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Found 25 results

  1. TweakScale Companion is a series of "Add'On's Add'Ons", adding TweakScale /L support for third parties, but decoupling the target Add'On's life cycle from TweakScale's , easing maintenance and distribution efforts. Currently, the following Companions are available: Production Ready: TweakScale Companion for ReStockPlus v 1.1.0.0 2020-0507 Adds TweakScale /L patches for ReStockPlus. Authored by OnlyLightMatters, used under License. Distributed and Maintained by Lisias . Compatible with the current TweakScale 2.4.3.x and future releases. Downloads Github SpaceDock CurseForge CKAN Release Candidates: TweakScale Companion for Airplane Plus v 0.0.2.2 (RC) 2020-0824 Adds (up to date) TweakScale /L patches for Airplane Plus. Compatible with TweakScale 2.4.3.x and up. Yep, it was tested on TweakScale 2.4.3. Downloads Github SpaceDock - Soon CurseForge - Soon CKAN - Soon TweakScale Companion Living Style v 0.0.2.1 (RC) 2020-0907 Adds (up to date) TweakScale /L patches for CxAerospace Station Parts (PorkJet's) HapPack HabTech (1) HabTech 2 Tokamak Industries Compatible with TweakScale 2.4.3.x and up. Yep, it was tested on TweakScale 2.4.3. Downloads Github SpaceDock - Soon CurseForge - Soon CKAN - Soon TweakScale Companion for NF V 0.0.3.2 (RC) 2020-0823 Adds (up to date) TweakScale /L patches for Near Future Add'Ons. Compatible with TweakScale 2.4.3.x and up. Yep, it was tested on TweakScale 2.4.3. Downloads Github SpaceDock - Soon CurseForge - Soon CKAN - Soon Alpha and Beta Status: TweakScale Companion for Firespitter V 0.0.2.1 (BETA) 2020-0917 Adds (up to date) TweakScale /L patches for Firespitter. Compatible with the upcoming TweakScale 2.5.x (Beta) only. Lasciate ogne speranza, voi ch'intrate You can take your chances by downloading it here. Good luck! Downloads Github SpaceDock - Soon CurseForge - Soon CKAN - Soon TweakScale Companion for KIS V 0.0.2.1 (BETA) 2020-0905 Adds (up to date) TweakScale /L patches for Kerbal Inventory System (KIS). Compatible with the upcoming TweakScale 2.5.x (Beta) only. Lasciate ogne speranza, voi ch'intrate You can take your chances by downloading it here. Good luck! Downloads Github SpaceDock - Soon CurseForge - Soon CKAN - Soon TweakScale Companion Multipass v 0.0.1.0 (BETA) 2020-0603 Adds (up to date) TweakScale /L patches a lot of small Add'Ons. Just one right now, but hey... It's a start! Compatible with TweakScale 2.4.3.x and up. Yep, it was tested on TweakScale 2.4.3. Downloads Github SpaceDock - Soon CurseForge - Soon CKAN - Soon TweakScale Companion for Neist Airliner Parts v 0.0.1.0 (BETA) 2020-0907 Adds (up to date) TweakScale /L patches for (surprisingly :P) Neist Airliner Parts Compatible with TweakScale 2.4.3.x and up. Yep, it was tested on TweakScale 2.4.3. Downloads Github SpaceDock - Soon CurseForge - Soon CKAN - Soon TweakScale Companion for OPT v 0.0.1.0 (ALPHA) 2020-0809 Adds (up to date) TweakScale /L patches for Orbit Portal Technologies (OPT). Compatible with TweakScale 2.4.3.x and up. Yep, it was tested on TweakScale 2.4.3. Downloads Github SpaceDock - Soon CurseForge - Soon CKAN - Soon TweakScale Companion Rockets v 0.0.1.0 (BETA) 2020-0806 Adds (up to date) TweakScale /L patches for Real Engines Pack Compatible with TweakScale 2.4.3.x and up. Yep, it was tested on TweakScale 2.4.3. Downloads Github SpaceDock - Soon CurseForge - Soon CKAN - Soon TweakScale Companion for SMCE V 0.0.1.0 (BETA) 2020-0413 Adds (up to date) TweakScale /L patches for SMCE (Spanner Monkey) Add'Ons.. Compatible with TweakScale 2.4.3.x and up. Yep, it was tested on TweakScale 2.4.3. Downloads Github SpaceDock - Soon CurseForge - Soon CKAN - Soon And more to come! Licensing Terms Notes * ALPHA means Companions terribly new and unstable, with features that can be added, changed or removed on every release. Don't use on "production" (i.e.,serious gaming). * BETA means Companions nearly feature complete, but not 100% reliable yet. Bugs are expected and will be fixed on demand, but no current features will be changed or removed otherwise. While being possible to use these on "production", you may find bugs on the gaming and the fix of some of them may render your savegame problematic. * Release Candidade (RC) means the last stage before going gold. Only bug fixes are applied (if any), nothing will change otherwise. These releases are supported the same way Stable ones, they just are not widely published yet. * You can follow what I'm doing (or planning to do) on the github issue tracker.
