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Biotronic

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Everything posted by Biotronic

  1. New version again. This time you can register your own IRescalable, which will be prodded every time something is rescaled.
  2. Not to be unreasonable, but I'm not gonna install all those mods to figure out which one gives you problems. As others have pointed out above, there are incompatibilities between Procedural Parts, Procedural Fairings and TweakScale. The sad fact is, they use incompatible versions of the KSPAPIExtensions library. I tried recompiling all three with the newest version of KSPAPIExtension, and that works. But that's hardly a burden you can place on the average user. I'm not sure what rights I have to distribute it, but here are updated DLLs for all three. They seem to work for me. [EDIT]swamp_ig has told me how things are supposed to work, and I find his logic impeccable. Please download and install TweakScale 1.5.0.1, where these problems seem to be fixed.[/EDIT]
  3. Agh! My secret identity! To be fair, futrtrubl did all the work on this one. I fixed a few bugs, but that's about two lines.
  4. I took the liberty of turning this thing into a proper project.
  5. Have you ever wanted to remove one of four symmetrically placed boosters? Now you can, with brand StripSymmetry! Just alt-shiftclick the offending symmetric set, and start removing! More seriously, StripSymmetry lets you turn a set of symmetric parts into separate parts with the same locations. This project is based on code written by futrtrubl. Download here! Alternative download on Dropbox Curse page KerbalStuff Source on GitHub Current Version: v1.6 (2015-04-28 20:20 UTC) This project is made available under the Double-yoo Tee Eff public licence. How to use Hold left alt, left shift and left click on the offending part. A message will state that symmetry has been removed, after which you can move and remove parts to your heart's content. Oh, and don't forget to revel in your new-found powers. Version History v1.6 (2015-04-28 20:20 UTC) Updated for 1.0! v1.5 (2014-12-16 23:23 UTC) Updated for .90! Version 1.4 (2014-08-25 00:26 UTC) Fixed a bug in config handling. Version 1.3 (2014-07-18 19:16 UTC) Updated for 0.24 Version 1.2 (2014-06-04 23:06 UTC) Fixed a bug where child parts were not stripped of symmetry. Version 1.1 (2014-05-22 13:33 UTC): Moved config.xml to a folder where it does something sensible. You can now change the hotkey! Version 1.0 (2014-05-20 20:16 UTC): First version! Thanks, futrtrubl!
  6. After a short test, it seems to me that removing Procedural Parts's copy of KSPAPIExtensions.dll fixes the problem. I strongly disagree with their placement of the dll, as it's a dll that is used by other projects and should therefore reside in a common directory, and I've thus informed the mod creator. [EDIT]A short talk with swamp_ig later, I've found his reasons to be sound. Please delete KSPAPIExtensions.dll in the Gamedata directory, and install TweakScale 1.5.0.1.[/EDIT]
  7. Great project! One thing - a user told me that using Procedural Parts with TweakScale! Rescale Everything! is fraught with danger. It turns out this is caused by different versions of KSPAPIExtensions.dll. In order to minimize such problems in the future, it would be beneficial to place this dll in a common folder - I'd prefer Gamedata/. This way, if two or more mods include the same dll, we will not end up with conflicting copies. Thank you.
  8. Worry not! The new version of TweakScale is compatible with GoodspeedTweakScale again.
  9. New version out! Fixes incompatibilities with GoodspeedTweakScale. Also, for those who feel adventurous, here's a BETA using cfg files and reflection as mentioned before.
  10. I guess I could add the option of specifying it like that, and fall back on prefab for anything not specified: MODULE { name = TweakScale type = stack DEFAULTVALUES { name = ModuleEngines maxThrust = 650 } } But I think it better to wait until someone requests that feature.
  11. The problem with this is the value will be different for each part. The current solution grabs the value from the prefab part. I haven't experienced any problems with that approach, but I guess there may be some.
  12. What do you mean nothing shows up in the VAB? If there are no parts at all in the list on the left, please upload output_log.txt somewhere and link it here. If you mean there are no new parts, everything is working as expected and you should try placing a few stock parts and right clicking them.
  13. That does seem off. The code says they should scale with the square of the radius (which is not right either, but I figure making smaller engines more powerful may be less of a problem than making huge ones enormously powerful). My pleasure.
