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AccidentalDisassembly

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  1. Seems to scale for me... I take back what I said earlier about problems with things only being on top of procedural tanks - also works when an engine is placed on the bottom of one. But the sandwich scenario does still involve only one of the two PP tanks being misplaced or the TS part being misplaced in respect to one PP tank or whatever is happening.
  2. Seems the procedural parts tanks problem is still here - but, if it helps, it *seems* to happen only when a tweakscaled part is on top of a PP tank now, if that's not how it was before. So in a stack with a PP tank on the bottom, then TS part, then identical PP tank on the top sandwiching it, the TS part "falls" down into the PP tank below it on reload, but the PP tank on top of it seems to stay in the correct relationship...
  3. There seems to be some kind of problem with interaction between TweakScaled and procedural parts - not sure if it's just some strange mix of the mods I am using, but when I place a tweakscaled part in a stack connected to a procedural part (like a tank), on reloading the craft in the VAB or coming back to a save game, the position of the elements is off - one is somewhat inside the other. It looks pretty close to where the procedural part would have been if the tweakscaled thing were its original size... Anyone else experience this? Does not appear to happen with Tweakscale-Tweakscale part interaction, or with a PP part connected to either another PP or something not TweakScaled.
  4. I don't actually know how to do that, unfortunately; I would do the same thing if I did!
  5. UPDATE: Good god, I take it all back. No idea what's going on with the KW engines, except that when I modified the "scale = 0.8, 0.8, 0.8" within each MODEL{} bit on some engines, changing it to "scale = 1.0, 1.0, 1.0", things seemed then to work. Example: Not a programmer nor fluent in programmese, sadly, so have no real idea what I'm talking about. P.S., thanks for including the configurable exponents for stuff! That is awesome. Also, don't know what you did in 1.7 (maybe?) to get the thrust values for engines to update in the VAB with Engineer, but that's awesome too. Thanks!
  6. I don't seem to be having either of these problems (stock scaling or PP fuel not scaling with tank size) - I'm using PP 0.9.11, ProcFairings 3.02, Tweak 1.6. Maybe there's still a copy of KSPAPIExtensions.dll in your main GameData folder...?
  7. If anyone is interested, here are some links to TweakScale cfgs I made for LLL and for the Infernal Robotics Rework structural parts (trusses and tubes) - Please note that this reflects my own personal preference for how stuff ought to scale, you might not like it. Also, I sadly did not keep a list of the parts I was able to delete as a result of this, but it's mostly logical (if there's a 1x1 LLL variant of something, then 2x2 or 4x4 are redundant). These may make everything explode for you, I offer no assurances. There are probably errors. The cfgs kind of work for me, most of the time. Here's what I did: - 1x1 dimension LLL parts can (almost all, not sure) scale to sizes 1x1, 1.5x1.5, 2x2, 3x3, 4x4 - 2x1 LLL parts can scale to 2x1, 3x1.5, 4x2 - LLL fuselages/round tanks get "stack" type (0.625-5m) - Various other things like polymer plates, walkway hub things, etc. have various scales you can see in the CFGs (I use the walkway hub as a 6-way hub for IR Rework struct parts, for example) For the IR reworked struct parts, you can (if you want) delete the 7 folders including TubeSmall variants and TrussLarge variants and the TrussSmallToTubeSmall adapter. This does eliminate the TubeSmall model, or just don't delete that if you want to keep them (but I didn't include scales for them). Both LLL and IR reworked struct scales rely on the definitions cfg. Here are the links: https://dl.dropboxusercontent.com/u/59567837/My_Tweakscale_Definitions.cfg https://dl.dropboxusercontent.com/u/59567837/My_Tweakscale_LLL.cfg https://dl.dropboxusercontent.com/u/59567837/My_Tweakscale_Robotics.cfg EDIT: Sometimes things are horribly named and the scale names for some parts don't reflect their actual shapes, but they do still scale with the correct-ish multipliers.
  8. For me, the very newest version of PP (soemthing something .11 I think) works with the newest TweakScale, though one or the other new versions of these are causing a lot more laggishness (by that I mean much lower framerates on same craft compared to before) in VAB and in flight...
  9. To add to what NathanKell is saying, there does seem to be a problem with parts that use a scale other than 1.0 inside the MODEL {} thing - for example, the 1.25m NovaPunch reaction wheel scales fine, but all the others appear in the VAB to be 1.25m in size to begin with but have nodes and strengths associated with their actual part size, I think... When I messed around with one of the KW engines and changed its scale to 1.0 inside the MODEL {} bit, it then scaled correctly too, although it still would appear to have moved up inside the fuel tank a bit on VAB reload.
  10. Not that you need another headache, but this new version still doesn't play nice with procedural parts =( Same effect as before.
  11. Doesn't work for me - when I delete the procedural parts copy, it completely breaks the scaling/textures/initial sizes of all procedural parts. If I replace the procedural parts KSPAPIExtensions.dll with the newer one from Tweakscale, it also breaks PP scaling, but initial sizes of PP tanks are correct. Sounds like it's a problem with PP, then, but would love to be able to have both work together - is removing that DLL the only thing you had to do to get it to work? Are you running any other mods too? Not sure what I'm doing wrong...
  12. Hello hello - wanted to let you know that (I think) there's a conflict between TweakScale and Procedural Parts. I've tried this on a clean install where only those two mods are present. I don't know what information will be most useful, but here's what happens: -TweakScalable parts (like Squad stuff) can be scaled as normal. -Procedural tanks can be scaled in diameter in length, but the shape can't be changed. -When the procedural tanks are scaled, the attach nodes scale in size but do not move with the new, larger size of the tank (they remain in space where they would have been for the initial 1.25m size). -However, when you then attach the procedural tank to a command pod, for instance, using one of the nodes that are now visually inside the part, the pod is pushed to the top surface of the tank anyway as if the node were actually on top. With a lot of other mods installed, and after trying random attempted fixes like deleting all but one KSPAPIExtensions.dll, I managed to make it so that no parts showed up in the VAP/SPH part lists at all, but I don't know how to replicate that. Removing the KSPAPIExtensions.dll from the ProceduralParts/Plugins directory (thinking that might be the conflict) makes procedural parts all appear identical in the VAB (as opposed to the decoupler appearing flatter, the RCS tank being more squat and having a different texture, etc.) and breaks their scaling completely. Here's a link to a log file (from the attempt where I did NOT delete Proc Parts' .dll), let me know if something else would be more helpful: https://dl.dropboxusercontent.com/u/59567837/KSP.log
  13. Just a quick question - are engines meant to gain 16x power when doubling their radius, and to reduce by 16x when halving, as opposed to increasing/decreasing as a cube function (8x on doubling, I think...)? I ask because an 1850 thrust NovaPunch 2.5m engine (pretty powerful already, relatively) become 29,600 thrust 5m engines, and though this could do wonders to reduce part counts on my 600-ton lifter, it seems a bit crazy =) Awesome plugin, thank you for making this.
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