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Biotronic

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Everything posted by Biotronic

  1. This has been fixed in TweakScale 1.40. I was not aware Karbonite had added its own TweakScale config.
  2. That error is usually caused by an outdated KSPAPIExtensions.dll, as you say. Another cause may be Goodspeed Aerospace, which has the old Scale.dll in it. If you have any of these mods installed, please make sure they too are updated: Procedural Parts Real Fuels Modular Fuel Tanks Extraplanetary Launchpads Procedural Farings Infernal Robotics Glow Strips Near Future Propulsion Pack The Hangar Great, that means I don't have to keep it updated. Fixed in 1.40.
  3. I'm gonna go with no. This *does* update the mass exponent, but will probably mess up anything that also has a mass field: @TWEAKSCALEEXPONENTS[*] { @mass = 1 } Granted, that's not gonna be a lot of things, so you're probably safe. I might add a name = Part to that in the future, in which case @TWEAKSCALEEXPONENTS[Part] should work, but seeing as how wanting to change everything is a rare case, I might not bother. What you might have more success with, is making your own SCALETYPE: SCALETYPE { name = Noris_scale type = stack SCALEEXPONENTS { mass = 2 } } And then use that in your parts: MODULE { name = TweakScale type = Noris_scale } My pleasure.
  4. In ScaleExponents.cfg, this piece: TWEAKSCALEEXPONENTS { breakingForce = 2 breakingTorque = 2 buoyancy = 3 crashTolerance = 1 explosionPotential = 3 maxTemp = 1 mass = 3 Resources { !amount = 3 maxAmount = 3 } attachNodes { breakingForce = 2 breakingTorque = 2 } } Defines how to scale all the things that are defined in a Part. To change how the mass is calculated, you change the line mass = 3 to mass = 2 (for scaling with the surface area). This can also be done on a per-part basis: MODULE { name = TweakScale type = stack SCALEEXPONENTS { mass = 2 } }
  5. Unrelated to your problems, I have now uploaded version 1.39. It fixes a problem with cost calculation for tanks that are not full.
  6. Actually, that won't be necessary. This message: InvalidOperationException: Operation is not valid due to the current state of the object at System.Linq.Enumerable.Single[UrlConfig] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) [0x00000] in <filename unknown>:0 at System.Linq.Enumerable.Single[UrlConfig] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0 at TweakScale.TweakScale.get_PartNode () [0x00000] in <filename unknown>:0 at TweakScale.TweakScale.get_moduleNode () [0x00000] in <filename unknown>:0 at TweakScale.TweakScale.Setup () [0x00000] in <filename unknown>:0 at TweakScale.TweakScale.OnStart (StartState state) [0x00000] in <filename unknown>:0 at Part.ModulesOnStart () [0x00000] in <filename unknown>:0 at Part+.MoveNext () [0x00000] in <filename unknown>:0 tells me that there is more than one part with the specified name in the game. Now, I'm not sure where it comes from, and sadly not even which part it is, but I believe this is the reason for your problems.
  7. That would be the one, yes. Just save a finished ship, find the .craft file in KSP\saves\Biotronic\Ships\SPH (or VAB), and tell me which part to remove an which to place there instead.
  8. I'll do my best to have it fixed before the end of the workday then, so you don't have to go home to play properly.
  9. I am unable to replicate this. Can you post a .craft file, and name a single, specific engine with which you can reproduce this problem? Also, an output_log.txt would be very nice.
  10. 1.38 is out! New this time is scaling of FX - no more 5m flames from a 62.5cm engine! Also, updated support for Karbonite, and added support for Banana for Scale. And of course, fixed the bug discussed above.
  11. Thanks a lot for this! My brain had somehow decided to ignore dtobi's post and not inform me. Now, the problem here seems to be that the part is available, but none of the sizes are, as they're all protected by a tech requirement that is not yet met. That sort of error should however not cause undue trouble for the user, so code has been added to handle this case, and will be included in 1.38.
  12. At first, I thought this would solve your problem: @PART[Tantares_Separator_A] { @MODULE[TweakScale] { TWEAKSCALEEXPONENTS { name = ModuleDecouple ejectionForce = 1 } } } It makes the decoupling force scale linearly with the size (so a 1.25m decoupler is twice as strong as a 62.5cm one). After reading your post again though, I get the feeling you want to change just the force, not the scale. If that's the case, I fear TweakScale is not what you're after. TweakableEverything might be what you're looking for.
  13. I see no reason for it not to work, I just feel it doesn't make as much sense - there are so windows and other doodads that look weird to me when they're twice the size of the people who use them. Also, IVAs are not scaled, which saddens me (but would of course make no sense whatsoever).
  14. So in my work of changing the size of any- and everything, I've reached the point where I want to rescale the smoke and fire pouring from engines. Now for some engine .cfg, there's a EFFECTS {} block, containing some interesting stuff. Others have fx_exhaustFlame_yellow or _blue, but none of these seem to define a size for the effect. Even if they did, they need not look the same in ModuleEnginesFX. Has anyone done anything like this? Any idea where to start even?
  15. RealFuels support is limited to tank volume at the moment. It seems NathanKell will assume ownership of TweakScale_RealFuels in the future, and I hope he will add support for engines.
  16. TweakScale config for this. For those who don't know, TweakScale is a mod that lets you rescale parts. Since this banana is useful for indicating the scale of other things, changing its size actually has the effect of changing the size of absolutely everything else in the universe.
  17. New Karbonite .cfg here. Will be included in next release. I'm starting to think I should have a separate zip with updated cfgs when I can't bother with a new release of TweakScale just to update a single .cfg.
  18. Two things. The part names are wrong (SCANSat should be SCANsat), and the exponents should not have a semicolon. In addition, I really think you should add min_alt to the exponents. Fixed: TWEAKSCALEEXPONENTS { name = SCANsat max_alt = 3 min_alt = 3 best_alt = 3 power = 3 } @PART[SCANsat_Tracker] // SCAN MapTraq® { MODULE { name = TweakScale type = surface } } @PART[SCANsat_Scanner] // SCAN RADAR Altimetry Sensor { MODULE { name = TweakScale type = surface } } @PART[SCANsat_Scanner2] // SCAN SAR Altimetry Sensor { MODULE { name = TweakScale type = surface } } @PART[SCANsat_Scanner24] // SCAN Multispectral Sensor { MODULE { name = TweakScale type = surface } } @PART[SCANsat_Scanner32] // SCAN Been There Done That® { MODULE { name = TweakScale type = surface } }
  19. @mostlydave: output_log.txt is created with each run of KSP, like Master Tao says. It resides in ksp_folder/ksp_data/output_log.txt. When the game crashes, it copies this file to the crash folder, which is likely where you found it before.
  20. You's right! The calcubulation is all off! Damn my brain-sized brain. More correctly, the calculations are right for the part they're scaling, but they're not taking resources correctly into account.
  21. Does it work with stock parts? Not all parts make sense (to me) to be scalable, so if you've only tried one or two parts, the problem might be that I've deemed them to be of the right size. To see if this is the problem, try rescaling an MSR Multipurpose Stacked Booster, a CF34 Turbofan Engine or an M27 Overview Cockpit. If these are not scalable, something is wrong.
  22. I am afraid it isn't in any .cfg. KSPAPIExtensions replaces the default sliders and as far as I can see, offers no customization of this aspect.
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