Has that changed?  Or is that covered by "the translation might work"?

 

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if you use the RCS in weldments with Q or E it is likely to be wrong/broken.
Also I somehow remember that it was said the RCS models/modules would get some improvement, so maybe that is why it is no different than 1.0.

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  • 2 weeks later...

This is an amazing mod, thanks a lot!!! But the "strength params calculation method" in the welding settings is a little bit confusing to me. By using the "Legacy" option, I welded two 2.5m RCS tanks together, and found that the breakingForce and breaking Torque in the .cfg all raised from 22 to 33 compared to single 2.5m RCS tank(22 is default), while using the "average" option I get 22.  So will this change affect the strength calculation of Kerbal Joint Reinforcement? Thanks again!

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  On 2/15/2017 at 1:36 PM, whwraul7 said:

This is an amazing mod, thanks a lot!!! But the "strength params calculation method" in the welding settings is a little bit confusing to me. By using the "Legacy" option, I welded two 2.5m RCS tanks together, and found that the breakingForce and breaking Torque in the .cfg all raised from 22 to 33 compared to single 2.5m RCS tank(22 is default), while using the "average" option I get 22.  So will this change affect the strength calculation of Kerbal Joint Reinforcement? Thanks again!

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Nope that are actually two different pairs of shoes.
The breakingForce and breakingTorque are the values that define the requirement for the part to be destroyed and get removed from the world. The value for the joints is only handled by KJR, but welding will merge the welded parts into one new single part so that it might look like it would have stronger joint forces but there are no joints as it is just a single part.

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  On 2/16/2017 at 8:58 AM, Alewx said:

Nope that are actually two different pairs of shoes.
The breakingForce and breakingTorque are the values that define the requirement for the part to be destroyed and get removed from the world. The value for the joints is only handled by KJR, but welding will merge the welded parts into one new single part so that it might look like it would have stronger joint forces but there are no joints as it is just a single part.

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Got that, thanks for the answer!

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Hi again Alewx. I've seen another unityException when loading a welded part in the editor:

  Reveal hidden contents

Could it be due to the cloning (via symmetry) of some parts? I notice that the previous part was a B9 part that gives me mesh problems - you know, the normal Z-fighting when all its meshes are loaded. I'm currently experimenting with adding more mesh selection to the WeldedMeshSwitch section of the part config. I love WeldedMeshSwitch - with so many parts using multiple meshes these days, it's vital! :)

Edit: I've found what it was. Welding these parts:

Squad/Parts/FuelTank/adapterTanks/Mk3-Size2Slant
Squad/Parts/FuelTank/mk2FuselageLong/FuselageLongLFO

added empty mesh/collider lists into the WeldedMeshSwitch configuration. So It looked like this:

objectIndicies = 0; 16; 17; 19; 20; 21; 23; 25; 27; 28; 29; 31; 33; 34
objects = Basic,Collider01,Collider02,Collider03,FuselageShortLFO,Point001,Sky001,TankLFO; Basic,CargoDoor001,CargoDoor002,CargoExternal,CargoInternal,Collider01,Collider02,ColliderFloor,ColliderFloor002,ColliderFloor003,Piston01Lower,Piston02Lower,Sky001,TankLFO; LFO_10m,Mk3COL; Tail_Lowered; ; StandardWing; ; LFO_10m,Mk3COL; Tail_Lowered; ; StandardWing; ; Basic,Collider01,Collider02,Collider03,FuselageShortLFO,Point001,Sky001,TankLFO; Adapter,Basic,Collider01,Collider1,Collider02,Collider2,Iguana,Sky001,TankRCS

Those "; ;" sections were causing the problem. Everything worked after I removed those empty lists, and the corresponding part index from objectIndicies.

Edited by Bluebottle
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  On 2/17/2017 at 3:04 AM, Bluebottle said:

Hi again Alewx. I've seen another unityException when loading a welded part in the editor:

  Reveal hidden contents

Could it be due to the cloning (via symmetry) of some parts? I notice that the previous part was a B9 part that gives me mesh problems - you know, the normal Z-fighting when all its meshes are loaded. I'm currently experimenting with adding more mesh selection to the WeldedMeshSwitch section of the part config. I love WeldedMeshSwitch - with so many parts using multiple meshes these days, it's vital! :)

Edit: I've found what it was. Welding these parts:

Squad/Parts/FuelTank/adapterTanks/Mk3-Size2Slant
Squad/Parts/FuelTank/mk2FuselageLong/FuselageLongLFO

added empty mesh/collider lists into the WeldedMeshSwitch configuration. So It looked like this:

objectIndicies = 0; 16; 17; 19; 20; 21; 23; 25; 27; 28; 29; 31; 33; 34
objects = Basic,Collider01,Collider02,Collider03,FuselageShortLFO,Point001,Sky001,TankLFO; Basic,CargoDoor001,CargoDoor002,CargoExternal,CargoInternal,Collider01,Collider02,ColliderFloor,ColliderFloor002,ColliderFloor003,Piston01Lower,Piston02Lower,Sky001,TankLFO; LFO_10m,Mk3COL; Tail_Lowered; ; StandardWing; ; LFO_10m,Mk3COL; Tail_Lowered; ; StandardWing; ; Basic,Collider01,Collider02,Collider03,FuselageShortLFO,Point001,Sky001,TankLFO; Adapter,Basic,Collider01,Collider1,Collider02,Collider2,Iguana,Sky001,TankRCS

Those "; ;" sections were causing the problem. Everything worked after I removed those empty lists, and the corresponding part index from objectIndicies.

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Did you update the mod that brought in the parts between the starts of the game?

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  On 2/20/2017 at 11:08 AM, Alewx said:

Did you update the mod that brought in the parts between the starts of the game?

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No, I didn't. The weldment config file was written with those empty mesh/collider lists in it, and empty lists seem to cause the exception: all mesh switching stops when an empty list is encountered. That's why I was getting the Z-fighting from the B9 parts - all meshes were being used, rather than the right ones being selected by WeldedMeshSwitch.

As for why stock Squad parts would cause empty lists to be written to a weldment file, I don't know. Here are all the times that Mk3-Size2Slant occurs in my log file:

$ grep Mk3-Size2Slant KSP.log
[LOG 20:38:16.198] Load(Model): Squad/Parts/FuelTank/adapterTanks/Mk3-Size2Slant
[LOG 20:38:48.247] Config(@PART[adapterMk3-Size2Slant]:FOR[SETIrebalance]) SETIrebalance/MM-PartModding/SETI-PartMod-SQUAD-FuelTanks/@PART[adapterMk3-Size2Slant]:FOR[SETIrebalance]
[LOG 20:38:48.256] Config(PART) Squad/Parts/FuelTank/adapterTanks/Mk3-Size2Slant/adapterMk3-Size2Slant
[LOG 20:38:48.274] Config(@PART[adapterMk3-Size2Slant]) TweakScale/patches/Squad/Squad_Tanks/@PART[adapterMk3-Size2Slant]
[LOG 20:38:55.497] [ModuleManager] Applying node Diazo/AGExt/part/@PART[*] to Squad/Parts/FuelTank/adapterTanks/Mk3-Size2Slant/adapterMk3-Size2Slant
[LOG 20:38:55.804] [ModuleManager] Applying node Diazo/ModActions/part/@PART[*] to Squad/Parts/FuelTank/adapterTanks/Mk3-Size2Slant/adapterMk3-Size2Slant
[LOG 20:39:38.448] [ModuleManager] Applying node TweakScale/patches/Squad/Squad_Tanks/@PART[adapterMk3-Size2Slant] to Squad/Parts/FuelTank/adapterTanks/Mk3-Size2Slant/adapterMk3-Size2Slant
[LOG 20:39:59.548] [ModuleManager] Applying node HotSpot/Patches/HotSpotModule/@PART:FOR[HotSpot] to Squad/Parts/FuelTank/adapterTanks/Mk3-Size2Slant/adapterMk3-Size2Slant
[LOG 20:40:21.889] [ModuleManager] Applying node SETIrebalance/MM-PartModding/SETI-PartMod-SQUAD-FuelTanks/@PART[adapterMk3-Size2Slant]:FOR[SETIrebalance] to Squad/Parts/FuelTank/adapterTanks/Mk3-Size2Slant/adapterMk3-Size2Slant
[LOG 20:40:36.626] [ModuleManager] Applying node CryoTanks/Patches/CryoTanksFuelTankSwitcher/@PART[*]:HAS[@RESOURCE[LiquidFuel],@RESOURCE[Oxidizer],!MODULE[ModuleCryoTank],!MODULE[InterstellarFuelSwitch],!MODULE[ModuleEnginesFX],!MODULE[ModuleEngines],!MODULE[FSfuelSwitch],!MODULE[WBIResourceSwitcher]]:FOR[zzz_CryoTanks] to Squad/Parts/FuelTank/adapterTanks/Mk3-Size2Slant/adapterMk3-Size2Slant
[LOG 20:40:38.998] [ModuleManager] Applying node VenStockRevamp/PathPatches/Aero-PathPatches/@PART[*]:FOR[zzzVSRPathPatch] to Squad/Parts/FuelTank/adapterTanks/Mk3-Size2Slant/adapterMk3-Size2Slant
[LOG 20:40:41.701] [ModuleManager] Applying node VenStockRevamp/PathPatches/Command-PathPatches/@PART[*]:FOR[zzzVSRPathPatch] to Squad/Parts/FuelTank/adapterTanks/Mk3-Size2Slant/adapterMk3-Size2Slant
[LOG 20:40:44.442] [ModuleManager] Applying node VenStockRevamp/PathPatches/Electrical-PathPatches/@PART[*]:FOR[zzzVSRPathPatch] to Squad/Parts/FuelTank/adapterTanks/Mk3-Size2Slant/adapterMk3-Size2Slant
