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count_Zer0

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Everything posted by count_Zer0

  1. There is definitely something to the SCALETYPE other users have reported, I recall having a similar result using the Cryo Engine pack, where all the cryo and atomic engines from Nearta's mods could scale but the stock parts had the white box of bork (my new favorite word!). Of course my first step was a fresh install with only tweakscale to try and isolate the problem and totally forgot the operational scaling on the mod parts going down the debug rabbit hole. Right now I can say that the version of B9Partswitch uses a different suffix (scale instead of scaleFactor). I am going back to see if I can get the same behaviour using an archived game data folder when I get a chance to fire up my gaming rig next. Happy hunting everyone, I think we are getting close!
  2. Yes, I can see how that could be a problem, particularly since there is no way to tell the number of pixels any given screen would have in the slider. Entering the size as text would be the ideal solution for all scale fields, have the graphic slider increment set to something simple like 10% chunks between the common part sizes (0.625, 1.25,..). I feel you on the "<<" and ">>" being gone, they are are huge help. I probably shouldn't be getting too many big ideas before I really know how the UI works, sometimes the simple things are especially challenging.
  3. Though I am quite new to ksp modding myself I would like to try and help out a bit where I can. It looks like you have found a workaround with UI_FloatRange, and the finer increment is something I have always wanted as well! I will take a stab at compiling for a 1.7.3 install and report back. Big thanks @Lisias for heading up one the the most important mods the game has. Hope you don't mind another newbie fumbling around your carefully written code
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