Jump to content

Biotronic

Members
  • Posts

    359
  • Joined

  • Last visited

Everything posted by Biotronic

  1. (Source) I can't seem to reproduce this bug. Could you post your output_log.txt or a description of how to trigger it?
  2. 45 minutes out of bed, and I've got a release ready. Cost may now be scaled as explained above. I should probably add that to OP as well.
  3. I am slightly saddened to see they did not implement my suggestion. Sent Squad a mail a few days ago saying I'd like to have a float dryCost in Part, float moduleCost in PartModule. Would have let me implement cost handling in .cfgs without even changing a line of code. Maybe I'm too optimistic. ...as it turns out, I can make this work, with three lines of code: TWEAKSCALEEXPONENTS { name = TweakScale dryCost= 3 } Still darned stumped by the problems with x64. Can't I at least get a bug I can reproduce on my own confuser?
  4. Huh. Just tried this, and I too get a consistent crash, with a similar stack trace, but mine is upon entering the VAB. output_log.txt is about as helpful as scrying in my own entrails. ...then I remembered to install Toolbar, and it's as smooth as a fiddle. So... huh?
  5. I've found something weird, at least. [TweakScale] Registering updater for [TweakScale] Registering updater for MuMech.MuMechToggle The first of these lines seem to be missing some information. That information is the name of a generic type defined in Scale.dll. If that's the culprit, this should fix the problem.
  6. That's exactly what I wanted. Thanks a lot! The scaletype spam has been removed since it's unnecessary, so no race condition. I hope... New test version, same procedure. I'm thoroughly confused by some parts of this, though. First, it works great here. Second, adding MFT should not fix the problem. Third, I don't have a call to System.Linq.Enumerable:Cast<object> anywhere in the code. Thanks a lot for testing this for me, btw. I really appreciate it.
  7. Interesting. Would you mind running it once with this Scale.dll? It's got some extra debug statements which should help me locate the exact line on which the crash happens. Other things to try: Delete TweakScale_ModularFuelTanks.dll from TweakScale\plugins. Run a game with only stock and TweakScale. Run a binary search for interfering mods: Remove half the mods and see if the problem disappears. If it doesn't, repeat with the remaining ones. If it does, add them again and repeat with that half.
  8. This is just complaining that you don't have Modular Fuel Tanks installed. Nothing to worry about. This looks more interesting, but a bit less detailed. Do you have an output_log.txt for this?
  9. I'm going to need some more information. How does it not work? It seems USI Kolonization Systems is bundling 1.22, after which many bugs have been fixed. An output_log.txt would be nice too.
  10. Try 1.29. I... had managed to compile with an old version of MFT. - - - Updated - - - It's what I do best.
  11. Stretching a part often ruins its aesthetic, so I'm hesitant to add this feature.
  12. New version, this time without any of that nasty stuff what causes crashes. (I'd forgotten it was used in two places. )
  13. Damnit, I knew I'd forgotten a bug. I know where this is now, and I think I can just remove that functionality (it doesn't do anything interesting for the end user). Done.
  14. Hey, yours is one of the mods that got me hooked on this game. I'm doing this because it gives me shiny stuff.
  15. Added GitHub releases. That's three different sources to download from, and should be enough for the foreseeable future.
  16. Well fcuk. 1.24 and 1.25 had a typo in DefaultScales.cfg, which is what caused Smurfalot's ridiculously oversized illuminators. So we try again. Version 1.26 has new cfgs for KW and NFT, as well as fixing above typo. I'm playing around with a mod for creating cfgs in KSP - right-click a part, choose scaletype and default scale, and a new .cfg automagically appears with the values you've chosen. Might make it easier for modders to support TweakScale in their mods.
  17. That's correct. There are possible workarounds, but this should be easy to fix for squad, and a lot of work for us modders.
  18. Also, I probably should take some time to check the scaling of all the updated packs. KW comes to mind...
  19. Godsdamnit, why didn't I know this ten minutes ago? Anyways, here. Will add it in 1.26.
  20. Version 1.25 is here! New features: Modular Fuel Tanks yet again supported! (Still waiting for Real Fuels) Refactored IRescalable system to be easier for mod authors. Fixed a bug where one field could have multiple exponents, and thus be rescaled multiple times.
×
×
  • Create New...