Biotronic
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Thanks! I admit I dislike Curse's system - here on the forum I can instantly link to the updated version on dropbox, while Curse requires moderation of files, which apparently only happens during a 15-minute window in (what's to me) the early morning. Hence, Curse gets less attention from me than does this forum thread. Add to that my Chrome has decided it dislikes Curse, and I have to start Firefox to upload there, and you have a recipe for (very small scale, without explosions) disaster.
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I agree that such information would be useful. I only fear it will clutter the popup menu too much. Especially when combined with other mods. I use TweakableEverything, which adds an unpleasant amount of stuff. Combined with Real Fuels, that's 6 tweakables for one engine. Seven with the current TweakScale, eight with the thrust limiter. What info should be added? If we look at the info in the RMB menu, there's max thrust, min thrust, Isp for sea level and vacuum, propellant rates and flameout threshold. If we combine thrust into one, Isp into one, leave propellants on a line each, and simply ignore flameout, that's 5 more for a LHO engine. The engine I'm looking at right now also has a generator. That's another three lines of interesting information. And it's a hybrid engine, so 2 more lines could be nice, for expressing the alternative configuration. And it holds a bit of nuclear fuel and nuclear waste. All in all, that's 20 lines of information. Now, I'm not saying the information should be hidden - it shouldn't. But I think there's a better way, and that's to put it in a separate window. At the moment, I don't really feel like doing that, so I'll just leave this here and say that whoever wants to is more than welcome to implement it. Now that I've written all this, I notice that you never said it should be in the popup menu. So it appears we're on the same page. Maybe one of the many ship information mods could be poked into doing this with just a little code on my end - I don't know.
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Yeah. It was a simple typo. The exact same use case was tested, others were not. Man, I'd love to have a system for automated tests in KSP. ...maybe I'll have to write one. Anyways, 1.17 fixes this. Also, it includes NFT support. And now, RLA support is available here. Will also be included in 1.18.
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Thanks a lot! (though now I think about it, that's likely related to the adapter problem you already mentioned)Yeah, it is. I think I'll go through and add adapters in 1.15. Note that no fairings were tweaked at all, in both instances, the 3.75m expanded fairings were used and unchanged. Oh, and this is with 1.13. (at least I'm pretty it's TweakScale... The fairings were working fine last time I checked and the only thing I've changed since is removing CoolRockets and updating TweakScale)Thanks for noticing! This is actually a bug that has been present since TweakScale 1.0 (and exists in Gaius Goodspeed's original GoodspeedTweakScale). The problem triggers due to these two lines in the .cfg for the fairing bases: node_stack_top = 0.0, 0.217, 0.0, 0.0, 1.0, 0.0 node_stack_top = 0.0, 0.588, 0.0, 0.0, 1.0, 0.0 Because the two nodes have the same name, the plugin moves both to the same position, so it's not actually gone, they're just overlapping. Anyways, this problem has now been solved, and 1.14 is available for download! Sadly, this brings me no closer to resolving the problems that people report.
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You mean allow sizes above and beyond 5m? I will not. If you want to for your own game, you can edit DefaultScales.cfg in the TweakScale folder, and change this: SCALETYPE { name = stack freeScale = false scaleFactors = 0.625, 1.25, 2.5, 3.75, 5.0 scaleNames = 62.5cm, 1.25m, 2.5m, 3.75m, 5m massFactors = 0.0, 0.0, 1.0 defaultScale = 1.25 } to add more sizes: SCALETYPE { name = stack freeScale = false scaleFactors = 0.625, 1.25, 2.5, 3.75, 5.0, 6.25, 7.5, 8.75, 10.0, 11.25, 12.5, 13.75m, 15, 16.25, 17.5, 18.75, 20.0 scaleNames = 62.5cm, 1.25m, 2.5m, 3.75m, 5m, 6.25m, 7.5m, 8.75m, 10m, 11.25m, 12.5m, 13.75m, 15m, 16.25m, 17.5m, 18.75m, 20m massFactors = 0.0, 0.0, 1.0 defaultScale = 1.25 } If you want even more sizes, you should be able to figure out how.
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Great! Now I have a bit more to work from. If you send me a picture of your gamedata folder, I'm more than willing to take the time to piece together which mods they are and install and see if I can make things break here. Or, you know, just a craft file. And by Golly it's irritating to know there's a bug in your software and not being able to replicate it. btw, do you guys only get this behavior after loading a craft? i.e, making something in the VAB works fine, but loading a saved craft mucks things up?
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I've managed to make KSP log these exceptions whenever I load my test ship. That's something, maybe: ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at KConfigDocumentationGenerator.GenerateAssemblyDocumentation (System.Reflection.Assembly assembly) [0x00000] in <filename unknown>:0 at KConfigDocumentationGenerator.Generate () [0x00000] in <filename unknown>:0 at KConfigDocumentationGenerator.OnLevelWasLoaded (Int32 level) [0x00000] in <filename unknown>:0 (Filename: Line: -1) No indication of what is causing it, though. Also, it's 02:17 local time here, and I got an important meeting at 10:30 tomorrow. So I guess I'll look more closely at it after that. ...ooh, a new one: NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:InternalGetTransform () at UnityEngine.Component.get_transform () [0x00000] in <filename unknown>:0 at SpaceCenterCamera2.UpdateTransformOverview () [0x00000] in <filename unknown>:0 at SpaceCenterCamera2.UpdateTransform () [0x00000] in <filename unknown>:0 at SpaceCenterCamera2.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at TimeWarp.Update () [0x00000] in <filename unknown>:0 Still no idea. G'night.
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So I created a test craft using 1.6, 1.9 and 1.12 and tried loading them with 1.13 installed. I see none of the behavior you describe when using stock (I'm running only stock on my quick-test KSP install, other mods added as needed, then quickly removed). It could be there is a more complex interaction - some mod causing problems only when TweakScale is installed, or TweakScale causing problems when combined with two other mods, e.g.
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Please do. Also, you can of course make a backup of the 'saves' folder, in order not to actually risk your saves. If you don't feel like risking your saves, please tell me which version of TweakScale you used before, and which you upgraded to (I assume 1.13, but just to be absolutely sure). Also, one or two mods with which you experience problems would be very nice. If you can even tell me one or two parts that misbehave, I will write your name on a piece of paper and kiss it. ...too much?