Jump to content

Smurfalot

Members
  • Posts

    405
  • Joined

  • Last visited

Everything posted by Smurfalot

  1. You might want to spell out "Hooligan Labs" in the title of the thread instead of abbreviating as "HL". It will make it easier for people to find it. Edit to avoid a double post Are there supposed to be end caps for all of the sizes of or just the one size? Is it supposed to tweakscale or something?l Edit2: What is the "Lead Envelope"? Does that effect stearing or something? Should it be the biggest envelope or the one that is literally in the front of the craft?
  2. Made the changes you described, everything appears to work correctly now, still testing, but it looks promising. Spoke too soon, launched an IR heavy gantry craft and this is what I got, some of the parts are randomly distorted up to 5m size Same bug as before, all the effected parts are being scaled from "= 1" to "= 100" in the tweakscale module for the parts. I had to go in and manually edit the craft file to get things back into proportion, but now it is working.
  3. I am not 100% sure, but I suspect it is the conflict between 1.22 in IR and the new 1.24 Tweakscale. I will take a look at my save to see if anything stands out. Edit: I am just guessing, but if you look at where it says the "currentScale = 100" I think that might be the problem-- Edit2: Yep that was the problem, I went into my save file and adjusted the tweakScale and currentScale on the offending parts back to "= 1" instead of "= 100" and they went back to normal.
  4. Unfortunately, the problem is with a specific craft that is out on a flight so I cannot recreate the exact circumstance with just those two mods without breaking the save. I just upgraded from Tweakscale 1.21 to 1.24. This is a picture of 2 Illuminator Mk1 lights that have spontaneously blown up to super-size-- they were originally placed on the nose of a small scanning satellite, but now they are so big you cannot see the craft at all. The satellite still works perfectly. Edit: Ok I figured out what the problem was for anyone having the super-sized parts issue-- discussed here in the TweakScale Thread.
  5. Is there any chance you could recompile for Tweakscale 1.24? I think that might be causing a compatibility problem for me.
  6. I tried the 64 bit, but it was just too unstable so I went back to 32 bit.
  7. Output Log I am guessing it has something to do with IR_Tweakscale and it being based on Scale 1.22 instead of 1.24. Usually I keep a standalone copy of the newest tweakscale loaded and just tell any packaged version that comes with another mod not to load so that I do not end up with more than one version. Should I be keeping the extra copies with different versions instead? Does IR_Tweakscale also need to be there or should it be removed to prevent conflict with the primary Tweakscale installation?
  8. Thank you both for the advice. I will just need to practice more with these unruly physics. Edit: @Keptin This is an incredible tutorial that has opened up a whole new aspect of the game for me (i.e., added one more thing for me to suck at) I managed to try out your EZ Trainer Mk7, after a few minor adjustments to account for parts available in my tech tree, the thing flys like a dream...actually it almost flies too well....I had trouble getting it back on the ground, but that is mostly a matter of practice. I know you are aiming for coverage basic design, but can you cover the mechanics and basics of banking and turning and lining up with the runway to help land? Or is that a separate tutorial?
  9. Help, if I install FAR, then I suck at flying rockets, but if I don't I cannot get a plane off the ground, what should I do?
  10. I just upgraded from 1.21 to 1.24. This is a picture of 2 Illuminator Mk1 lights that have spontaneously blown up to super-size-- they were originally placed on the nose of a small scanning satellite, but now they are so big you cannot see the craft at all. The satellite still works perfectly.
  11. Awesome, thanks. Also thank you for being a good steward of these incredible mods and props to all the original creators and contributors.
  12. It seems like the contract rewards stuff is kind of.....well completely outside of the realm of this mod.
  13. I just wanted to double check about the versions since the CurseForge files all still say .23.5 on them. Edit: Also is there an upper limit to how fast you can be going when you deploy an airship balloon? Will they be ripped off if you are going too fast?
  14. Amen to that, this is a great mod. Ok I will start using the other download. Thanks. Ok, so you get the refund when you manually recover, but it does not do any dialog, right? That is good to know. Maybe there is a way to get it to send a message like the other recoveries just to make everything pretty?
  15. I downloaded from dropbox, I do not see a version in either of those place you mentioned. Would it be possible to get a change log broken down by version as well?
  16. Oh, so if they land too close to your pod you do not get credit? Is there anyway to fix that? Or maybe make it so you can trigger a manual recovery from the craft or flight control in order to get a refund? It would be awesome to get a full refund if possible.
  17. Is it necessary to deploy the chutes you put on your stages or does it just take into account that the chutes exist? Also I noticed sometimes the stage would touch down nice and soft, but I would not get credit for the refund. Also can you please put the version number in the name of your zip so we know when you have updated?
  18. That is why you read what they are asking you to do before you accept the contract.
  19. I am not sure if mine is working. I add the chutes, I see the stage land intact, but how do I get the refund? Edit: Never mind the update fixed it.
  20. My Kerbals do not seem to be breathing-- the monitor shows Oxy levels are not going down like the others LS supplies.
  21. If your craft files are behaving strangely with ships that have RTG units (the little stock power generators) there is a bug with tweakscale that is causing that problem. See the tweakscale thread for details.
  22. I got mine packaged with Modular Koloniazation System
  23. Well according to the format instructions on the OP for Tweakscale, it was formatted correctly. I have no idea what is wrong with it, but I have tried several variations and none have worked. Fortunately, that generator module is not used very often (that is the only stock part with it) and it is not really necessary to scale the RTG in order to do 95% of anything you would normally want to do.
  24. I am having the same trouble. Edit: Removing the RTG scaling in Squad_Tweakscale.cfg will solve the problem by not loading the tweakscale module onto that part-- The RTG will no longer scale and it will no longer break your game. Removing the brackets around the "rate =3" portion of the ScaleExponents.cfg will also fix the problem-- The RTG will still scale in size, but it appears to break the change in power generation associated with scaling.
  25. It works for me, but it still gives an incompatible message on load up. No telling what kind of invisible bugs are happening that will eventually cause problems down the road. Use it at your own risk.
×
×
  • Create New...