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Lisias

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Everything posted by Lisias

  1. Yep, probably the best solution. On a second thought, however, perhaps I should give your first advice more attention? Thanks for the heads up! -- POST EDIT -- You are right. Way less space used, way smaller download package. I need to nail down some details (some assets are moving on the file system on new KSP versions), but I think I though on something that will allow me to keep II compatible with multiple KSP versions nevertheless...
  2. It does not - most of the time. That machine was a MacMini i5, and the video was made after the Apple's patch that crippled the CPU to cope with the Intel bug of MeltDown and Spectre. And it was running also the QuickTime, recording the gaming. The machine was just overloaded. The funny thing is that now I'm on a MacMini running on a i7, and guess what... The game runs better, but QuickTime borks on recording videos - sigh. I'm buying an external recorder as soon as my wallet agrees with it.
  3. Antennas and dishes? They are supported (or should be). This is the link for the lines where the support is applied on TweakScale 2.4.3.19. The following Antennas and dishes are supported: SurfAntenna, Communotron 16-S longAntenna, Communotron 16 mediumDishAntenna, Communotron DTS-M1 commDish, Communotron 88-88 HighGainAntenna, Communotron HG-55 However, you are right about 5 others: HighGainAntenna5, HG-5 High Gain Antenna RelayAntenna5, RA-2 Relay Antenna RelayAntenna50, RA-15 Relay Antenna RelayAntenna100, RA-100 Relay Antenna These last 5 are deactivated, as you can see on the link above. The reason given for their deactivation is that their functionalities does not scales with the size, rendering the scaling useless. However, it's 4 years since the deactivation, lots of things had changed on KSP and there's a good chance I can manage to make them work now. There're some more parts that are deactivated on the patches right now, as Wheels, Fairings and Decouplers. All of these (but the fairings) will be worked out on the 2.4.4.x series, and what can be scaled will be - Wheels are already scalable on the TS 2.5 Beta, but it didn't gone to Mainstream yet because their buoyancy is ridiculous and I don't know what else is being scaled this way. One very important thing to remember is that scaling can be problematic if not done correctly, as the following video demonstrates: And that's the reason it sometimes takes a long time to get done.
  4. Oukey, I got fed up of doing testing and decided to play a bit before bed time. So, what I could do in half an hour that would be stupidly fun without being (too much) stupid? A airplane on a SRB, of course! (Full sized slideshow by clicking on the images) I almost managed to get into the Airstrip Island. I think this will something fun to try, make the contraption to touch down on the airstrip... I will give it a try on the week.
  5. I'm the maintainer of the thing, and guess when I found we can hit CTRL-K to chain-scale subtrees of the craft? I'm slightly different: "Should I had done that?" - when the answer is "no", things became pretty interesting pretty fast.
  6. So I was innocent of this one, because it's the same behaviour as before the TweakScale update. Damn. Well, get rid of the patch, take the toll of the Rogue warning for a few more days. I will work on my lint tool to expand it to be a SFS lint, and then I will cook something to fix your SFS - and then you apply again the patch to be used on the fixed SFS. Interesting... Please give me a copy of the KSP.log and the whole shebang (inclusing SFS) from the KSP. 1.9 with the problem and from KSP 1.10 where things are solved. This will help me a lot, because the problem lies on where the instalments differ! Way less things to check!