[LOG 20:40:48.323] [ModuleManager] Applying node VenStockRevamp/PathPatches/Engines-PathPatches/@PART[*]:FOR[zzzVSRPathPatch] to Squad/Parts/FuelTank/adapterTanks/Mk3-Size2Slant/adapterMk3-Size2Slant
[LOG 20:40:53.029] [ModuleManager] Applying node VenStockRevamp/PathPatches/FuelTanks-PathPatches/@PART[*]:FOR[zzzVSRPathPatch] to Squad/Parts/FuelTank/adapterTanks/Mk3-Size2Slant/adapterMk3-Size2Slant
[LOG 20:40:57.063] [ModuleManager] Applying node VenStockRevamp/PathPatches/Structural-PathPatches/@PART[*]:FOR[zzzVSRPathPatch] to Squad/Parts/FuelTank/adapterTanks/Mk3-Size2Slant/adapterMk3-Size2Slant
[LOG 20:41:01.953] [ModuleManager] Applying node VenStockRevamp/PathPatches/Utility-PathPatches/@PART[*]:FOR[zzzVSRPathPatch] to Squad/Parts/FuelTank/adapterTanks/Mk3-Size2Slant/adapterMk3-Size2Slant
[LOG 20:41:07.197] [ModuleManager] Applying node B9PartSwitch/PartInfo/@PART[*]:HAS[@MODULE[ModuleB9PartSwitch]]:FOR[zzzzzz-B9PartSwitch] to Squad/Parts/FuelTank/adapterTanks/Mk3-Size2Slant/adapterMk3-Size2Slant
[LOG 20:41:08.850] [ModuleManager] Applying node Diazo/ModActions/part/@PART[*]:Final to Squad/Parts/FuelTank/adapterTanks/Mk3-Size2Slant/adapterMk3-Size2Slant
[LOG 20:41:10.136] [ModuleManager] Applying node SETIrebalance/SETI-GeneralSettings/@PART[*]:HAS[#category[FuelTank]|#category[Propulsion]]:FINAL to Squad/Parts/FuelTank/adapterTanks/Mk3-Size2Slant/adapterMk3-Size2Slant
[LOG 20:43:25.217] PartLoader: Compiling Part 'Squad/Parts/FuelTank/adapterTanks/Mk3-Size2Slant/adapterMk3-Size2Slant'
[LOG 20:43:25.235] PartLoader: Part 'Squad/Parts/FuelTank/adapterTanks/Mk3-Size2Slant/adapterMk3-Size2Slant' has no database record. Creating.
[LOG 20:43:25.240] DragCubeSystem: Creating drag cubes for part 'adapterMk3-Size2Slant'

None of those hits cause any errors, and the only warning is this, although I get this for many parts:

[LOG 20:43:25.217] PartLoader: Compiling Part 'Squad/Parts/FuelTank/adapterTanks/Mk3-Size2Slant/adapterMk3-Size2Slant'
[WRN 20:43:25.220] PartLoader Warning: Variable LF not found in Part
[WRN 20:43:25.220] PartLoader Warning: Variable OX not found in Part
[WRN 20:43:25.220] PartLoader Warning: Variable totalCap not found in Part
[WRN 20:43:25.220] PartLoader Warning: Variable massOffset not found in Part
[WRN 20:43:25.220] PartLoader Warning: Variable costOffset not found in Part

I have B9 Part Switch 1.7.1. Ubio Welding is 2.5.0, of course.

