Search the Community

Showing results for tags 'tweakscale'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • General
    • Announcements
    • The Daily Kerbal
  • Kerbal Space Program 2
    • KSP 2 Discussion
  • General KSP
    • KSP Discussion
    • Suggestions & Development Discussion
    • Challenges & Mission ideas
    • The Spacecraft Exchange
    • KSP Fan Works
  • Gameplay and Technical Support
    • Gameplay Questions and Tutorials
    • Technical Support (PC, unmodded installs)
    • Technical Support (PC, modded installs)
    • Technical Support (PlayStation 4, XBox One)
  • Add-ons
    • Add-on Discussions
    • Add-on Releases
    • Add-on Development
  • Community
    • Welcome Aboard
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
  • Making History Expansion
    • Making History Missions
    • Making History Discussion
    • Making History Support
  • Breaking Ground Expansion
    • Breaking Ground Discussion
    • Breaking Ground Support
  • International
    • International
  • KerbalEDU Forums
    • KerbalEDU
    • KerbalEDU Website

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start



Website URL





Found 17 results

  1. This is a continuation of Felger's amazing RealPlume - Stock Configs mod. Without his amazing work, this would not be possible. Felger has handed over the upkeep of this mod to @DerpyFirework and myself (see here). RealPlume is a mod most well known among RSS users that is now been brought over for non-RSS users to enjoy! This mod adds realistic engine exhaust plume expansion to engine parts in stock KSP as well as other part mods (if supported). IMPORTANT ANNOUNCEMENT How to Install: Dependencies: These are REQUIRED in order for RealPlume-Stock to work. These files are included in the download and do not need to be installed separately. Module Manager Real Plume SmokeScreen Supported Mods: The following lists all of the mods that currently have support for these effects. The listed mods may or may not be compatible with the latest KSP version. AB Launchers Antares & Cygnus - Joint Project Atomic Age Bluedog Design Bureau Cryogenic Engines D.I.R.E.C.T Eve Optimized Engines FASA Home Grown Rockets Jool DIRECT Kerbal Atomics Kerbal Stock Launcher Overhaul KOSMOS URM KSPX KW Rocketry Redux Missing History Moar Mk1 Modular Rocket Systems Near Future Technologies Porkjet's Part Overhaul Planetary Base Inc. Procedural Parts Real Scale Boosters RLA Stockalike SDHI Service Module System Space Launch System Space Station Parts Pack SpaceY Expanded SpaceY Heavy-Lifters Squad Squad - Making History SXT Continued Taerobee Tantares Tantares LV Taurus HCV Tundra Exploration - SpaceX Stoackalike Umbra Space Industries Ven's Stock Revamp VX Series II Engine Pack Download Here SpaceDock Mirror Licensed under CC-BY-NC-SA Known Issues: Thrust limiting on engines get reset upon install. BEWARE IN THE KSP TUTORIALS Switching to a vessel with an engine as a root part will cause the plume to not show. Smoke effects looks strange, will fix eventually. Contributing: Since we don't support all the mods that add engines, we're always looking for contributors to help attach plumes to engines. The process itself is very easy. Start out with a regular RealPlume install, with Blizzy's Toolbar installed as well. Make a .cfg file for your engine with this text in it: Performance: If you are suffering from a FPS drop, set the particle limit (bundled with a default value of: 5000) in the SmokeScreen settings to a lower number. You will need to use the toolbar mod to access this or change it in the configuration file after running the game with SmokeScreen once. Compatibility: This is fully cross-compatible with HotRockets, however RealPlume will overwrite HotRockets plumes where both configure the same engine. Because of the way ModuleManager works, any other mods that add effects to engines will either be overwritten, or potentially overwrite RealPlume configs depending on where they fall in alphabetical order relative to RealPlume. Changelog: v1.3.1: Updated Module Manager to v3.1.3 Updated Making History configs Updated Sounding Rockets config Updated .version file v1.3.0: Updated Module Manager to v3.1.1 Updated Squad configs Updated Making History configs Updated Ven's Stock Revamp configs Re-added .version file v1.2.0: Updated Module Manager to v3.0.6 Updated SmokeScreen to v2.8.0.0 Added engine configs Fixed configs missing various syntax v1.1.0: TweakScale support added Updated Module Manager to v3.0.1 Updated SmokeScreen to v2.7.6.1 Added engine configs All dependencies are included with their own license and are separate from the development of RealPlume-Stock Older changes can be found here RealPlume-Stock Contributors: Felger - Made the mod, we wouldn't be here without him <3 Sarbian - For giving us the gift of scaling our engine plumes DerpyFirework - Co-Maintainer alongside myself DaZeInBok - Thread header Nazari1382, ferram4, Dragon01, Kickasskyle, Probus, Svm420, randazzo, nanuschao, amo28, NoMrBond, jsolson, politas, Andrew2448, OhioBob
  2. This mod is a Module Manager config which allows you to tweak the size of every stock part and moded part. Requires: Module Manager and Tweakscale Download: CKAN: Supported Spacedock Suggestions and Feedback are appreciated. Enjoy!!! Changelog License: MIT Credit goes to :@Lisias too for giving me some inspiration and help!! This would not be possible without him!! Thanks a lot Lisias!! Note: All Tweak works fine with the new Breaking Ground DLC (Robotics).