  7. Oh, well.. So this one is not my fault after all. Damn. Keep that instalment for debugging purposes, if you want. It will help a lot to tackle down this pesky bug. Until the moment, I have no evidences that this could be dangerous for you, but at least once I forced a situation on my test bed where the rogue patch would be inserted before the rightful one on a ongoing savegame, and this tricks TweakScale into thinking the good one is the rogue. Let's give this a new shot: [LOG 00:25:10.145] Applying update FuelTanksPlus/Patch-1.9.1/@PART[*]:NEEDS[FuelTanksPlus] to SpaceY-Lifters/Parts/Decouplers/SYdecouplerRadial/SYdecouplerRadial1.cfg/PART[SYdecouplerRadial1] [LOG 00:25:10.511] Applying update ModRocketSysLite/Patches/MRS_TweakScale/@PART[SYdecouplerRadial1]:NEEDS[TweakScale] to SpaceY-Lifters/Parts/Decouplers/SYdecouplerRadial/SYdecouplerRadial1.cfg/PART[SYdecouplerRadial1] [LOG 00:25:10.889] Applying update SpaceY-Lifters/Patches/0_TechTree/@PART[SY*]:NEEDS[!CommunityTechTree&!HPTechTree] to SpaceY-Lifters/Parts/Decouplers/SYdecouplerRadial/SYdecouplerRadial1.cfg/PART[SYdecouplerRadial1] [LOG 00:25:10.927] Applying update SpaceY-Lifters/Patches/SpaceY_TweakScale/@PART[SYdecouplerRadial1]:NEEDS[TweakScale] to SpaceY-Lifters/Parts/Decouplers/SYdecouplerRadial/SYdecouplerRadial1.cfg/PART[SYdecouplerRadial1] [LOG 00:25:19.907] Applying update BetterBurnTime/SRBurnTime/@PART[*]:HAS[@RESOURCE[SolidFuel],@MODULE[ModuleEngines]:HAS[@PROPELLANT[SolidFuel]]]:FINAL to SpaceY-Lifters/Parts/Decouplers/SYdecouplerRadial/SYdecouplerRadial1.cfg/PART[SYdecouplerRadial1] [LOG 00:25:20.084] Applying update InterstellarFuelSwitch/PatchManager/ActiveMMPatches/IntegratedDecoupler/@PART[*]:FINAL to SpaceY-Lifters/Parts/Decouplers/SYdecouplerRadial/SYdecouplerRadial1.cfg/PART[SYdecouplerRadial1] [LOG 00:25:20.407] Applying update PartInfo/PartInfo/@PART[*]:Final to SpaceY-Lifters/Parts/Decouplers/SYdecouplerRadial/SYdecouplerRadial1.cfg/PART[SYdecouplerRadial1] So yeah, it's still our friends MRS_TweakScale and SpaceY_TweakScale stomping each other toes. Humm... On a second thought... Perhaps it is my fault... Try this hot-fix again (save it using the Raw button into GameData/__LOCAL/TweakScale/HotFixes directory). If I'm right, the Rogue Duplicated will vanish this time with the newest release. -- -- Link to my previous attempt on this here. Link to my first attempt here.
  8. Just to clarify, the parts weren't exactly broken. On your specific case, it was a TweakScale glitch on handling an already known unsupported situation (and so it's not a bug neither, it's just something that TweakScale can't handle) that got unnoticed for months and your "Rogue" problem was the last line of defense against the consequences. What I did wrong: see https://github.com/net-lisias-ksp/TweakScale/issues/125 , things will be explained there somewhere between tonight and tomorrow (I've got incredibly busy this whole week, today included). What I did right: the last line of defense. Had people didn't complained about it, that glitch would go unnoticed for years - not to mention the theoretical potential for breakage that I managed to materialise on my test rig once, but only once (already inspect the Add'On that triggered it, and found no code that could do that, so it's just a trigger for the problem, no the culprit). Until the moment, have no confirmed reports from this from the wild. Thankfully.
  9. Great! This means that supporting it will be easy (famous last words, I know). I will try something at the end of the day and let you know for beta testing it. Depends of the fuel. Cryogenics needs very specialised tanks, hypergolics demands everything to be highly specialised and controlled - but in general, you can fill a flex car with alcohol, gas or a mix of them, right? As long the engine can handle the contamination, you can do it on real life too. In KSP, everything is just a "Resource". From Liquid Fuel to Ore, it's all the same. If you have a resource rich instalment (water, metal ore, mineral ore, fertiliser, etc), being able to switch what you want to shove on that tank can make the thing more real. But I agree that not allowing a tank used for some kind of resources to be switched to some others (as LFO and water - that would ruin the water) would create some very interesting challenges.