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  On 2/20/2017 at 12:57 PM, Bluebottle said:

No, I didn't. The weldment config file was written with those empty mesh/collider lists in it, and empty lists seem to cause the exception: all mesh switching stops when an empty list is encountered. That's why I was getting the Z-fighting from the B9 parts - all meshes were being used, rather than the right ones being selected by WeldedMeshSwitch.

As for why stock Squad parts would cause empty lists to be written to a weldment file, I don't know. Here are all the times that Mk3-Size2Slant occurs in my log file:

$ grep Mk3-Size2Slant KSP.log
[LOG 20:38:16.198] Load(Model): Squad/Parts/FuelTank/adapterTanks/Mk3-Size2Slant
[LOG 20:38:48.247] Config(@PART[adapterMk3-Size2Slant]:FOR[SETIrebalance]) SETIrebalance/MM-PartModding/SETI-PartMod-SQUAD-FuelTanks/@PART[adapterMk3-Size2Slant]:FOR[SETIrebalance]
[LOG 20:38:48.256] Config(PART) Squad/Parts/FuelTank/adapterTanks/Mk3-Size2Slant/adapterMk3-Size2Slant
[LOG 20:38:48.274] Config(@PART[adapterMk3-Size2Slant]) TweakScale/patches/Squad/Squad_Tanks/@PART[adapterMk3-Size2Slant]
[LOG 20:38:55.497] [ModuleManager] Applying node Diazo/AGExt/part/@PART[*] to Squad/Parts/FuelTank/adapterTanks/Mk3-Size2Slant/adapterMk3-Size2Slant
[LOG 20:38:55.804] [ModuleManager] Applying node Diazo/ModActions/part/@PART[*] to Squad/Parts/FuelTank/adapterTanks/Mk3-Size2Slant/adapterMk3-Size2Slant
[LOG 20:39:38.448] [ModuleManager] Applying node TweakScale/patches/Squad/Squad_Tanks/@PART[adapterMk3-Size2Slant] to Squad/Parts/FuelTank/adapterTanks/Mk3-Size2Slant/adapterMk3-Size2Slant
[LOG 20:39:59.548] [ModuleManager] Applying node HotSpot/Patches/HotSpotModule/@PART:FOR[HotSpot] to Squad/Parts/FuelTank/adapterTanks/Mk3-Size2Slant/adapterMk3-Size2Slant
[LOG 20:40:21.889] [ModuleManager] Applying node SETIrebalance/MM-PartModding/SETI-PartMod-SQUAD-FuelTanks/@PART[adapterMk3-Size2Slant]:FOR[SETIrebalance] to Squad/Parts/FuelTank/adapterTanks/Mk3-Size2Slant/adapterMk3-Size2Slant
[LOG 20:40:36.626] [ModuleManager] Applying node CryoTanks/Patches/CryoTanksFuelTankSwitcher/@PART[*]:HAS[@RESOURCE[LiquidFuel],@RESOURCE[Oxidizer],!MODULE[ModuleCryoTank],!MODULE[InterstellarFuelSwitch],!MODULE[ModuleEnginesFX],!MODULE[ModuleEngines],!MODULE[FSfuelSwitch],!MODULE[WBIResourceSwitcher]]:FOR[zzz_CryoTanks] to Squad/Parts/FuelTank/adapterTanks/Mk3-Size2Slant/adapterMk3-Size2Slant
[LOG 20:40:38.998] [ModuleManager] Applying node VenStockRevamp/PathPatches/Aero-PathPatches/@PART[*]:FOR[zzzVSRPathPatch] to Squad/Parts/FuelTank/adapterTanks/Mk3-Size2Slant/adapterMk3-Size2Slant
[LOG 20:40:41.701] [ModuleManager] Applying node VenStockRevamp/PathPatches/Command-PathPatches/@PART[*]:FOR[zzzVSRPathPatch] to Squad/Parts/FuelTank/adapterTanks/Mk3-Size2Slant/adapterMk3-Size2Slant
[LOG 20:40:44.442] [ModuleManager] Applying node VenStockRevamp/PathPatches/Electrical-PathPatches/@PART[*]:FOR[zzzVSRPathPatch] to Squad/Parts/FuelTank/adapterTanks/Mk3-Size2Slant/adapterMk3-Size2Slant
[LOG 20:40:48.323] [ModuleManager] Applying node VenStockRevamp/PathPatches/Engines-PathPatches/@PART[*]:FOR[zzzVSRPathPatch] to Squad/Parts/FuelTank/adapterTanks/Mk3-Size2Slant/adapterMk3-Size2Slant
[LOG 20:40:53.029] [ModuleManager] Applying node VenStockRevamp/PathPatches/FuelTanks-PathPatches/@PART[*]:FOR[zzzVSRPathPatch] to Squad/Parts/FuelTank/adapterTanks/Mk3-Size2Slant/adapterMk3-Size2Slant
[LOG 20:40:57.063] [ModuleManager] Applying node VenStockRevamp/PathPatches/Structural-PathPatches/@PART[*]:FOR[zzzVSRPathPatch] to Squad/Parts/FuelTank/adapterTanks/Mk3-Size2Slant/adapterMk3-Size2Slant
[LOG 20:41:01.953] [ModuleManager] Applying node VenStockRevamp/PathPatches/Utility-PathPatches/@PART[*]:FOR[zzzVSRPathPatch] to Squad/Parts/FuelTank/adapterTanks/Mk3-Size2Slant/adapterMk3-Size2Slant
[LOG 20:41:07.197] [ModuleManager] Applying node B9PartSwitch/PartInfo/@PART[*]:HAS[@MODULE[ModuleB9PartSwitch]]:FOR[zzzzzz-B9PartSwitch] to Squad/Parts/FuelTank/adapterTanks/Mk3-Size2Slant/adapterMk3-Size2Slant
[LOG 20:41:08.850] [ModuleManager] Applying node Diazo/ModActions/part/@PART[*]:Final to Squad/Parts/FuelTank/adapterTanks/Mk3-Size2Slant/adapterMk3-Size2Slant
[LOG 20:41:10.136] [ModuleManager] Applying node SETIrebalance/SETI-GeneralSettings/@PART[*]:HAS[#category[FuelTank]|#category[Propulsion]]:FINAL to Squad/Parts/FuelTank/adapterTanks/Mk3-Size2Slant/adapterMk3-Size2Slant
[LOG 20:43:25.217] PartLoader: Compiling Part 'Squad/Parts/FuelTank/adapterTanks/Mk3-Size2Slant/adapterMk3-Size2Slant'
[LOG 20:43:25.235] PartLoader: Part 'Squad/Parts/FuelTank/adapterTanks/Mk3-Size2Slant/adapterMk3-Size2Slant' has no database record. Creating.
[LOG 20:43:25.240] DragCubeSystem: Creating drag cubes for part 'adapterMk3-Size2Slant'

