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Lisias

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Everything posted by Lisias

  1. Hi. I did a look, and on a (almost) clean install, I found no problems. Publish your KSP.log on some file sharing service (as drobox) and link it here, and I will give a look on it for you. In time, you need to extract the CompletelyNonAggressiveRocketry contents from the zip into GameData (ie, there should be a GameData/CNAR folder on it, not a GameData/CompletelyNonAggressiveRocketry/CNAR ). Some of the troubles I had diagnosed in the past were related to improper installation, so it worths to mention it.
  2. Thank you. You have a good taste. Yep, it was a possible side effect of the way KSP define Mass on the config file: by some reason, the Mass value on the Part on the config is related to the total mass of the part including resources, but TweakScale needs to calculate the Dry Mass of the part at default scale before scaling the part (since only the part's dry mass should be scaled!!) - what can be tricky with Fuel Switches, as different resources have different densities and, so, different mass for the same amount of Units of the resource: if you have a Part with 1.000 Units of Lead, and then a Fuel Switch change it to 1.000 Units of Cotton, failing to proper calculate the Dry Mass will lead to problems. The commits you mentioned does not touch Mass in any way, whatever you detected, it was already happening before. Well, since I'm already here: See? No negative mass. Well, I think you are using an older KSP version? The newer ones are not giving me negative mass. Please mention the KSP version you are using, this is very important to diagnose the problem.
  3. Check of the SAS was engaged when you turned on AA. I solved some weird behaviours this way. Perhaps it would work to you.
  4. Yes. I'm working on it right now - it will be available on CKAN as soon as I fix a last mistake. It's there already!
  5. Welcome! Kick me if you need some assistance on understanding the TweakScale interaction on the bug. If the thing explodes inside TweakScale, I can diagnose the Exception easily!
  6. This one is epic!! https://steampunktendencies.com/gabriel-o-the-steampunk-sidecar/
  7. Believe me, it was. I was fearing for something... yet less then desirable. KSP2 having a push back after such an... event... as covid19 is probably one of the best notices I had for months - it means that there's something to push back, and it is expected to be released.
  8. NOTAM I just updated KSP Recall to 0.0.3.1 . I highly recommend installing it on KSP 1.9.x, as now it also fixes a glitch on the Editor when cloning parts with the amount of a Resource changed! (TweakScale not needed to use the fix, KSP Recall is a stand alone tool)
  9. I managed to fix it!!! I just published an update for KSP Recall where I have this problem (kinda of) fixed on KSP 1.9.x Besides being created mainly for TweakScale (at least, I don't know any other Add'On willing to use it), you don't need TweakScale installed, just install KSP Recall and it will intercept some Editor events and fix the Resource Amount of the parts being cloned! I didn't found any collateral effects until this moment - but if someone detects something weird, please report on the KSP Recall thread. ping @Kerbalwerks, @bestPlayer_xu . @Rhomphaia can you test it the same way you did above?
  10. ANNOUNCE It appears that this stunt is still working fine, after all! KSP Recall 0.0.3.1 is available for the brave Kerbonauts willing to risk their SAS with these stunts. This release fixes an Editor glitch that resets the amount of a Resource when cloning the part. Now, the resource's amounts are preserved! Exercise prudence however - this thing is still not completely tested with Fuel Switches. Use S.A.V.E. just in case. Good Luck! This Release will be published using the following Schedule: GitHub, reaching first manual installers and users of KSP-AVC. Right now. CurseForge, Right Now! SpaceDock, Right Now! The reasoning is to gradually distribute the Release to easily monitor the deployment and cope with eventual mishaps.
  11. Hi! Make a request on TweakScale Companion Thread. To make my life easier, mention the URL on Forum for the Add'On you want support and I will take it from there.
