Jump to content

[0.90] TweakScale - Rescale Everything! (v1.50 - 2014-12-24 10:40 UTC)


Biotronic

Recommended Posts

HALP! It no worky, even after reading the FAQ.

The TweakScale menu doesn't show up at all when I right click on a part. I don't have any of the warned about mods from the FAQ. I believe I have the latest version of the KSPAPIExtensions.dll installed, the one from Oct 14th, 2014.

*********************

Here are the mods I have installed:

000_USITools

AnimatedDecouplers

ASET

AviationLights

BahaSP

BobCatind

CustomBiomes

Diazo

DMagic Orbital Science

EditorExtensions

HGR

JSI

KAS

Kerbaltek

Klockheed_Martian

Lionhead_Aerospace_Inc

MagicSmokeIndustries

MechJeb2

MunarWheel

NASAmission

RealChute

SCANsat

ScienceAlert

SDHI

ShipManifest

Squad

StockBugFixModules

TextureReplacer

TriggerTech

TweakScale

*********************

Any ideas why it no worky?

Don't see ModuleManager.*.*.* installed

EDIT- Or in your list

Link to comment
Share on other sites

TLDR - object with rescaled parts increases mass with each reload/switch.

Bug&temporary walk-around ("fix") report:

I have 0.25 fresh install + all mods (most current versions comp. with 0.25 where available).

TweakScale 1.47 among them.

Everything installed and managed with ModAdmin.

Problem as follows - While in VAB Engineer goes whacko with ship mass calculations when rescaling different parts of the ship. After several part swaps Engineer help window just goes blank. In time game crashes when trying to move some rescaled part. At that point it's not that annoying or game breaking. In VAB the bug simply messes up Engineer calculations and you can live with it.

However if you finish building a ship (155 part, 300 tons nuclear behemoth + booster) and load it to VAB after fresh game start and launch it, everything looks ok until one of the following:

- you reload from save,

- you switch to Space Center or any other ship.

In my case each reload ended with the mass of the ship tripling, until ridiculous 72900 tons after several switches. Even after first reload my deltaV dropped from over 3k m/s to less then 1k m/s, engine thrust and ISP remain unchanged. It's only problem with mass. After couple reloads without burning any fuel you're down to less then 1 m/s and TWR dropping from 2.x to 0.000x.

If you try to drive the ship with altered mass one of three krakens attacks:

general - past 50% throttle parts start flying off the ship like dandruff, when coming from inside (cargo bay) they explode the ship from within,

gyro - past 50% throttle ship starts oscillating wildly and disintegrates,

"warp" - it is possible to drive the ship slowly under 50% but a while later player's point of view is teleported away accelerating rapidly after which game crashes.

The higher the mass change, the faster ship explodes under full throttle. With TWR dropped to 0.000x and full thrust applied ship just sits there next to faring and rips itself apart due probably to uneven forces being applied to various parts.

Solution: Reverting back to 1.44 solves the mass problem, but is not a 100% fix.

After reverting to 1.44 a ship which should have 300 tons still shows as 27900 tons in tracking (saved under 1.47), but when you switch to it normal mass is restored/recalculated properly and when you switch back to tracking it also shows correct mass. Some parts however vanish and stuff that was attached to them drifts outside the ship. After going to VAB and reloading ship saved with 1.47 the model loads without crash, but the same parts that were missing from "live" ship in orbit are also missing from the ship loaded in VAB from file. Ship in VAB is "frozen" - parts attached to the vanished part just hang in the air. You can pick them up, add the missing part and reattach them.

Ex.: I've placed lot's of scanning and science equipment inside a cargo bay on two girders operated by two IR hinges. After going back to 1.44 the rescaled girders vanish, leaving all science equipment floating in mid air. In VAB they just hang there. In space they flow outside of the ship, sometimes exploding on collision.

So going back to 1.44 solves the mass tripling problem, but may cripple ships you've built while using 1.47.

Link to comment
Share on other sites

It's not too much of a problem, but is it possible to turn auto scaling off?

Also having an issue with this, the mod works great otherwise. But having to resize the 1.25m parachute every single time or, worse, having to resize all the scalable parts on sub-assemblies is slowly driving me mad.

Other than that, love this mod, 10/10

Link to comment
Share on other sites

Exactly this. My craft had at the end 52 mio tons! I only used one tweakscale part which was the SAS module, which was buggy to begin with. It should be a 1.25 m part, but on placing it shrinked to 0.625 while still showing 1.25 m in the right mouse button window. I had to increase the scale to 2.5m in order to place it in a 1.25 m stack. So, that might be related.

TLDR - object with rescaled parts increases mass with each reload/switch.