  10. Yes, thank you! First, the "good, besides annoying" news: your savegames are not at risk. The not so good news is that I cannot reproduce this problem on my machine, because on my machine the following parts are fine and scalable! [LOG 20:37:09.792] [TweakScale] ERROR: Part ionEngine (IX-6315 "Dawn" Electric Propulsion System) didn't passed the sanity check due having a ModulePartVariants with Mass - see issue [#13]( https://github.com/net-lisias-ksp/TweakScale/issues/13 ). at error:0 [LOG 20:37:09.797] [TweakScale] ERROR: Part liquidEngineMini (48-7S "Spark" Liquid Fuel Engine) didn't passed the sanity check due having a ModulePartVariants with Mass - see issue [#13]( https://github.com/net-lisias-ksp/TweakScale/issues/13 ). at error:0 [LOG 20:37:09.797] [TweakScale] ERROR: Part liquidEngineMiniRescale (Rockomax 56-8U) didn't passed the sanity check due having a ModulePartVariants with Mass - see issue [#13]( https://github.com/net-lisias-ksp/TweakScale/issues/13 ). at error:0 [LOG 20:37:09.797] [TweakScale] ERROR: Part liquidEngineMini.v2 (48-7S "Spark" Liquid Fuel Engine) didn't passed the sanity check due having a ModulePartVariants with Mass - see issue [#13]( https://github.com/net-lisias-ksp/TweakScale/issues/13 ). at error:0 [LOG 20:37:09.798] [TweakScale] ERROR: Part microEngine (LV-1 "Ant" Liquid Fuel Engine) didn't passed the sanity check due having a ModulePartVariants with Mass - see issue [#13]( https://github.com/net-lisias-ksp/TweakScale/issues/13 ). at error:0 [LOG 20:37:09.799] [TweakScale] ERROR: Part microEngine.v2 (LV-1 "Ant" Liquid Fuel Engine) didn't passed the sanity check due having a ModulePartVariants with Mass - see issue [#13]( https://github.com/net-lisias-ksp/TweakScale/issues/13 ). at error:0 [LOG 20:37:09.799] [TweakScale] ERROR: Part liquidEngine3 (LV-909 "Terrier" Liquid Fuel Engine) didn't passed the sanity check due having a ModulePartVariants with Mass - see issue [#13]( https://github.com/net-lisias-ksp/TweakScale/issues/13 ). at error:0 [LOG 20:37:09.799] [TweakScale] ERROR: Part liquidEngine3.v2 (LV-909 "Terrier" Liquid Fuel Engine) didn't passed the sanity check due having a ModulePartVariants with Mass - see issue [#13]( https://github.com/net-lisias-ksp/TweakScale/issues/13 ). at error:0 [LOG 20:37:09.799] [TweakScale] ERROR: Part nuclearEngine ("NERVA" Solid Core Fission Engine) didn't passed the sanity check due having a ModulePartVariants with Mass - see issue [#13]( https://github.com/net-lisias-ksp/TweakScale/issues/13 ). at error:0 [LOG 20:37:09.799] [TweakScale] ERROR: Part nuclearEngine-trimodal (LV-N Atomic Rocket Motor, trimodal) didn't passed the sanity check due having a ModulePartVariants with Mass - see issue [#13]( https://github.com/net-lisias-ksp/TweakScale/issues/13 ). at error:0 [LOG 20:37:09.799] [TweakScale] ERROR: Part liquidEngine (LV-T30 "Reliant" Liquid Fuel Engine) didn't passed the sanity check due having a ModulePartVariants with Mass - see issue [#13]( https://github.com/net-lisias-ksp/TweakScale/issues/13 ). at error:0 [LOG 20:37:09.800] [TweakScale] ERROR: Part liquidEngine2 (LV-T45 "Swivel" Liquid Fuel Engine) didn't passed the sanity check due having a ModulePartVariants with Mass - see issue [#13]( https://github.com/net-lisias-ksp/TweakScale/issues/13 ). at error:0 [LOG 20:37:09.804] [TweakScale] ERROR: Part engineLargeSkipper (RE-I5 "Skipper" Liquid Fuel Engine) didn't passed the sanity check due having a ModulePartVariants with Mass - see issue [#13]( https://github.com/net-lisias-ksp/TweakScale/issues/13 ). at error:0 [LOG 20:37:09.804] [TweakScale] ERROR: Part engineLargeSkipper.125m (Coxswain) didn't passed the sanity check due having a ModulePartVariants with Mass - see issue [#13]( https://github.com/net-lisias-ksp/TweakScale/issues/13 ). at error:0 [LOG 20:37:09.804] [TweakScale] ERROR: Part SSME (S3 KS-25 "Vector" Liquid Fuel Engine) didn't passed the sanity check due having a ModulePartVariants with Mass - see issue [#13]( https://github.com/net-lisias-ksp/TweakScale/issues/13 ). at error:0 [LOG 20:37:09.862] [TweakScale] ERROR: Part liquidEngineMiniTurbo (Rockomax 105-7P "Thunder" Liquid Fuel Engine) didn't passed the sanity check due having a ModulePartVariants with Mass - see issue [#13]( https://github.com/net-lisias-ksp/TweakScale/issues/13 ). at error:0 [LOG 20:37:09.863] [TweakScale] ERROR: Part VenLV909b (LV-900 "Beagle" Liquid Fuel Engine) didn't passed the sanity check due having a ModulePartVariants with Mass - see issue [#13]( https://github.com/net-lisias-ksp/TweakScale/issues/13 ). at error:0 [LOG 20:37:09.863] [TweakScale] ERROR: Part PoodleM (NT-5R "Shiba" Rocket Motor) didn't passed the sanity check due having a ModulePartVariants with Mass - see issue [#13]( https://github.com/net-lisias-ksp/TweakScale/issues/13 ). at error:0 [LOG 20:37:09.864] [TweakScale] ERROR: Part LVT15 (LV-T15 "Dachshund" Liquid Fuel Engine) didn't passed the sanity check due having a ModulePartVariants with Mass - see issue [#13]( https://github.com/net-lisias-ksp/TweakScale/issues/13 ). at error:0 I'm guessing about what had bitten you. I just released a new version of TweakScale where I expect the issue is handled correctly. Please download and install the newest release: https://github.com/net-lisias-ksp/TweakScale/releases You will have that "Rogue" stunt happening on you only one more time by savegame or craft file. Once you save them again, you should not be bothered by it again. Unfortunately, it will break again. Whatever had happened on the instalment, needs to be tacked down by the newest final version of TweakScale. @renejant, I think this will tackle down your problem too! Give it a try!