  12. Publish the KSP.log and I will give it a look.
  13. My friend, I own you an apology. I managed to bork the NFS patches on TweakScale, I screwed up a merge somehow and didn't noticed - an old CFG file resurrected from the deepest tombs of the GIT history and I didn't noticed. I will release yet a new release for 2.4.3.x series with this fixed (and after double eye ball everything just in case). Until there, delete the following file: GameData/TweakScale/patches/NF/NFS_TweakScale.cfg It should not be there. The ModuleManager.3.1.1.dll is still being distributed because is the less old ModuleManager that works everywhere (i.e., on every KSP version TweakScale supports). If I distribute the latest MM 4, I would break a few of TweakScale users, and if I do not distribute MM at all, some would complain because they are used to just unpack the zip into GameData and call it a day. Since multiple MMs when installed negotiate between themselves who will be in charge (i.e., the older ones shutdown and only the most updated do the work), it's safer for me to distribute 3.1.1 as anyone just unzipping everything on a more current GameData (with MM4) would not be breaking anything, where if I distribute the latest MM4 and the user is playing on 1.7 or even 1.4, it would break things. The 16 FATALities is due bad patching (and, shame on me, I was the toe stomper this time! Again, my apologies!). I fail to understand why B9PSW is complaining about 3.1.1, since MM4 overrules it - essentially, it's as MM3 is not there. However, the author must have a reason for that, and if you want to get support for B9PWS, you should do what he says - he would not accept support requests otherwise.
  14. Hi! Got it: [LOG 13:36:00.423] [TweakScale] INFO: WriteDryCost Concluded : 2571 parts found ; 0 checks failed ; 0 parts with hotfixes ; 0 parts with issues overruled ; 16 Show Stoppers found; 0 Sanity Check failed; 779 unscalable parts. 16 FATALities, all from NFS.. Humm.. I think I now what happened... [LOG 13:17:46.227] Applying update TweakScale/patches/NF/NFS_TweakScale/@PART[solarpanel-blanket-1] to NearFutureSolar/Parts/Deprecated/solarpanel-blanket/solarpanel-blanket-1.cfg/PART[solarpanel-blanket-1] ... [LOG 13:18:06.053] Applying update TweakScale/Deprecating/patches/NF/NFS_TweakScale/@PART[solarpanel-blanket-1]:FOR[TweakScale] to NearFutureSolar/Parts/Deprecated/solarpanel-blanket/solarpanel-blanket-1.cfg/PART[solarpanel-blanket-1] You forgot to completely delete older TweakScale before applying the new one. And since the second patching was using :FOR , I'm presuming you did give TweakScale Beta a try. My best advice when installing TweakScale new versions is to always delete all the previous contents before applying the new version. TweakScale does not (and never will) store any significative personal settings on GameData, you can (and should) delete everything on GameData/TweakScale when updating. Corollary: never do it yourself neither: if you want to add your own personal patches on TweakScale, the best place to do it is on GameData/__LOCAL/TweakScale/your-patches/ so you don't risk loosing them on a update (it can be any directory you like, but using __LOCAL make it a pattern and will help a lot on diagnosing problems later, believe me!), not to mention making it easy to do backups as all your customisations will be on the same place! Cheers!
  15. ANNOUNCE Release 2.4.3.14 is available for downloading. This new version have the following changes: Issues Fixed: - #110 Revert to Vehicle Assembly and Loading Craft are mangling the part attachments. See OP for the links. Highlights KSP 1.9.x Support VAB/SPH Editor KSP 1.9.x Editor introduced a glitch that was rendering parts with ModulePartVariant displaced on loading. Crafts being instantiated on LaunchPad/Runway (as also living craft on the Universe) are not affected. This is what I know until this moment: KSP is shoving back prefab data into living crafts on savegames (and on loading crafts on the Editor) since 1.6 or 1.7, and recently started to obliterate the resources customisations made by Modules. You already know that, KSP Recall was born due it. The novelty is that, somehow, surface attachments are, now, also affected - but not exactly as the Resources, and this is what caught me with my pants down (and what made me bork the 2.4.3.13 release, already withdrawn): Parts with variants are getting surface attachments mangled on Editor, but parts without variants are not! Attachments points apparently are being mangled too, but I did't did a full testing on the matter - proceed with caution Attachment points with parts are also reset, but are preserved on classic parts. Boy, what a mess... This, probably, could be also solved by using the GameEvents.onEditorVariantApplied, but since KSP still mangles with TweakScale business in other situations (including on Flight Scene), I