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JonnyOThan

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Everything posted by JonnyOThan

  1. Thanks for the report. Can you post the log here? I’m on my phone and can’t seem to download it from your link. Also would be nice to see if it repros without your mods, or figure out which of the KSPCF patches causes it (you can disable individual patches in the settings.cfg). https://github.com/KSPModdingLibs/KSPCommunityFixes/issues/189
  2. KSPCF 1.34 is now available! New KSP QoL/performance patch : LowerMinPhysicsDTPerFrame : Allow a min value of 0.02 instead of 0.03 for the "Max Physics Delta-Time Per Frame" main menu setting. This allows for higher and smoother framerate at the expense of the game lagging behind real time. This was already possible by manually editing the settings.cfg file, but changes would revert when going into the settings screen. New KSP QoL patch : BetterEditorUndoRedo : Invert the editor undo state capturing logic so part tweaks aren't lost when undoing. New KSP bugfix: InventoryPartMass : Fixes bugs where parts stored in inventories would not have the correct mass or volume when their resource levels were modified or variants changed. New KSP bugfix: EVAConstructionMass : Fixes a bug where picking up a part in EVA construction would set its mass to the wrong value when mass modifiers are involved (e.g. part variants). New KSP bugfix: RespawnDeadKerbals : When respawning is enabled, starts the respawn timer for any dead kerbals (changing their state to "missing") when loading a save. This addresses stock bugs where kerbals could be set to dead even when respawning is enabled. New KSP bugfix: ZeroCostTechNode : Fixes a bug where parts in tech nodes that have 0 science cost would become unusable. New KSP bugfix: ModulePartVariantsNodePersistence : Fixes an issue with ModulePartVariants where attachnodes would use their default state when resuming flight on a vessel from a saved game. This would lead to different behavior in part joints and flexibility between initial launch and loading a save. Changed patch behavior: PAWGroupMemory now tracks group state globally instead of per-window. Added zh-cn localization for ManufacturerFixes.cfg (thanks @zhangyuesai)
  3. I'd suggest filing an issue on the BDB github for this - FreeIva support for BDB is now included in BDB itself. I'd need to investigate for this specific part, but if you have Reviva then the IVA should be able to adjust correctly with the variant selection. If you install Reviva and still have an issue with this part, please file an issue on the freeiva github. If the external airlocks/crew hatches still exist, then most likely it's more of a bug in planetside though.
  4. Go to settings -> compatible game versions in ckan and enable versions 1.8-1.12
  5. New version available! Github: https://github.com/JonnyOThan/TweakScale/releases Spacedock: https://spacedock.info/mod/3514/TweakScale%20Rescaled Changes from previous release Fix an issue with match node size and the re-root tool Exclude several procedural type parts from scaling (b9 proc wings, etc) Fix an issue where crew capacity of scaled parts could be reset after adding or removing parts from the ship Docking ports can now be scaled, and doing so will change their port type. E.g. an inline clampotron (normally a size1 port) at 2.5m scale will dock to a Clampotron Sr (size2) port. Modded ports may have strange results. Fix many issues with EVA construction, part inventories, and scaled parts Fix scaling on several modded crewed parts that require deployment/inflation
  6. Note that my version still cannot *increase* the crew capacity when you scale a part up. But I think that's not an issue in this case right? IVAs should scale with the part, and that has some interesting effects on Kerbal sizes...
  7. New version available! Now on spacedock! Github: https://github.com/JonnyOThan/TweakScale/releases Spacedock: https://spacedock.info/mod/3514/TweakScale%20Rescaled Changes from previous version Fix another bug with scaling waterfall effects Fix some fatal issues when duplicate scale types are specified Fix integration with BDArmoryContinued TSSafetyNet now ensures the proper version of Harmony and no longer erroneously reports that ModuleManager is missing Fixed issues with part joint setup that could give different results on initial launch vs loading a save
  8. You could either remove mk2x, roll back to the previous version, or fix those patches yourself until it’s been fixed officially.
  9. A screenshot of the errors would be helpful if it happens again. I just got a report of a similar issue and it turns out a recent change to mk2x has a bug. That might have been what you saw: https://github.com/pizzaoverhead/FreeIva/issues/383
  10. The most recent update mistakenly changed some of the `name` fields to `title` - this breaks a lot of stuff. https://github.com/SuicidalInsanity/Mk2Expansion/issues/67
  11. You have an old version of Harmony installed which is making a few things fail. Your BDArmory seems to be one version out of date but I'm not sure if that's causing any problems. I see some B9PartSwitch errors related to BDArmoryExtensions and some wildblue mods...is there something specific that makes you think this is related to FreeIva?