  3. I recently discovered TweakScale - in addition to the other mods I'm using - and it got me wondering, why not just make TweakScale a standard? The mods I'm using have different kinds of containers that come in different sizes cluttering up the parts catalog. CCK helps a lot sorting them out by mod. But wouldn't it be simpler if the modders just create 1 part that we can customize the size via TweakScale; and markings via B9PartSwitch? For example, SSPXR lets me change the container type and the decals on the container changes to reflect the contents. I understand that TweakScale is not a global solution. For example, using it on command pods doesn't make sense. I don't do it, but I'm glad I can make a Tardis-like cockpit if I want to :) But for tanks, containers, decouplers, stack separators, etc., I think that it makes absolute sense. Hopefully, less clutter on the parts list translates to less work for modders.
  4. Tweak Scale Limited I love the idea behind tweakscale and I really want to install it so I can scale infernal robotics parts, but it adds scaling to alot of things that I really dont want scaling on. I also love Kerbal Research and Development for upgrading parts, but it blacklists anything that has a tweakscale module, making using the two together fairly pointless. This is my attempt to build a set of configs that will solve these problems. The first feature I want to add is to limit what kind of parts can be scaled. I ended up putting all parts into a couple different categories as outlined below. Scaling Forbidden Scaling Allowed Crewed Parts Anything with crew capacity, connected living space, everything in the mk2/mk3 form factor, docking ports. Structural Parts fuel tanks, heat shields, wings, control surfaces, structural parts, adapters Complex Machinery Parts All engines, resource converters, drills Simple Mechanical Parts Landing Gear, wheels, landing legs, radiators, cargo bays, air intakes, decouplers, reaction wheels, RCS blisters, infernal robotics, SRBs Complex Electronics Parts science experiments, antenna, data transmitters, resource scanners, scansat parts, probe cores, smart parts Simple Electrical Parts solar panels, batteries The second feature I wanted to add is a limiter on the scaling so that parts can only be adjusted up and down in a small range around the their default size. I also love the 1.875 size parts in several mods and wanted to support that too. Ultimately I decided on adding a new intermediate size between each of the stock sizes, and then allowing any part to get scaled one size bigger and two sizes smaller. For example a 2.5m tank could get scaled down to 1.25m but not up to 5m, this way smaller parts will never supplant larger parts and all the stock sizes stay relevant instead of just becoming cosmetic choices. Compatibility Since this is just some module manager patches that key off the other modules on parts it should work with most mods. Its possible that tweakscale gets removed from something that should still have it, those situations have to be handled on a case by case basis. I have tested it with all the following part mods and will be using this in my future career games. Dependencies TweakScale ModuleManager DOWNLOAD - GitHub Creative Commons Attribution-NonCommercial-ShareAlike 2.0 Generic (CC BY-NC-SA 2.0)
  5. I've been trying to re-size a few specific parts, so far with no success. I downloaded Tweakscale, but the documentation included with it is not very extensive. I've searched for tutorial videos, but all the ones I've found so far are just brief reviews saying how great it is... I'm confused. Do I need to insert the proper Tweakscale module manually into each .cfg file of the parts I want to resize? Is there something about the recent updates (1.4.1) that's blocking the functionality that's supposed to be happening? Is there a tutorial somewhere for someone who is essentially a monkey coder (=can copy what else is there and follow patterns, but have no deep understanding of it)?
  6. Hi guys! I want to know if its possible to resize some cockpits, i want to make Ke-111 from SXT mod to 2,5 m. I saw searching for new cockpits some planes with Ke-111 at 2,5 but i have tweakscale and i can't resize this cockpit. Maybe is the version?? I have Tweakscale 2.3 in KSP 1.2 and SXT Continued 0.3 The purpose of this is to make a big b-29 or something of this size Thanks to all!!!
  7. So im trying to get tweak scale to work but its not so could someone please help ive put soem photos of my mod folder in so couldm someone explain whats wwrong with it Thanks so much (PS. the gamedata file is also tweakscale)
  8. Hi, I have a problem when downscaling engines. When i downscale some engines to 0.625 m or 0.300m the rockets get kind of stuck on the launchpad. When i release the launchclamps the rocket is able to rotate in any direction arround its center of mass. but it cant move. Modlist:
  9. Hi there, Ive installed RO with RSS to make RRS more playable. The only thing that dissapoints me is every time i try to install RO it breaks tweakscale for almoast every part. I have seen RO tends to disable tweakscale for parts, is there a way to enable it again? PS: I am using RO 11.5.0 and TweakScale 2.3.3 Thanks in advance!