None of those hits cause any errors, and the only warning is this, although I get this for many parts:

[LOG 20:43:25.217] PartLoader: Compiling Part 'Squad/Parts/FuelTank/adapterTanks/Mk3-Size2Slant/adapterMk3-Size2Slant'
[WRN 20:43:25.220] PartLoader Warning: Variable LF not found in Part
[WRN 20:43:25.220] PartLoader Warning: Variable OX not found in Part
[WRN 20:43:25.220] PartLoader Warning: Variable totalCap not found in Part
[WRN 20:43:25.220] PartLoader Warning: Variable massOffset not found in Part
[WRN 20:43:25.220] PartLoader Warning: Variable costOffset not found in Part

I have B9 Part Switch 1.7.1. Ubio Welding is 2.5.0, of course.

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Can you also provide a list of mods that are installed.

This empty list is strange really strange.

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  On 2/21/2017 at 10:51 AM, Alewx said:

Can you also provide a list of mods that are installed

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No problem but my mod list is crazy! :confused: 224 mods, although with a lot of careful management, the game is very stable and I can even play without NRE spam, except from Kopernicus in map view (a known problem on Linux).

  Reveal hidden contents

As for logs, this is the load of the pre-welding craft:

  Reveal hidden contents

And this... this is the long, long log of the welding process:

  Reveal hidden contents

Finally, here are the output (weldment part config) and craft file: https://drive.google.com/open?id=0B9nA9XkW6TGlVXU4OXk4NXN2dzQ

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Another comment (here because editing that post causes my browser to complain about unresponsive script errors):

The B9 "cannot find subtype named Lowered_LFO" error on craft load is because of an update from B9 6.2.1 to 6.3.1, but I updated as one part of trying to troubleshoot the welding problem. The problem happened before that update, and it happens after the update too. The weldment in my Google drive link is fresh and just created. The problem is still there, though. :(

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  On 2/21/2017 at 1:53 PM, Bluebottle said:

Another comment (here because editing that post causes my browser to complain about unresponsive script errors):

The B9 "cannot find subtype named Lowered_LFO" error on craft load is because of an update from B9 6.2.1 to 6.3.1, but I updated as one part of trying to troubleshoot the welding problem. The problem happened before that update, and it happens after the update too. The weldment in my Google drive link is fresh and just created. The problem is still there, though. :(

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Ok, but give me some time 224 mods, man you are crazy :D.

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  On 2/23/2017 at 8:25 AM, Alewx said:

Ok, but give me some time 224 mods, man you are crazy :D.

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No problem at all. Yep, crazy is the word. I had to get 32GB of RAM just to run the game (KSP is usually 24-28GB) :confused:

With that many great parts, welding is the only way to make huge machines like the (crazy) Heavy Fuel Tanker Ganymede:

fSAiL7S.png

She's just over 6500 tons wet. She falls apart immediately without welding, but with welding everything is fine! Only ~70 "parts" too. Thanks for making welding work so well! :D

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  On 2/23/2017 at 9:49 AM, Bluebottle said:

No problem at all. Yep, crazy is the word. I had to get 32GB of RAM just to run the game (KSP is usually 24-28GB) :confused:

With that many great parts, welding is the only way to make huge machines like the (crazy) Heavy Fuel Tanker Ganymede:

fSAiL7S.png

She's just over 6500 tons wet. She falls apart immediately without welding, but with welding everything is fine! Only ~70 "parts" too. Thanks for making welding work so well! :D

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OMG, that is really a ship^^

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  • 2 weeks later...

Guys help, after welding the parts are shifted center of mass and aerodynamic overlay, even if you do not use the wings the center of mass is still shifted.

 

The strenght parameters were changed before welding the parts, the result is the same. 

https://drive.google.com/open?id=0B6lnx7eziENzUk5IbzhlTXROSTA

https://drive.google.com/open?id=0B6lnx7eziENzOFdySktZaExscmc

https://drive.google.com/open?id=0B6lnx7eziENzU01RaUl1ODNGdWM

Edited by Den.kg
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so  I'm building a starship and that involves many many structural panels, and after welding the front half of the ship together, I decided to test  launch just that half. anyways even though there were only 5 parts technically (the welded part and 4 launch clamps) but it still took forever and a half to load in and framerates were pretty crap. Have I overestimated the capabilities of this mod or have I just done something wrong?

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  On 3/22/2017 at 4:55 PM, Jumberlack said:

so  I'm building a starship and that involves many many structural panels, and after welding the front half of the ship together, I decided to test  launch just that half. anyways even though there were only 5 parts technically (the welded part and 4 launch clamps) but it still took forever and a half to load in and framerates were pretty crap. Have I overestimated the capabilities of this mod or have I just done something wrong?

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The game still has to load all those meshes, their transforms, and their colliders. Then the physics engine still has to check all those colliders. Welding just removes the physics/stress/connections between the welded parts, but not the collider side of things. Also, some parts are very geometry-heavy, like the parts by great modders like Nertea, or have complicated shader setups, and having lots of those parts will still produce challenges for your graphics card.

Edited by Bluebottle
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  • 2 weeks later...

Dear Alewx and girka2k, first of all, thank you for remastering this mod. But still I have a question about the mod: I planned a hexagonal station with six parts. These parts should been mounted in space. Each part was welded out of 350 peaces. Loading time for one hexagon-module is about 30 seconds, regardless if loaded from tracking station or if loaded from VAB. For two it's about three minutes. For three more than six. And all six at once need about 45 minutes. Do you or anyone else know what causes these long loading times? In a perfect world these parts should load like six normal parts - in an instant. And if loaded everything works fluid und perfect indeed. Please don't read this as criticism. In the first place I'm curious. Is it a GPU- ore a CPU-Problem? A conflict with a mod? Something else? What do you think?

My mods are:

- mechjeb
- more or less all nertea mods (near future…)
- chatterer
- KIS
- AlarmClock
- Construction


Hardware/Software
Intel i7, 16GB Ram, Windows 10

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