  12. A new version is available! https://github.com/JonnyOThan/TweakScale/releases Changes from previous version Fix cost scaling on parts that start without resources, e.g. the gold tank from Gold Standard The added cost in the part stats now excludes the resource capacity offset, so it's more understandable Fixed an exception when trying to scale a module field backed by UIFloatRange SystemHeat is now supported Science parts can now be scaled, but only shrunk (at higher cost) Fix doubly-scaled wheel collider (usually noticeable when wheels are retracted) Fix some bugs with scaling waterfall effects Match Node Size and Reset Scale now always recurse to children Improved the on-screen messaging around Match Node Size Clean up fields left over in parts so they don't emit warnings during part compilation Fixed a bug related to part attachment when the offset tool had been used TSSafetyNet can now pinpoint several causes of a failed load
  13. Ummmm…. If @kurgutwants to include support I am pretty sure he’s capable. But what would that even look like? There’s nothing keeping you inside unless you make invisible walls. But I’m still holding out hope that we can make that work with ThroughTheEyes rather than the hacky iva solution currently in use.
  14. If you're not aware, you can go to debug menu (alt-f12) -> physics -> aero and enable "display aero data in action menus." This will show the actual drag cube used in each part's right-click menu.
  15. I’m not familiar enough with the drag cube algorithms to say. There’s no great way (that I’m aware of) to know the diameter of a part, so I primarily use the bulkheadProfiles and attach node sizes to make a guess. For some parts this is wrong and I need to manually specify it. And further, the node sizes are simply scaled with the rest of the part rather than being set equal. I’m a little skeptical that the node sizes alone would affect drag though. 1.875m parts all use size1 nodes, but they will produce extra drag if you connect them to 1.25m parts. Do you know of a specific part that has this problem?
  16. New thread here: WARNING: DO NOT use this on your existing saves or craft files without backing them up first. While I'm pretty sure I can eventually address all the game-breaking issues I'm also pretty sure I haven't yet, and saving your stuff with this version and then trying to go back to other versions will most likely not work. DANGER: TweakScaleRescaled MAY NOT be interoperable with other forks of TweakScale. That is, if TweakScaleRescaled has a bug or you decide you want to use a different fork, there is no guarantee your craft files and save files will work with other forks of TweakScale. Support You MUST include your ksp.log file with all support requests. These links are for TweakScaleRescaled. DO NOT ask for support on other TweakScale threads. KSP Forum: https://forum.kerbalspaceprogram.com/topic/222953-1125-wip-tweakscale-rescaled/ Discord: https://discord.gg/tTWcqrBB3t Github: https://github.com/JonnyOThan/TweakScale/issues Reddit: https://www.reddit.com/r/KerbalSpaceProgram/comments/1957t3x/wip_tweakscale_rescaled/ New Feature Demos: What is this? TweakScale is a mod that allows you to rescale parts in the vessel editor. All of their stats and properties are affected realistically - tanks contain more fuel, engines get stronger, solar panels produce more power, etc. It's one of KSP's oldest mods and has been maintained by many different people over the years. I've forked pellinor's version of TweakScale and updated it for modern KSP to provide a simpler and streamlined version. I've paid special attention to the following areas: Improvements to part action window in the editor clicking interval buttons at the ends of the ranges works better can now drag the slider smoothly Toggle for scaling changes to affect the entire subtree Toggle for matching node sizes when attaching parts Numeric entry (click #) is now supported Option to display the effects of scaling on the part's stats Scaling construction mode gizmo akin to offset and rotate (press 5 in the editor) New "match node size" feature to auto-scale parts when attaching nodes to each other All parts are supported with reasonable defaults unless they opt-out or match certain filters to trap known issues (AllTweak will still override this and enable everything) Reduced dependencies to only ModuleManager and Harmony Optimized for better performance better loading time to main menu better switch-to-editor time scaling a part is more responsive less performance impact in flight scene better save/load performance Less intrusive and more targeted validation system (TweakScaleSafetyNet) Robustness fixed part attachments and mass/cost scaling when stock part variants or B9PartSwitch are involved scaling engine effects (stock, waterfall, realplume, smokescreen, etc) works correctly Craft files and saved games no longer break from changes in TweakScale configs More resilient to problems caused by missing dependencies, problems with other mods, and incorrect installations Copying part subtrees, subassemblies, load-merging all work properly Made it easier to add or customize TweakScale support for other mods Compatible with many