Bug&temporary walk-around ("fix") report:

I have 0.25 fresh install + all mods (most current versions comp. with 0.25 where available).

TweakScale 1.47 among them.

Everything installed and managed with ModAdmin.

Problem as follows - While in VAB Engineer goes whacko with ship mass calculations when rescaling different parts of the ship. After several part swaps Engineer help window just goes blank. In time game crashes when trying to move some rescaled part. At that point it's not that annoying or game breaking. In VAB the bug simply messes up Engineer calculations and you can live with it.

However if you finish building a ship (155 part, 300 tons nuclear behemoth + booster) and load it to VAB after fresh game start and launch it, everything looks ok until one of the following:

- you reload from save,

- you switch to Space Center or any other ship.

In my case each reload ended with the mass of the ship tripling, until ridiculous 72900 tons after several switches. Even after first reload my deltaV dropped from over 3k m/s to less then 1k m/s, engine thrust and ISP remain unchanged. It's only problem with mass. After couple reloads without burning any fuel you're down to less then 1 m/s and TWR dropping from 2.x to 0.000x.

If you try to drive the ship with altered mass one of three krakens attacks:

general - past 50% throttle parts start flying off the ship like dandruff, when coming from inside (cargo bay) they explode the ship from within,

gyro - past 50% throttle ship starts oscillating wildly and disintegrates,

"warp" - it is possible to drive the ship slowly under 50% but a while later player's point of view is teleported away accelerating rapidly after which game crashes.

The higher the mass change, the faster ship explodes under full throttle. With TWR dropped to 0.000x and full thrust applied ship just sits there next to faring and rips itself apart due probably to uneven forces being applied to various parts.

Solution: Reverting back to 1.44 solves the mass problem, but is not a 100% fix.

After reverting to 1.44 a ship which should have 300 tons still shows as 27900 tons in tracking (saved under 1.47), but when you switch to it normal mass is restored/recalculated properly and when you switch back to tracking it also shows correct mass. Some parts however vanish and stuff that was attached to them drifts outside the ship. After going to VAB and reloading ship saved with 1.47 the model loads without crash, but the same parts that were missing from "live" ship in orbit are also missing from the ship loaded in VAB from file. Ship in VAB is "frozen" - parts attached to the vanished part just hang in the air. You can pick them up, add the missing part and reattach them.

Ex.: I've placed lot's of scanning and science equipment inside a cargo bay on two girders operated by two IR hinges. After going back to 1.44 the rescaled girders vanish, leaving all science equipment floating in mid air. In VAB they just hang there. In space they flow outside of the ship, sometimes exploding on collision.

So going back to 1.44 solves the mass tripling problem, but may cripple ships you've built while using 1.47.

Link to comment
Share on other sites

Exactly this. My craft had at the end 52 mio tons! I only used one tweakscale part which was the SAS module, which was buggy to begin with. It should be a 1.25 m part, but on placing it shrinked to 0.625 while still showing 1.25 m in the right mouse button window. I had to increase the scale to 2.5m in order to place it in a 1.25 m stack. So, that might be related.

IF you are talking about the brown SAS module it was changed to be .625m for .25 but I don't believe the tweakscale config has been updated. Biotronic is working on a fix in which autoscaling will be toggleable, please be patient.

Link to comment
Share on other sites

IF you are talking about the brown SAS module it was changed to be .625m for .25 but I don't believe the tweakscale config has been updated. Biotronic is working on a fix in which autoscaling will be toggleable, please be patient.

Ah, I already was suspicious about it, but trusted my knowledge from 0.24 more then to check for myself. I'm quite patient and will return to 1.44 for the time being. Tweakscale is awesome keep up the good work.

Link to comment
Share on other sites

TLDR - object with rescaled parts increases mass with each reload/switch.

Yep, seen that too, I also went back to 1.44 to fix the problem.

I had two tiny rescaled engines weighing in at 51 tonnes each. :)

Link to comment
Share on other sites

Addendum:

So far I've found several parts that disappear or act strange after switching back to 1.44:

- Modular Girder Segment (default 1m, scaled to 75%) - vanishes (already mentioned)

- MT4 RCS tank

- MT1 RCS tank

- Phased Array Microwave Transciver (scaled to smallest setting to act only as relay&transmitter) - floats off the hull upon physics load

- Container Type A (rescaled) - moves out of it's bracket

- Container Type A (rescaled) - still contains all items put in under 1.47 but under 1.44 weight is that of empty container and space is back to 40, even though there's lots more stuff inside (849/40), under 1.44 rescaling container doesn't change capacity (stays 40 no matter the size)

- Large Omni Light - light is missing from fuselage but is still present in Action Groups, unable to remove the "ghost" of the light without tossing out whole part to which the light was attached to, creates lot's of work if the part is base for lots of other stuff... wrr...

