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pellinor

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Everything posted by pellinor

  1. Also happens for me, reproduction: * take new stock LFO tank * rescale (amount scales) * switch tank type (ok) * switch tank type back to LFO => amount resets to unscaled values Edit: opened an issue for B9PartSwitch. I'd like to get crew scaling stable before adding more crewed parts. But feel free to write your own custom patches.
  2. Thanks for noticing. I switched to yet another of those numerous undocumented float values and it seems to work now (fixed in the dev version). Is the part scaled? TweakScale should not touch that transform for unscaled parts (v2.2.12 or dev version). Even for a scaled pod I can not reproduce it. Could you upload the craft that causes this? Unfortunately no, I have no idea what to do with those wheel modules. Obviously Squad fixed it for the "rescaleFactor", so as a workaround you can define your own scaled wheels this way. However I have received no answer to my question if whatever they do can also be done by TweakScale after loading the part in flight. Might also not be worth their time since the wheel code will again change a lot for KSP1.2.
  3. Sounds reasonable, just like B9 splitting off the HX parts into its own package. You could also keep one bis package but separate the contents in a way that makes it easy to remove parts. Like subfolders that can be removed without breaking the remaining parts. Performance is totally independent of the number of subfolders in your GameData, or the number of zip files you used to install the contents. It does depend on things like the amount of textures, which is actually an argument to split things up into optional packets instead of large monoliths. Also partlist cluttering can be quite a problem in a heavily modded install.
  4. Thanks I'll have a look. The crew scaling feature is new so it's very likely that there are still interactions to sort out.
  5. So did you test with a minimum install or are still supposing that your other mods have no influence? Cryotanks has its own boiloff module but it also patches parts with fuelswitches (so the result is likely to depend on which other mods are installed). And did you look what modules are on that tank? Craft file are just regular text files, you can copy&paste text from there into a forum post (use spoiler tags if copying more than a few lines). I'll look into this as soon as I can, but not sure if I'll find the time before next monday. @Parallax59 Did a quick test and found that cryoEngines bundles an outdated version of B9PartSwitch (v1.1.4). The current version v1.2 explicitely says "TweakScale integration" in the changelog. Does updating B9PartSwitch solve your issue? I can reproduce that v1.1.4 does not work with TweakScale. Just switching first scale and then tank type in the editor is enough for fuel amounts to revert. Edit: I can't recommend KSP-AVC enough, just starting KSP was enough to see what was wrong with the install.
  6. Thanks, this already helps a lot. Yes, because I don't consider this apparent at all, especially in a heavily modded install. There are many modules that can end up on the same part with TweakScale, and will manipulate the same things. For example FAR, modularFuelTanks/realFuels, a variety of fuel switches, or even kOS (which also modifies part mass). Also, exceptions can cause code to be skipped (see my post above), which could in principle also cause all sorts of "reverting" problems. Could you upload a minimal craft file that reproduces the bug for you? A one-part craft would be enough, just so I can see what modules are on that part in your install. A game log would also be helpful. So, to sum up the most obvious symptoms from your report: * downscaled tank: launch, revert to VAB => fuel amount is ok, but maxAmount is reverted * upscaled tank: just launch => maxAmount reverts (rest might be a consequence) Sounds very much like a new interaction problem with one of the fuel tank mods. Which of course does not mean it's their fault.
  7. Or a messed up install (supposing you still have all those exceptions happening). You could fix those gaps in a text editor, but it would mean shifting the part by an odd amount, maybe in an odd direction. Not something to do manually. To my knowledge the best fix is to reconnect the parts in the editor. And if you have vanishing nodes then try to solve the exceptions first. An exception literally means that the program comes to a situation where it can not continue, and the only safe thing would be to crash. Then it skips code until finding a "catch" statement, hoping that this has not left an inconsistent mess behind. This can cause all sorts of issues that might not become obvious immediately. I think KER does that. Also RscBuildAid (probably the sum of all engines).
  8. Can you tell what broke? The main change was to disable the TweakScale module in flight if there is no rescale. Did this have side effects I should know about? Edit: and I apologize for the inconvenience.