fuel-switching mods: B9PartSwitch ModularFuelTanks InterstellarFuelSwitch SimpleFuelSwitch Firespitter Universal Storage 2 Configurable Containers Why not work to improve the current TweakScale? The gist of it is: it would take far more energy than I have. If I believed this option was possible, I would do it (because usually, this is the best option). However, TweakScaleRescaled (this fork) is licensed CC-BY-NC-SA. Its code may be used by anyone else provided they abide by the license terms. Pull requests are also welcome from anyone who wants to contribute. Compatibility Backwards compatibility is a core goal of TweakScaleRescaled. Existing craft files, saved games, configs, and mods that depend on Scale_Redist should work seamlessly if you change to TweakScaleRescaled (once all the bugs are worked out and it hits final release). However, ongoing interoperability with other versions of TweakScale is not a goal. I will make a reasonable effort to support it where it's easy. In order to make the improvements necessary, data structures and assumptions have to be altered in ways that are difficult to reverse. TweakScaleRescaled should just work with almost all stock or modded parts. It includes the stock and mod-support patches that were written by the previous authors (updated as necessary). There's also a new patching system based on heuristics that will apply to all other parts unless they opt out or are blocked by filters for things that are known to break. Only KSP 1.12 is supported. Other versions 1.8-1.11 may work but have not been tested and are not a priority. Dependencies ModuleManager Harmony KSP Community Fixes is recommended to address stock bugs that become more apparent when using TweakScale License Info TweakScaleRescaled is licensed CC-BY-NC-SA-4.0. © 2023 JonnyOThan © 2015-2018 pellinor © 2014 Gaius Godspeed and Biotronic History TweakScale was originally created by Gaius Goodspeed under CC-BY-NC-SA. Biotronic took over and relicensed it as WTFPL pellinor adopted it and kept the WTFPL license. TweakScaleRescaled is based off of pellinor's version, and is once again licensed as CC-BY-NC-SA. Download https://github.com/JonnyOThan/TweakScale/releases Installation Instructions Remove any previous version of TweakScale and KSP Recall. Install the contents of the GameData folder in the zip file into your GameData folder. Install Harmony and ModuleManger - CKAN is recommended for those. OR: https://github.com/JonnyOThan/TweakScale/wiki/Experimental-CKAN-Support Support You MUST include your ksp.log file with all support requests. Here on the forum My discord server: https://discord.gg/tTWcqrBB3t Github: https://github.com/JonnyOThan/TweakScale/issues Reddit: https://www.reddit.com/r/KerbalSpaceProgram/comments/1957t3x/wip_tweakscale_rescaled/
  17. If you just want to replace the internals, you just need modulemanager and write a patch (or just directly edit the config files). Reviva is only necessary if you want to be able to select a different IVA for the same part, in the editor (or flight). Note that using an internal from one part in a different part will mostly work, but usually you get cosmetic issues like the windows not lining up with the external part.
  18. Installing SimplexResources, CryoTanks, and Near Future Construction together causes a fatal b9ps error. The bug is in SIMPLEXResources - CryoTanks.cfg: // Near Future Construction // ---- // @leonardfactory: cleanup to remove eventual CryoTanks support from NF Construction @PART[truss-octo-01,truss-octo-02,truss-hex-01,truss-hex-02]:NEEDS[CryoTanks&NearFutureConstruction]:AFTER[NearFutureConstruction] { !SUBTYPE[LH2Cryo] {} !SUBTYPE[LH2OCryo] {} // TODO: Add CryoFuel B9PS subtypes since NFC adds them only if CRP is installed. } There's a missing @MODULE node there. These patches could probably be more robust if they just targeted any part with a b9ps module that has a subtype that uses cryotanks tank types, right?
  19. So that's interesting, it looks like you (or something) modified this file since the last time KSP was run: [LOG 13:02:54.379] Changes : Changed : Squad/parts/Cargo/Jetpack/Jetpack/evaJetpack.cfg.cfg
  20. I suspect this might be caused by TextureReplacerReplaced, which is a mod for ksp 1.3.
  21. Hey I think this is tracked here: I'll be sure to fix this next time I take a look at MAS but not sure when that will be. https://github.com/MOARdV/AvionicsSystems/issues/370
  22. I changed it to use the InternalCamera in order to fix clipping and z-fighting issues, mainly in VR. The helmet and body are changed to the IVA layers so that they draw on top of everything else. I think TTE would need to be adjusted to spawn the IVA for external command chairs if it exists (kind of like how PCR does the same for probe cores). The behavior you reported about your mod when using the IVA overlay is interesting; I wonder if the game is force-rendering the internal camera again on top of the scene. The audio issue probably just means that the audio listener on the internal camera is disabled or not set up correctly....or maybe RPM is trying to be smart and optimized when you're not actually in IVA mode. Needs investigating.
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