  2. As from 2018-1016 and under @pellinor agreement, I'm the New Management for TweakScale. From now on, it's all officially my fault! In a Hurry: Help Wanted! See this post. Current Release: 2.4.3.21 for 1.4.1 <= KSP <= 1.10.1 (2020-0804) It works with KSP 1.9.x Install KSP Recall when using TweakScale on KSP 1.9.0 and 1.9.1 How to check Compatibility on CurseForge. IMPORTANT Users of KSP 1.9.x need to install KSP Recall. read this post before updating! Addendum 1. Addendum 2. Addendum 3 Addendum 4. Addendum 5. (KSP 1.9 users need to read this too!) Addendum 6 (KSP 1.9 users need to read this!) Addendum 7 (KSP 1.9 and eventually 1.10 users need to read this one) Addendum 8 (KSP 1.9 and 1.10 users need to read this one) TweakScale strongly advises you to use S.A.V.E. Use the release that matches your KSP version. Downloads on GitHub (and KSP-AVC users) on CurseForge on SpaceDock and CKAN TweakScale Companion Program Third Party support is going to be implemented into Companions, and all legacy patches are going End Of Life on TweakScale 2.4.4. Most of them are unusable anyway Check the TweakScale Companion Program's Thread for more information. New Companions are being released on a regular basis. Relevant Notes Kraken Food (unholy interactions between Add'Ons) is detected on startup, and a proper (and scary) Warning is shown when appropriated. Pay attention to that message, and reach me here for help! Overrules and HotFixes can be issued to workaround the problems if needed. See this post. A PhD thesis about the current problems can be found on this post. An article about how new patches will be handled is here. For users of Infernal Robotics: The Classic Infernal Robotics has a showstopper bug. See this post for details. TweakScale strongly advise using Infernal Robotics/Next where these issues were solved. Description: TweakScale lets you change the size of a part. Not just that, but it will figure out how much fuel is in the resized part. And if it's an engine, it will become more powerful by scaling it bigger, or weaker by scaling it smaller. (Pictures are eternal work in progress! ) Credits: Contributions From: Goodspeed and Biotronic. [original release thread] Pellinor [previous release thread] And future new features/bugs/mishaps from yours truly. Support: I need help in order to proper help you. Open the spoiler for instructions about how to get support: Scale Safe!
  3. Note: Asked on BDB thread (no response yet) and Tweakscale thread (to no results, unfortunately) Problem: over 900 tweakscale show-stopping errors, gone after deleting BDB Recreation: no known ways, maybe only occured to me??? Log: https://gofile.io/d/PJFuRF On a unrelated note, installing MMwatchdog causes tweakscale identifies it as two module managers, leading to a big error upon load.
  4. This mod is a Module Manager config which add Tweakscale support to every modded part that doesn't have Tweakscale configs yet. Requires: Tweakscale and Module Manager: Downloads: : Supported Spacedock Github 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).
  5. Hello dear community! During my career games I have designed many crafts but few survived the game they were initially made. Today I present my LITHOPPER (the one which jumps on a big rock) in this video. It can be built with lvl6 technologies. You can find the craft in this shared drive. It will be posted later on in Kerbalx.