  10. Hi, i don't know if it is already posted somewhere but i have problems when i resize some parts (like rockomax brand adapter and other parts that can have fuel in it) making them smaller (havent try bigger) and adding then fuel (I have Real Fuel installed, but only use stock fuel and possibly lithium). In that case, the physics get broken as that parts seem stuck in the Launch Plattform, When engines start, some "invisible hand" seems to hold the rocket from the resized parts, making impossible to fly. Some times even resizing a nose cone (not adding fuel i think) to make it smaller will have the same result. Im running KSP1.1.3 I think the mods involved are Tweakscale and Modular Fuel Tanks/Real Fuel tanks (happens with both -I only install one at a time-) I love the idea of being able to fill some adapters with fuel, but i don't know if there is a compatibility issue or whatever. Using Insterestellar Fuel switch removes the problem of resizing, but then i can't fill adapters with fuel. So what i really want is that: To be able to resize parts and work fine with them, adding fuel to them in case i need it. Thanks
  11. Howdy, everybody! Today, Kerbolet is proud to announce a revolutionary (not) new (not) concept in the science of transporting freight across terrestrial surfaces using a tractor-trailer vehicle configuration. Otherwise known as trucking. Indeed, the Kerbolet Teton K1000 is an engineering marvel. Weighing in at a sturdy, earth-shattering 14.7 tons, this vehicle is one-of-a-kind. It is a six wheel drive HYBRID electric truck paired with jet propulsion for those nasty grades and the heaviest pulls. It is very difficult to roll due to some clever tweaks of the traction control system in each of its wheels, even at high speeds, and can withstand heavy collisions and just keep on going. Beer from Texarkana, anybody? There are four jet engines on this bad boy- two mounted on either side of the stacks, and two on top of each stack. The rear jets provide pulling power (as well as a killer top speed of 55 m/s, or 123 miles per hour (WITH trailer, by the way)) and braking, if necessary, thanks to the thrust-reversing Wheesley engine and action group number 4. Action group 3 toggles the Panther afterburners on the stacks, which, though they are scaled down enough to not provide much thrust even when in afterburning mode, provide some extra downforce and a nice flame aesthetic. Action group 2 and 1 toggles the high-beam fog lights and regular headlights, respectively. In addition to those fancy lights, the K1000 also features working brake lights that function simultaneously with the brakes. Here are a few pictures of the vehicle. What really sets this vehicle apart, however, is it's towing capabilities. Mounted on the rear is a receiver for a trailer hitch, allowing an appropriately designed trailer to set right down, raise its landing gear, and get hauled! Observe: Ladies and gentlemen... The Kerbolet Teton K1000! - - - - - - - - - If anyone out there has better stock hitch designs, please let me know. This design works well, but could be improved by a long shot.
  12. Im make a self assembly drone in KSP 1.1.3 using infernal robotics and twealscale. Link for russian full article is under this video in YouTube. Video:
  13. One thing that I have been interested in with KSP is making machines for ground use. Among these ill-fitting machines to a space game, I have begun making motorcycles. Anyone out here make any motorcycles? It would be nice to see what others have made. Let us know what mods you have used for your motorcycle, and try to post a pic of it. Motorcycles are perhaps useless in KSP. I have found that using both reaction wheels and motorized wheels tend to be problematic, causing me to use jet engines for propelling the motorcycle. I have constructed one for use on the Mun and Minmus using the stock Xenon thruster, and that was nice for ground travel, until I crashed it. But I think my favorite was constructing the Mach Fenrir. I had to use Tweakscale, and it has been known to reach 67 M/s (150 MPH). Nice for Kerbin use. A link to it is below.
  14. Hello! I need your help! I really need Tweakscale configs for RLA Stockalike 13 and Ven Stock Revamp(my version is 1.9.1). Is there any place i can get those?
  15. When I resize RT10"hammer" and RT5 solid fuel boosters using tweakscale with real fuels mod installed the only thing (apart from the size) that changes is the weight. Thrust and fuel amounts stay the same. I've testing uninstalling Real Fuels mod and then resizing those rockets and it seems to be working ok. Thanks for any help. List of installed mods:
  16. Hello Everybody and thanx for your help... I play a heavy modded RO version of KSP and had problems returning my beloved Spaceshuttle to Earth concerning heat. So i decided to tweak just a lttle the max temp of my cockpit and some other parts inside the mk3.cfg of deadly reentry. And so i stumbled over a few questions which occured... It seems that several *.cfg files want to set certain values for the same part... For Example: A stock Part has a given max temp. of 850 (defined iinside squad/part...folder *.cfg) RO set this temp to higher value Deadly Reentry to an even higher Value Perhaps tweakscale or other mods changes the values too... Now the questions... ;-) Is there a way to see which mod changes the value and which one gave the part its actual (in game) value? Is there a chance to set a non overrideable value? In terms of coding (memory use and so on) isn´t it bad to have several codelines loaded from different mods concerning the same part....? Again, thnx for your help and please excuse my bad english. See u in Space