  11. Probably, but it also couple them to the current KSP version, and if the part gets deprecated, I would need to update the Add'On - what's not exactly a unsolvable problem, as far as I know the deprecated assets are still being distributed on a folder called zDeprecated (and so someone can try to load them when needed). However, there's no such support yet, and this Add'On is distributing the current assets for ages - I would need to check all the textures against the current meshes to see if anything changed. [Suggestion accepted. Work in Progress] In a way or another, the at least some meshes are in need to be reworked due some vertices being displaced outside the collision mesh, what on recent KSP triggers what I call "The Jumping Jack Effect" (something to do with animations, FS's gears suffer from this too). Once this fine Add'On gets on the top of my backlog I will consider your suggestion.
  12. Yep, one of the oldest technical debits on TweakScale. I really hope I manage to finally tackle this down on the 2.4.4 series, I'm trying to reserve time to attack this issue for more than an year already, but something always gets in the way (as job, family, pandemics - I'm not saying they are related, however - a bit perhaps? ). https://github.com/net-lisias-ksp/TweakScale/issues/27 Let's see I can have this fixed for 1.10.1 - there're only two tasks awaiting for the 2.4.4.0 release, I accomplishing that, 2.4.4.1 will have this thing fixed as it will be a bug hunt only release (no features)
  13. I managed to take off by using all the airstrip, and rotating only after the gears are on the air. Trying to rotate before blows up the control surfaces and sometimes even the rear wings themselves. She's too heavy for the physics engine, any more strong movement on the control surfaces overstress them and after that, the ground mysteriously starts to get nearer and nearer. Try using Rigid Attachments on the control surfaces, this makes them slightly stronger. You may want to give Kerbal Joint Reinforcement/Next a try.
  14. TweakScale didn't caused that crash for sure (even before the update, that pesky Exceptions are annoying but not capable of crashing the whole program). If your KSP crashes again, please send me the KSP.log and Player.log - TweakScale was being induced to crash about a year ago (that's the reason for so many pesky warnings), so I'm kinda used to do post-mortem analysis on these files. I'll probably find something.
  15. Sounds like something in need to be written in order to accomplish that. Yep, something needs to be written. TweakScale only scales what it knows about, or what knows about TweakScale. IFS, MFT, FSfuelSwitch - these ones works because we know about each other - but if someone changes how it behaves internally and don't talk to TweakScale about, things will not work. So B9 Part Switch support are in need to be revisited somewhen in the near future. The current (stock) patches don't scale Resource Consumption, only Production because Squad doesn't does it on their parts (or, at least, didn't did that the last time I checked, on 181 or 190 times). You need to use a specialised behaviour, ModuleGeneratorExtended, to have both input and output working. This was needed because as long as you start scaling consumption of resources, every single craft that scales a converter will break because they were made on a time when the input was not scaling - and since KSP now updates all crafts on a savegame with the current prefab on loading, I think I don't have to explain how this will bite the users. About using an old TweakScale, keep an eye on every patch you install on the game. That pesky warnings are pesky indeed, but they have a reason to exist. -- post edit -- The current patches should work with older TweakScale versions - you may want to remove the older patches to install the new ones and be able to use them. I'm trying hard to [DO NOT :P] modify anything on TweakScale that would affect patches, as this can break savegames on the wild.
  16. Yes, only vanilla and DLC parts will be scaled on a default TS instalment in the future (but not today neither the next minor TweakScale version). On TweakScale 2.5 there will be no more third parties support on the TS distribution. The 2.4.4.x series will transition from the current paradigm to the new on. There will be Companions for the current deprecated patches, but updated to modern versions of the target add'on. And there will be a Legacy Companion for the lost ones. TS will be smart to detect the need of Companions and will ask the user to install them. I would like to add support for automated tools as CKAN (it allows extensions, so I plan to give this a try), and CurseForge (if that guys don't write thier KSP plugin, I will do it using Python).
