Biotronic
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Today's the big mod support day! I've worked my way through MechJeb, KAX, Spaceplane+, SXT, KAS, Firespitter, Better RoveMates, and SDHI Service Module System. Download that here. (.cfgs only. Please download TweakScale off the first page.) I have some problems with Taverio's Pizza and Aerospace, though. While TV-PP does add some parts, most of what it does is pretend to be TweakScale by adding a godawful amount of parts that are simply rescaled stock parts. What I'd do for my own install is just delete the extra parts TV-PP adds. I can't do that, because it'd break people ships. I could hide the parts. That would preserve the ships people have that use TV-PP parts, but it feels rude toward Taverius. Next two possibilities are to add free scaling to all parts TV-PP add, or only add it to stock parts and leave TV-PP parts alone (except the new parts, of course). For the time being, I'll go with the latter. Please chime in with suggestions. Next up: LLL.
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For non-freescale parts, you have a list of allowable scales. The index is which of these scales is currently chosen, from left to right, with the first having index 0. Oops, that sounds bad. TBH, I just added it because it was in the list and planned to check more closely later. We all know what happens to things supposed to be done later... So I uploaded 1.12, which fixes this and adds ÚÞáÃœÞá. No new actual features, though. Still scratching my head over the interactions with Procedural parts.
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Which parts? I've not added all, since not all are the standard sizes and others I was simply unsure would make sense to be scalable. These parts have been added: OA-D12 Docking Module OA-850 Liquid Fuel Booster Thrustmax External Fuel Tank Omnimax 40T TT-750 OA-D24 Docking Module KSO Auxiliary Fuel Supply ChemKorp Mystery Goo Light ChemKorp Mystery Goo Light ChemKorp Mystery Goo Light ChemKorp Mystery Goo Light ChemKorp Mystery Goo Light ChemKorp Mystery Goo Light Observation Module Station Docking Module Habitat GreenLab KerbalLab Station Power Module Station Service Tug KSO Left Elevon KSO Left Wing Solar Panel Truss Octagonal Truss KSO Tail Plane KSO Right Elevon KSO Right Wing OA-2C Coupling, Extension OA-3C Coupling, T OA-4C Coupling, 4 Way OA-6C Coupling, 6 Way Octagonal 6 Way Hub Octagonal 6 Way Frame Hub Square Truss Hub Module Coupling Adapter Standard, Solar Panel Array Advanced, Large Solar Array Single Solar Panel Pane KSO Vertical Control Surface Thrustmax 200 - - - Updated - - - So many things are hilarious when scaled to hilarious sizes.
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I may be getting too comfortable with reflection. I had the idea that instead of all this hour with IRescalable, I could just check if the PartModule has a function called TweakScale_Rescale, then call that. It would be expected to have this definition: void TweakScale_Rescale(float relative, float absolute, int index) I'm very uncertain if index should be included, as that would tie the PartModule implementation very closely to the .cfg and scaletype. Comments?
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Your language confuses me. Currently, TweakScale does change the efficiency of engines - if an engine grows bigger, it will have more thrust, if it's smaller, it will have less. It's probably not perfect, but it's not all bad. With the new features in 1.11, I should be able to adjust Isp as well (this has not been added to .cfgs, but should be possible). As for 'There must be a universal solution to rescale any part considering what type of part they are first.', the answer is no. There are mod packs out there that don't use the standard set of diameters. There are parts for which 'surface' scaling makes exactly as much sense as 'stack' scaling. Even if I were to limit this to 'stack' scaling, there are parts that are big enough to be 5m, but are intended for attachment to 1.25m parts. If I treat those as 5m, somebody will start complaining. If I were to use free scaling for everything, a tank that's 3.75m by default would have a strange scale of 0.333 when fitted to a 100% scale 1.25m pod. So, just... no. It's not possible. That said, if you want TweakScale support for a mod, just link the mod here, and I'll probably make a .cfg for you. I want TweakScale to support many mods.
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Biotronic replied to sirkut's topic in KSP1 Mod Releases
As far as I know, no. But, you can bind the parts to action groups. So W and S would be forwards/backward (via the regular interface), and 1 and 2 could be opposite directions. -
A user of one my mod TweakScale - Rescale Everything! asked for a MM config to add TweakScale to all parts. I kinda expected this to work, but it doesn't seem to care about the :HAS block: @PART[*]:HAS[!MODULE[TweakScale]] { MODULE { name = TweakScale type = free } } The intent here is: if it doesn't already have a MODULE called TweakScale, then add it. Like I said, it seems to ignore the :HAS block, so all parts that already have a TweakScale module gets to have two. I don't want that. ...halp?
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Ah, my pleasure. I didn't expect anyone to have figured out the new feature since I hadn't mentioned it. Now I've added some documentation, and can thus inform you that this is now scalable: class MyModule : PartModule { class Foo { string name; double d; } List<Foo> foos; } like this: TWEAKSCALEEXPONENTS { name = MyModule foos { name = * d = 3 } } and in 1.11 like this: TWEAKSCALEEXPONENTS { name = MyModule foos { d = 3 } } (because really, 'name = *' shouldn't be necessary.
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I don't quite understand how it doesn't work. @PART[*] { MODULE { name = TweakScale type = free } } this should make every single part in the game freely scalable from 25% to 400% of default scale. However, if you use this with the .cfgs that come with TweakScale, parts that are multiply defined will misbehave. I guess it's possible to solve that by having the plugin remove all instances of TweakScale except one , but that'd just silently ignore a problem, so I don't want to do that. For the record: when I tried adding the above to my .cfgs (once), all parts that were not previously scalable became scalable, and those who were already scalable get four scale sliders and do nothing at all sensible. If that's the problem you experience, the solution is either to delete the .cfgs that come with TweakScale except DefaultScales.cfg and ScaleExponents.cfg, or to modify the @PART[*] to something like @PART[*]:HAS[!MODULE[TweakScale]] (not tested, probably doesn't work).
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There should be no problems using TweakScale 1.7 with IR Rework. The problems were related to the use of scale in MODEL blocks in parts, and was visible with some KW Rocketry parts and a few NovaPunch parts. Should you want to have rescalable KW Rocketry or NovaPunch parts, you should thus download and install 1.9 from the forum thread.