would need to split the survivorship logic in two different places now - so I opted to keep the current Event handling for while until I fully refactor (and validade) the code. Surviving different KSP Version's idiosyncrasies are taxing badly the codetree And I'm firm on my commitment to keep TweakScale (core) compatible with every KSP still em use - expect TweakScale 2.5 to be useable down to KSP 1.2 (KSPe already does it, by the way) - so I will be able to backport every fix and enhancements to people that choose to stay playing older KSP versions. The after math is that I'm still using Unity's Update callback to handle the first Scale Back event, needed to survive KSP manglings. For some time I considered using KSP Recall to handle this situation, but since Scaling is the TweakScale's Core Business, and I don't intend to tie KSP Recall to TweakScale in any way (it must be a generic solution for everyone, not just for me), I rolled back any change on it. Please also note that there's a lot of glitches on KSP 1.9 Editor not related to TweakScale (or any other Add'On). Drain Valve The FTE-1 Drain Valve is being scaled, however not properly. Mass and size scales fine, but the drain rate is not. See Issue #102 for details. Resources KSP 1.9.x is known to replace any Resource customisation made by custom modules with default definitions from the prefab. This affects many Add'Ons, being TweakScale only one of them. So a new Add'On called KSP Recall was created to specifically handle KSP issues that would affect everybody. Users of KSP 1.9.0 and 1.9.1 are urged to install KSP Recall. Future KSP releases may or may not fix the glitches KSP Recallaims to workaround - but until there, you need KSP Recall to use TweakScale on KSP 1.9.x . Misc Keep an eye on the Known Issues file. — — — — — This Release will be published using the following Schedule: GitHub, reaching first manual installers and users of KSP-AVC. Right now. CurseForge. Right now. SpaceDock (and CKAN users). Right now. The reasoning is to gradually distribute the Release to easily monitor the deployment and cope with eventual mishaps.
  16. This is already happening since Kraken knows when - my testing had demonstrated this problem is happening since KSP 1.3, I think (didn't tested beyond that), including with TweakScale versions of that time. Something is missing on some scaler apparently, and this is scheduled to be fixed (or at least researched) when time allows (right now, I need to tackle down KSP 1.9.1 before July, when a probable new Version will be released with a new DLC). Yep, I had this behaviour documented here.
  17. Publishing BETA versions on the GitHub's Release had bitten me in the SAS painfully in the past - even by marking the thing as Pre Release and warning about being not stable, some people installed it nevertheless on production KSP instalments and, boy... (at that time, the :FOR thingy was playing havoc on most third parties' patches, the stunt did cost me some nights giving support.. ) So I came to this stunt on Issue #42, where I must direct people to there when appropriated - did you noted that the link is buried on the bottom of a long and scaring text?
  18. Are you sure? I just downloaded the ZIP from the #42 (using this link to be more specific). And it's everything there...
  19. Hi. It's not exactly the same problem solved by KSP-Recall, but it have the same root cause: a bug on handling Cloning (OnCopy KSP callback). However, KSP Recall need to be used by third parties in order to work. Just installing will not solve anything without Add'Ons calling it when they want to preserve the current Resources state (it's what TweakScale is doing, by the way). And since the amount of a Resource on the part is handled usually by a Stock Module (that knows squat about KSP Recall), the sad true is that KSP Recall will be never notified about you changing the amount of the resource on the part, and so it will behave similarly - it will restore back the Resources configuration it knows about (the last updated received from someone), and not the source part's one. How bad this is hurting you? I just had an idea that may help (essentially, mimicking a stunt already being done on TweakScale). With a bit of luck, I can try a solution for this!
  20. News from the Front The infamous Revert to Vehicle Assembly and Loading Craft are mangling the part attachments, mentioned here, was transferred to be handled on TweakScale, as it revealed to be something to be handled by TweakScale's scaling routines - and trying to solve it here would hurt the KSP Recall main purpose: being a generic solution to be used by third parties to solve similar issues from KSP 1.9 (and perhaps other versions). In time, It took me a while, but I think I nailed it now. Check this TweakScale post - I may had solved this issue, as apparently this was TweakScale related.