- PB-X50R Xenon Container (rescaled) - vanished under 1.44 but was still registering in ship's mass, I couldn't figure out the discrepancy until I checked my resources and noticed 5t of Xenon and the tanks were nowhere on the ship, the only way to remove was to ditch parent part and rebuild that section of the ship

Curious thing in VAB - Modular Girder Segment scales differently between 1.47 and 1.44 wherein may lie an explanation why this part disappears when switched to prior version, because the dimensions mismatch.

After designing whole cargobay payload around 3 stacked girders scaled to 75%. Under 1.44 girders scaled to 75% no longer match in size to previous design and require fine tuning with smaller increments in scale.

Idiot bonus - spent 10 minutes trying out various other things before remembering that there's a second set of arrows when rescaling and I only need to use those to fine tune girder to original specs. (duh!)

Edit: Found more parts that vanish. I'm going through my ships with a magnifying glass trying to spot what else is gone so I don't find out about it half way to another planet.

Edited by escar
Link to comment
Share on other sites

I had a weird situation with TweakScale today. I can't think anything else causing this kind of behavior even though I have punch of mods installed.

After fourth or fifth docking with my lab-ship, command pod shrunk (see the video below) and docking port and/or connection to stack separator came kind of rubber band'ish connection. I don't have video of actual docking, I started recording after I found my ship spinning like in the beginning of video below.

Ship had (from top) docking port, stack separator (sized down to fit top of mk1 pod nicely, and also move docking port further away from pod hatch), command pod Mk1 and rest of the ship below.

Cool effect and almost flyable. Is this known bug or just a bad luck?

Link to comment
Share on other sites

I've got another question regarding my imminent commit to the KerbalFoundries Tweakscale implementation. For a variable in a "TWEAKSCALEEXPONENTS" node to be adjusted, I would assume the variable in question needs to be defined in every instance of the module as it appears in every part that is to be scales, am I right? So, if a track part has four or five instances of "KFWheel" module, they must all have the variable that I have put in my "TWEAKSCALEEXPONENTS" setting present in that module's parameters for them to all be updated with the new value?

Link to comment
Share on other sites

How do I turn off autoscaling?

It is messing up alot of my rockets!!!

For example I have a 150 thrust engine that is 1.25m

I put it on a 2.5m part and it autoscales to make it 2.5m. The thrust correctly increases to 600.

But I want it to be 1.25m so I scale it back down, but the thrust stays at 600!!! instead of 150!!!

Now I scale it back to 2.5m and it becomes 2400!!!

I hopes the developer comes back with an update fast... its been more than 2 weeks since his last post in this thread.

This is big problem!!!

Edited by orangewarning
Link to comment
Share on other sites

I hopes the developer comes back with an update fast... its been more than 2 weeks since his last post in this thread.

This is big problem!!!

I agree, but all we can do now is wait. Last I heard he was working on it.

Link to comment
Share on other sites

I agree, but all we can do now is wait. Last I heard he was working on it.

I downloaded the source code and Combined the game data folder with KSP's and it seems to work. it also fixes my auto re-scaling issues. Hope my temporary fix helps.

Link to comment
Share on other sites

So will my hitchhiker container return to normal when I go back or is it fubared?

http://img.photobucket.com/albums/v732/nnyamer/Kerbal/screenshot8_zps4d86fa43.png

That's a difficult thing to say. Once something has been scaled, you might not get it back unless you edit your persistence file manually to fix it. i may be wrong, but if you scale something, launch it, save your persistent state, then remove the mod, the parts you have saved will continue to be the scale they are at unless a different mod tries to rectify the situation itself.

Link to comment
Share on other sites

I'd like to report a bug with the custom scaling


MODULE
{
name = TweakScale
defaultScale = 1.25
type = stack
scaleFactors =1.25, 2.5, 3.75, 5.0
scaleNames = 1.25m, 2.5m, 3.75m, 5m
techRequired = advRocketry, heavierRocketry, veryHeavyRocketry, veryHeavyRocketry
}

This is what I added to the fuel tank I'm making, but for some reason, when I attach the fuel tank to an Mk1 pod it grows to 2.5 instead of remaining at 1.25, if I rescale it to 1.25 and attach a mainsail engine, the engine automatically shrinks to 0.625, it's as if it's detecting the first size (1.25) as 0.625

Link to comment
Share on other sites

I'd like to report a bug with the custom scaling


MODULE
{
name = TweakScale
defaultScale = 1.25
type = stack
scaleFactors =1.25, 2.5, 3.75, 5.0
scaleNames = 1.25m, 2.5m, 3.75m, 5m
techRequired = advRocketry, heavierRocketry, veryHeavyRocketry, veryHeavyRocketry
}

This is what I added to the fuel tank I'm making, but for some reason, when I attach the fuel tank to an Mk1 pod it grows to 2.5 instead of remaining at 1.25, if I rescale it to 1.25 and attach a mainsail engine, the engine automatically shrinks to 0.625, it's as if it's detecting the first size (1.25) as 0.625

Property of version 1.47, not with custom scaling. 1.47 is "special" for the moment, and it does some autoscaling stuff, you can try earlier versions instead.

