Biotronic
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[24.2] Karbonite Ongoing Dev and Discussion
Biotronic replied to RoverDude's topic in KSP1 Mod Development
This has been fixed in TweakScale 1.40. I was not aware Karbonite had added its own TweakScale config. -
That error is usually caused by an outdated KSPAPIExtensions.dll, as you say.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.
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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.
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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 } }
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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.
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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.
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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.
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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?
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Banana for Scale - Analyse bananas in space!
Biotronic replied to JoePatrick1's topic in KSP1 Mod Releases
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. -
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 } }
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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.