  17. Found this one on a web-radio these days - made me remember the Amiga-Mod Scene of that days!
  18. CamelCase is nice, but not the only solution. I found that you can use dashes "-". PART { name = MFA-myFancyPart <yada yada yada> } // Where MFA == My Fancy AddOn That's the reason I prefer to avoid them. You need to remember when to use the underscore and when to use the dots. Avoiding underscores saves me the trouble to have to remember this stunt.
  19. It's not only software, but there were also hardware issues. When Spectre and Meltdown arrived bitting our SAS, all that patches taxed heavily multithreaded games. I was using a MacMini 5.1 at that time and it was running KSP 1.4 with an somewhat acceptable perfprmance after turning off some bells and whistles. But KSP 1.3 was remarkably faster on that same machine. After apple patched the firmware due Intel bugs, the 1.3 performance kept the same, but 1.4.5 (i was still playing this one) started to get unbearable with the same set of add'ons I was used to use before. The mitigation patches for Spectre and Meltdown taxed heavily the Unity 2017 era of KSP...
  20. I almost forgot you. That's what happened : the 0.0.1.0 release of TweakScaleCompanion for FS (TSC4FS for shorts) was made on... less than ideal conditions (coffee always leads to better code, wine on the other hand...). I managed to make that stunt to work by plain luck. The fundaments, however, were solid - once I got time to really think on the problem, I detected what I got wrong (usually silly and stupid details) and managed to rewrite it the proper way. TweakScale Companion for Firespitter 0.0.1.1 is available for downloading. Have fun!! -- POST EDIT -- Now it is!!!
  21. Ok, got the files. Yep, I can see the problem. You are insane. The craft takes off and flies magnifically - for a few seconds. And explodes yet more magnifically on the unplanned splash down! Dunno if it's on TweakScale, but it's possible - I may had forgot a special case when scaling parts with surface attachments. But it can be also something on KSP, I had had some problems on complex symmetry on unscaled parts too. But at least I have something to work with. I'll let you know as I find something. -- -- -- POST EDIT -- -- -- @Krazy1, I think I got it. I never managed to reproduce the problem on reverting (this may be something induced by a third-party add'on?), but I managed to reproduce something similar. You detected a flaw on TweakScale (not exactly a bug), a missing feature. Compound Parts are not scalable (there's no point on scaling already stretchable things), but these things needs to be handled nevertheless. Currently, TweakScale only scales the source node (where the thing attaches to the scaling part), but ignores the target node - and so the end point of the thing ends up anywhere but where it should be. Issue for the problem: https://github.com/net-lisias-ksp/TweakScale/issues/127 p.s.: I made her fly. But could not landed her.
  22. Jeb took some gir friends to a boat ride. (Images scaled down - click on them to the full size slideshow)
  23. Announce! TweakScale Companion 0.0.1.1 is on the wild. Updated, fixed and working on KSP 1.10 (and 1.9, and 1.8, and 1.7, and 1.6, and 1.5 and 1.4 too! ). Downloads on the OP. Craft file on the Image. -- -- NEW ANNOUNCES -- -- TweakScale Companion for AirplanePlus was updated to 0.0.2.1 Beta. Patches were revised (again). This time I have the help of a lint tool to be sure nothing is missed or misnamed. Please remove the old one before installing. TweakScale Companion for KIS was updated to 0.0.2.0 and promoted to Beta. Patches revised, features fixed and SanityChecks implemented. Please remove the old one before installing. TweakScale Companion for Near Future was updated to 0.0.3.1. Patches revised, features fixed and SanityChecks implemented. Please remove the old one before installing.
  24. It's interesting how things change differently for different people. For me, 1.10.0 is the least troublesome version since 1.8.0 (including). I'm finally managing to really play on a post 1.7.3 KSP version. Until the moment, the only glitches that had bitten me is cheating a Vessel into water (that I overcome with careful use of VesselMover) and a typo on line 276 of <KSP_110>/GameData/SquadExpansion/Serenity/Parts/Robotics/RotorEngine_02.cfg (delete the line with "==" and you will be fine). I also noticed that Kerbals now climbs on trees, but I don't know if this is a feature or a bug.
  25. To tell you the true, I found this one pretty convenient - and since there's already an inactive option to activate it (instead of top, bottom, left or right), I would second including this code on the mainstream. You never know when a pesky add'on will popup a Warning over it.
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