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Biotronic

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Everything posted by Biotronic

  1. Nope. No way, no how. - - - Updated - - - On the bright side: I've got my best trained squirrels on fixing the bug now.
  2. Crud. And so I find the reason my new approach doesn't work. KW Rocketry parts look great, but don't try duplicating anything. - - - Updated - - - Apparently that doesn't matter at this point. 1.7 might be the best choice for a few more hours.
  3. Ferk. I managed to sneak in a bug just before compiling and zipping this. Please download 1.8.1 instead.
  4. New version here. Fixed this time (hopefully): KW Rocketry parts rescaling. Added: (limited) support for Kethane parts (only rescaling, no efficiency changes for generators, drills and whatnots). Enjoy.
  5. StripSymmetry, a mod I've adopted and cleaned up a bit, does things when you click on a part. One of the things it does, but is not supposed to do, is pick up the ship. I looked at SelectRoot's source to get inspiration, but it seems to sidestep the whole problem by saving the ship, modifying the save, then reloading again. So, is there a way to tell KSP not to pick up a part/ship?
  6. Gods, yes! This has been bugging me so much, and I haven't had a sensible clue how to fix it, and then you just come here and say something sensible. Thanks!
  7. Thanks to ZodiusInfuser's modeling efforts, I spent a few hours yesterday perfecting my Kethane rover (Warning: contains spoiders): And its little babies: Mod list (beeg spoider): Infernal Robotics and Rework for the legs. Habitat Pack for the pod opisthosoma (tail, abdomen, icky ball thing). KAS for attachment spinneret and crane on opisthosoma. Kethane for the main body tank and the drill 'fangs'. SCANsat for GPS and anomaly tagging. And small spoider: Infernal Robotics and Rework for the legs. KAS for attachment spinneret. B9 Aerospace for RCS thrusters. KW Rocketry for the head. Now to get the blasted things to move... Also, does anyone know of a spherical container where I could put a dozen or so of the babies and release them when needed?
  8. Thanks. Let's go with very, very clumsily. I've been thinking I might have to implement KOS' IR support to make it do my bidding.
  9. Thanks a lot. I did try for a 'realistic' look. You mean the winch and grappling hook? Yeah, maybe I should. I'm a bit worried I can't make it launch the hook anywhere sensible then, though. Now, I'm gonna need some kind of spherical container for a dozen or so of these:
  10. Thanks to ZodiusInfuser's modeling efforts, I have spent a few hours today perfecting my Kethane rover (Warning: contains spoiders): Mod list: Infernal Robotics and Rework for the legs. Habitat Pack for the pod opisthosoma (tail, abdomen, icky ball thing). KAS for attachment spinneret and crane on opisthosoma Kethane for the main body tank and the drill 'fangs'. SCANsat for GPS and anomaly tagging.
  11. This is the line that does the scaling: savedScale = part.transform.GetChild(0).localScale = Vector3.Scale(basePart.transform.GetChild(0).localScale, rescaleVector); basepart is the prefab. So yeah, if something else sets the scale at an inopportune time, we's ferked. Maybe it's possible to add another layer in the transform hierarchy, and do TweakScale scaling there? If not, I'm looking for ideas. Weird, they work great for me. What other mods are you guys using? Now there is. Example with which I tested the feature: @PART[solarPanels1] // SP-W 2x3 Photovoltaic Panels { MODULE { name = TweakScale type = surface MODULE { name = ModuleDeployableSolarPanel chargeRate = 1, 2, 3, 4, 5, 6, 7 flowRate = 1, 2, 3, 4, 5, 6, 7 panelMass = 1, 2, 3, 4, 5, 6, 7 } } }
  12. Actually, I'm gonna ask for a bit of clarification - do you mean that a specific part (say, IR_Pivotron_Basic) should have a different factor for some module parameter (say, keyRotateSpeed should scale with the cube of the scale)? Or are you thinking of something else and I haven't quite understood what you meant?
  13. Currently, no. But now that there's a demand, I guess you can expect it in a future update.
  14. I'm with marce on this - it works for me with all three installed, and three different KSPAPIExtensions. A question to to other mod makers out there - TweakScale currently changes part.transform.GetChild(0).localScale. That's the way GoodspeedTweakScale did it, so I saw no good reason to change that. Now I see that removing GetChild(0) from that fixes the scale problems with KW parts. I don't really know why, as I haven't looked too closely at the values there, but it seems this change does good things and nothing bad. Any reasons why I shouldn't do this? Scratch that, I just found plenty reasons not to do that.
  15. I'm back! New version is up! This fixes the problem where parts get the wrong scale after loading/duplicating/changing scenes. Sorry about the long wait - yesterday did not look the way I planned it to be. Currently looking into the scale problems with KW parts.
  16. Just to get a different scale, certainly. But it doesn't currently allow for more crew.
  17. 1) Have you installed TweakScale 1.5.0.1? 2) Have you deleted KSPAPIExtensions.dll from Kerbal Space Program\Gamedata? 3) Does output_log.txt say anything whatsoever about TweakScale? 4) Not all parts have been made scalable. I belive everything under propulsion is, so try a few of those if you're unsure. I've traced the error messages in your log to a combination of MechJeb, SCANsat and RasterPropMonitor. If you lack one or more of these, you will get error messages. If you don't use RPM and don't want the messages, delete both SCANsatRPM and MechJeb2RPM from your GameData folder. Same goes for MechJeb and SCANsat for their respective folders.
  18. Do you have MechJeb and SCANsat installed? Those errors do not mention TweakScale at all, so I don't think it's the reason. I did a test run without TweakScale and checked output_log.txt. I get the same messages you get, so it's not that. Try installing MechJeb and SCANsat and run the game anew.
  19. I'm starting to think this is one of those days where I shouldn't have done a lot of releases...
  20. Mostly because I'm stupid. Do I need more reasons? [EDIT] Fixed the download[/EDIT]
  21. Thanks for the info. I've now updated TweakScale to use a local KSPAPIExtensions.dll. Hopefully this will fix the problem.
  22. Yeah, 1.5 was a train wreck. And I just got a message bout KSPAPIExtensions which indicates I've misunderstood things. I now do agree with swamp_ig on where the file should reside. Anwyays, new version is up. Grab it while it's hot.
  23. It seems that IRescalable is not as fantastic as I first thought. Basically, it seems one'd need to put them in a separate dll from the main behavior. This is less than optimal, so I'm considering a different solution where one'd simply register a function. This is also less than optimal, but might be better.
  24. Done. Not including it before next version, though. Meanwhile, here's the .cfg. [EDIT]New version is out. Check front page.[/EDIT]
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