  21. NOTAM TweakScale 2.5.0.12 Beta is available for testing on Issue #42. I think I finally nailed the problem from the KSP 1.9's Editor (as well realising yet more bugs on it... #sigh). Please note that you will need to install the latest KSP-Recall in order to use it on KSP 1.9. It's also highly advised to use S.A.V.E. - but I would not use this on your "production" savegames yet. TweakScale 2.5 is getting stable, but there's a lot of changes that weren't proved on the field yet (and I need the 2.4.4 series to pave the way for the migration). Again: This can break your KSP, ruin your Windows, kill your pet, offend your mom and poison your kids. Don't use it on "production" savegames, only on disposable ones! What I know to this moment follows: KSP is shoving back prefab data into living crafts on savegames (and on loading crafts on the Editor) since 1.6 or 1.7, and recently started to obliterate the resources customisations made by Modules. You already know that, KSP Recall was born due it. The novelty is that, somehow, surface attachments are, now, also affected - but not exactly as the Resources, and this is what caught me with my pants down (and what made me bork the 2.4.3.13 release, already withdrawn): Parts with variants are getting surface attachments mangled on Editor, but parts without variants are not! Attachments points apparently are being mangled too, but I did't did a full testing on the matter - proceed with caution Attachment points with parts are also reset, but are preserved on classic parts. Boy, what a mess... So I borked because I naively believed that the "one size would fits all", and didn't customised the scaling process to handle different rescaling measures (one for parts with variantes, other for parts without). TweakScale needed to be heavily refactored in order to cope with this new situation. So the need to proper testing this thing first, before shoving the stunt into the Mainstream! This, probably, could be also solved by using the GameEvents.onEditorVariantApplied, but since KSP still mangles with TweakScale business in other situations (including on Flight Scene), I would need to split the survivorship logic in two different places now - so I opted to keep the current Event handling for while until I fully refactor (and validade) the code. Surviving different KSP Version's idiosyncrasies are taxing badly the codetree And I'm firm on my commitment to keep TweakScale (core) compatible with every KSP still em use - expect TweakScale 2.5 to be useable down to KSP 1.2 (KSPe already does it, by the way) - so I will be able to backport every fix and enhancements to people that choose to stay playing older KSP versions. The after math is that I'm still using Unity's Update callback to handle the "first Scale Back" event, needed to survive KSP manglings. For some time I considered using KSP Recall to handle this situation, but since Scaling is the TweakScale's Core Business, and I don't intend to tie KSP Recall to TweakScale in any way (it must be a generic solution for everyone, not just for me), I rolled back any change on it. Please let me know any side effect cause by this. Please also note that there's a lot of glitches on KSP 1.9 Editor not related to TweakScale (or any other Add'On).
  22. ANNOUNCE Release 2.4.3.13 is available for downloading. This new version have the following changes: Closes issue: #110 Revert to Vehicle Assembly and Loading Craft are mangling the part attachments. YES, the parts with variants are not being displaced anymore when loading the Craft into Editor. I decided to give the lingering 2.4.3.x series yet a new minor release due the importance of this fix (the next 2.4.4.0 is not ready for production yet...). Users of KSP 1.9.x MUST install the latest KSP-Recall. Downloads on OP. This release were made in a hurry, so I will postpone CurseForge and CKAN until tomorrow night - there's also a chance I had borked due fatigue, this last weekend wasn't a breeze. Scale Safe! POST EDIT. This released was withdrawn due new problems detected - now I have parts attached into attach points being displaced too. https://github.com/net-lisias-ksp/TweakScale/issues/110
  23. Sorry to hear that. IMHO CKAN needs, urgently, a rollback mechanism.
  24. Announce We are now in Release status! It appears that this stunt is working fine, after all! KSP Recall 0.0.3.0 is available for the brave Kerbonauts willing to risk their SAS with these stunts. Exercise prudence - this thing is still not completely tested with Fuel Switches. Use S.A.V.E. just in case. Good Luck! This Release will be published using the following Schedule: GitHub, reaching first manual installers and users of KSP-AVC. Right now. CurseForge, by Friday night SpaceDock (and CKAN users), by Saturday night. The reasoning is to gradually distribute the Release to easily monitor the deployment and cope with eventual mishaps.
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