  14. Note also that there's an ITweakScaleUpdatable interface. It seems likely at this point it will be simplified to a singular OnRescale function. Only Modular Fuel Tanks seem to have problems with this, and if I just swallow that exception... *shudder*
  15. The way to do this at the moment is to create your own TweakScaleUpdater and register it with... crud, that function I seem to have removed. Well anyways, a new TweakScaleUpdater for IR, which sets some field on the MuMechToggle(?) to indicate the new size or simply changes the extension length. I'm currently in the process of testing NathanKell's idea of using reflection. If that works out (I doubt it'll work for every single possibility), you can just define something like this: TWEAKSCALEEXPONENTS { name = MuMechToggle extensionLength = 1 } and it'll magically look up extensionLength on your PartModule, multiply the default value by the scale, and store it back in.
  16. New version up, fixes this problem, at the cost of breaking compatibility with GoodspeedTweakScale.
  17. Fixed in 1.3. Sadly, at the cost of supporting loading of older TweakScale/GoodSpeedTweakScale parts. I've now added a version number to avoid such problems in the future, but the sad fact is, this release is breaking compatibility with old versions.
  18. Yup. Found it in the handling of old TweakScale parts. I'm guessing I should add a version number now. (should of course have done that before, but a hind's site and all that)
  19. I'm pretty sure this is in TweakScale, not anything to do with your parts. I get the same behavior with some stock parts.
  20. @ZodiusInfuser: Currently, IR_TweakScale.cfg file is in the TweakScale folder. This is problematic if people want to update only TweakScale and delete the TweakScale folder and replace it with the new version from the TweakScale package. I suggest it be moved to the MagicSmokeIndustries folder. (for ease of transition, place an empty IR_TweakScale.cfg in the TweakScale folder, then people won't have to go around looking for files to delete)
  21. I took a look, and can't seem to be able to replicate the problem. Could you perhaps upload a .craft file?
  22. New version out and available in the first post or here. For the record, I hate Curse's review system. Yeah, it's probably not that hard, so let's say it's not my #1 priority at the moment. There's also quite a few things I'd need to read up on before embarking on such a project. Mostly, I'm saying it will happen when I'm ready, so don't expect anything. Uhm... I have no excuse. I'm... sloppy? Fixed in the new release, at least. Not sure what you mean here - when you resize a fuel tank, its new volume is displayed. Do you want it to display the volume of non-fueltank parts? Done! It's much better now. Thanks a lot! Fixed. The new version comes with KSPAPIExtensions 1.4.3.6.
  23. Here's my take. I haven't looked much into this, so I'm not sure this would be possible, but here goes: MODULE { name = TweakScale type = free // Or whatever. SEGMENT { mesh = myCap role = endcap_1 rotation = 0.0, 0.0, 0.0, 0.0 // Axis/angle, quaternion, whatever. offset = 0.0, 0.0, 0.0 node_stack_bottom = 0.0, 0.3, 0.0, 0.0, 1.0, 0.0, 1 } SEGMENT { mesh = myCap role = endcap_2 rotation = 0.0, 0.0, 0.0, 0.0 // Axis/angle, quaternion, whatever. offset = 0.0, 0.0, 0.0 node_stack_top = 0.0, 0.3, 0.0, 0.0, 1.0, 0.0, 1 } SEGMENT { mesh = myTruss role = section // rotation, offset, nodes cumulativeRotation = 0.0, 0.0, 0.0, 0.0 } SEGMENT { mesh = myMidCap role = midcap // rotation, offset, nodes cumulativeRotation = 0.0, 0.0, 0.0, 0.0 } sectionLength = 0.625 } This would be ZodiusInfuser's truss. The roles describe what rule to use to place each segment, and can thus be extended in the future should one want e.g. a 2D grid of M-1x1 Structural Panel. As you can see, type is still available, so a part could be rescaled in addition to being tiled along an axis. cumulativeRotation lets the next segment be rotated 90 degrees (or of course any other number), as ZodiusInfusers mentioned his trusses were. However, this is an advanced feature that I will not promise to implement.
  24. Thanks. Should be. I've added code that's supposed to handle that, but I will not guarantee it's bug free.
  25. I won't, but if you want them, just take a look at defaultscales.cfg in the tweakscale folder - you can easily add it yourself. The download includes a module manager config for stock parts, so many stock parts are resizable after installing this mod. (Note to self: Add module manager to download)
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