  6. I realize this isn't a very exciting vehicle by the standards of this forum, but I'm very happy with it. Many of the aircraft I've designed have flown well but have been ugly, or have been sharp-looking but have not flown well. This one looks (to me at least) cool as all get-out, and flies very well indeed. Although I know that KSP has no military content at all, and no way (normally) to arm vehicles, I retired after spending more than 35 years in military service (part of that time in the US Air Force and part as a Department of Defense civilian). This design was inspired by both the US A-10 Thunderbolt II (affectionately nicknamed the Warthog) and by the Russian Sukhoi Su-25 (NATO reporting name Frogfoot), both of which are heavily-armed, slow-flying ground-attack aircraft. The KA-1 Stormbringer is a single-seat fixed-wing STOL aircraft powered by a single turbofan engine. It has a generous wing area for its size, giving it good lift and allowing it to operate from short runways. Its robust landing gear and sturdy construction allow it to operate from unimproved surfaces. It carries ten KAS-3 300-mm unguided (but gyrostabilized) air-to-surface rockets which it can fire in pairs. Whether loaded with rockets or after they've been fired, this aircraft handles magnificently, at least by my inexperienced standards. I can literally roll 90 degrees, pull back on the controls, and change my heading by 180 degrees with almost no effort and without pieces of my aircraft falling off. Or I can make the same heading change by performing an Immelmann or Split-S maneuver, at speed, with maximum control input, without my aircraft disintegrating. I have both of the expansion packs installed, and this designs makes extensive use of the TweakScale mod. I was unable to find a way to decouple the rockets when firing that didn't leave part of the decoupling mechanism on the rocket; if anyone has suggestions for this, I would love to hear them.
  7. Download on SpaceDock or Github or Curseforge. Also available on CKAN. KGEx (KGX) also known as KerGuise Engineering eXperimental by zer0Kerbal Common B9 tanktypes and TweakScale scaletypes for mods. Full Changelog: See ChangeLog for full details of mod changes Known Issues: See Known Issuues for any known issues Installation Directions: Use Dependencies Kerbal Space Program may work on other versions (YMMV) Recomends B9 Stock Patches B9PartSwitcher On Demand Fuel Cells (ODFC) TweakScale Module Manager 1 Suggests (other fun mods by zed'K): On Demand Fuel Cells (ODFC) Field Training Lab (FTL) Field Training Facility (FTF) Docking Port Descriptions(DPD) PicoPort Shielded (PPS) Transparent Command Pods Repressurized)(TCP) Stork Delivery System (SDS) Biomatic Oh Scrap!: ScrapYard: DaMichel's AeroRadial DaMichel's CargoBays DaMichel's Fuselage DaMichel's Spherical Tanks Stork Delivery System (SDS) SimpleLogistics! SimpleConstructon! Not So SimpleConstructon! Supports B9 Stock Patches On Demand Fuel Cells (ODFC) TweakScale B9PartSwitcher Community Resource Pack Conflicts none known red box below is a link to forum post on how to get support License aka Legal Mumbo Jumbo Source: GitHub License: *** All bundled mods are distributed under their own licenses*** *** All art assets (textures, models, animations) are distributed under their own licenses*** Original Author: @zer0Kerbal Thread Download Source: GitHub License: v1.0.0.2 original: 11 Aug 2018 0K updated: 27 Mar 2020 zed'K Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date ↩
  8. I reinstalled tweak scale and the same issue is there, I also reinstalled b9 part switch and that same issue is there, does anyone know how to fix it??
  9. Howdy ! my first post so hope goes well! Ok so, seems common issue within tweakscale to corrupt and find "duplicate Instances". No I havent gave logs to modder yet, they seem super busy. So, 4 months i spent perfecting 1 ship and no saving it now from what log says is a"Tweakscale issue within my Near Future Construction install" log lists a duplicate of every single part in the mod and its even a problem inside restock+ . i manually removed every duplicate copy from said folders, nothing. complete reinstall game, fresh copys all mods that worked fine up till the break, nothing.. im so bummed it was perfect. why did it have to be the construction mod?..its incredible!! But is it broken for everyone? Thanks for any advise in advanced
  10. 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
  11. 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.
  12. 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)
  13. 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)?
  14. 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!!!
  15. 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) http://imgur.com/fy0yU49
  16. 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:
  17. 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!
  18. 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
  19. 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.
  20. 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:
  21. 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. https://kerbalx.com/Core/AAA-Mach-Fenrir
  22. 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?
  23. 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:
  24. 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