Link to comment
Share on other sites

1.47 seems to be kinda bad. with it installed any stock craft i tried to lauch would cause the world to disappar or they would be in ground under the launch pad. went back to 1.44 and its not happening. there wasnt any specific errro for 1.47 butit would cause FAR,kerbal engineer and few others to start throwng nan errors. when that happened when i would go back to the sph with it half the plane would be gone. with 1.44 im not haveing that issue anymore. im stumped as to why it did that to since tweakscale didnt throw any error even before lauch since i didnt resize anything they where just stock plane design. it could be related to how on the mark4 mod on its instakes and the cockpit tweakscale would start throwing a error when u resized them.

Link to comment
Share on other sites

Hallo,

I have a problem with TweakScale, Interstellar and the Active Texture Management. I want to build turbojet engines stuck on the side of a craft. If I attach the second air intake the connection node is removed and the part is stuck to my curser. Afterwards the whole assembly is slow and next to breaking, Nodes are no longer working and such.

It looks like this:

http://de.tinypic.com/r/ofngk0/8

I use the following version of the mods

TweakScale_1.47

KSPInterstellar-v0.13

Active Texture Management (x64-Basic-Release, but it's the same with the x86 one), (fresh download from 12. December)

I started with a fresh install, and found that I need all three mods for this bug to happen.

TweakScale+Interstellar -> no problem

TweakScale+Active Texture Management -> no problem

Active Texture Management+Interstellar -> no problem

TweakScale+Interstellar+Active Texture Management -> assembly does not work

output_log can be found here:

https://www.dropbox.com/s/hs5vsihext...log_02.7z?dl=0

Akira_R said in the Support forum that the error is caused because TweakScale is throwing the NREs.

Link to comment
Share on other sites

That's a difficult thing to say. Once something has been scaled, you might not get it back unless you edit your persistence file manually to fix it. i may be wrong, but if you scale something, launch it, save your persistent state, then remove the mod, the parts you have saved will continue to be the scale they are at unless a different mod tries to rectify the situation itself.

Well the pod went back to normal but the mono tanks got big, that's no problem. As long as things don't explode I'm happy.

Link to comment
Share on other sites

I downloaded the source code and Combined the game data folder with KSP's and it seems to work. it also fixes my auto re-scaling issues. Hope my temporary fix helps.

THANK YOU SO MUCH! this fix is a godsend! no longer do I have to fear my tanks will weigh literally 1000 times their original weight, or that they will have three times the capacity.

some problems still exist, small ones, but using this fix fixes the most blatant ones.

Link to comment
Share on other sites

I moved a craft from original KSP installation on windows (first picture) into a new install on linux. I used the latest versions of Tweakscale and Infernal Robotics. Now some of the stock parts seem to all be at 400% (2nd and 3rd pictures) Does anyone have ideas on how I can fix this craft without rebuilding it from scratch?

Javascript is disabled. View full album
Link to comment
Share on other sites

Hallo,

I have a problem with TweakScale, Interstellar and the Active Texture Management. I want to build turbojet engines stuck on the side of a craft. If I attach the second air intake the connection node is removed and the part is stuck to my curser. Afterwards the whole assembly is slow and next to breaking, Nodes are no longer working and such.

It looks like this:

http://de.tinypic.com/r/ofngk0/8

I use the following version of the mods

TweakScale_1.47

KSPInterstellar-v0.13

Active Texture Management (x64-Basic-Release, but it's the same with the x86 one), (fresh download from 12. December)

I started with a fresh install, and found that I need all three mods for this bug to happen.

TweakScale+Interstellar -> no problem

TweakScale+Active Texture Management -> no problem

Active Texture Management+Interstellar -> no problem

TweakScale+Interstellar+Active Texture Management -> assembly does not work

output_log can be found here:

https://www.dropbox.com/s/hs5vsihext...log_02.7z?dl=0

Akira_R said in the Support forum that the error is caused because TweakScale is throwing the NREs.

The same thing happens to me as well. Will be switching to 1.44 to see if it helps.

Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
×
×
  • Create New...