  9. Unfortunately no, my understanding is that the problem happens on load in the editor, and persists. So if you save the ship without a gap, you should be able to launch the saved craft from the space center scene without creating a gap (because this avoids the "loading in editor" part).
  10. There are exceptions in that log from a variety of mods (but none from TweakScale). Things like vanishing nodes can be a symptom of exceptions in the editor. The displacement on loading is probably this bug: https://github.com/Swamp-Ig/ProceduralParts/issues/118
  11. 2.2.11.1 and 2.2.11.2. The links go to the github commits and you find those numbers in the TweakScale.version file there. I have no idea how this database reload does and how a plugin needs to behave to survive it. Is there any documentation about this?
  12. @Parallax59 @ss8913 this is a second issue that makes a certain optimisation from last week look suspicious. Could you try to reproduce your issues with the version from before and after that change? (you only need to replace Scale.dll) If you can confirm that this change broke your crafts I'll revert it and push out a new version. before: https://github.com/pellinor0/TweakScale/blob/a346b6a2191cc8c0cb94fc194ac1b63804ecb7de/GameData/TweakScale/plugins/ after: https://github.com/pellinor0/TweakScale/blob/f9a730b17723558469d5b8d634cb10750ed0af49/GameData/TweakScale/plugins/
  13. "very latest version" is release or dev (v2.2.12 or v2.2.12.3)? I can not reproduce it, testing the following with v2.2.12.3: * SPH, make new plane with BigS wings (delta, tail fin, elevons) scaled to 50, 100 or 200%. * launch * revert to SPH => both sizes and scale display look correct Maybe this needs some other mod to be present? Were your wings scaled or not? The only suspicious change I can think of is that I deactivate the part module in flight for unscaled parts. If some effect would bring this state back to the editor we might have a problem. But I'd need it reproduced on my machine to see what exactly is happening.
  14. Raised an issue on the squad tracker for the problems with the highest interval of the tweakable http://bugs.kerbalspaceprogram.com/issues/9743
  15. It works for me, however I need to use the slider. The arrows not bringing you to the extreme values anymore is a known issue. This piece of usability got lost when they integrated KspApiExtensions into stock, and I already raised a feedback issue on the tracker about it.
  16. Looks like a bug on my side, I'll have a look.
  17. Fixed in the dev version. Looks like the panel mechanics have become a bit more complex and I need to scale a different variable now.
  18. Dev update: * update exponents for ModuleDeployableSolarPanel * rewrite of chainScaling: propagate relative scaling factor to children (it works across radial attachments now, hope it is a bit more useful that way) poking @Space Scumbag for the chainScaling update
  19. Sorry, must have overlooked your older posts. I'll have a look. At the moment the only way is to not scale mass. Other than that, if you want a pocket size pod that still holds a kerbal you could use a MM patch to define a scaled copy of that part without using TweakScale. This is what I use to make certain scaled parts stackable in KIS. Does that help? The problems with FAR should be fixed with the current FAR release. Not sure how far realFuels is with its engine support. Other than that I'm not aware of any issues.
  20. Release v2.2.12: * scaling of crew capacity (hardcoded to use the mass exponent for now) * Fix patches scale crewed parts with an exponent of 2 for crew and mass (not realistic but fits better to stock balance than 3). In any case mass/kerbal is hardcoded to be preserved. * scaling of the IVA overlay * support for new firespitter biplane * support for HLAirships module (thanks SpannerMonkey) * some missing patches for B9 (thanks BlowFish) (did some reordering but still need to sort through the content) * fixed a few patches * reorganize some patches into their own folder (B9, Squad including nasa and spacePlanePlus) * small optimisation: disable partModule in flight if not scaled
  21. Sure, nothing special about launch clamps. The following patch works for the stock ones: @PART[launchClamp1] { %MODULE[TweakScale] { type = free }} Yes, the stock config value for this is called "rescaleFactor". No TweakScale needed, and it will only scale the model. So it is up to you to adjust the config to the new model size.
  22. Dev update: * support for new firespitter biplane * fix a few patches * reorganize squad patches into their own folder (including nasa and spacePlanePlus files) * Fix patches scale crewed parts with an exponent of 2 for crew and mass (not realistic but fits better to stock balance than 3). In any case mass/kerbal is hardcoded to be preserved. For updating patches, I had a look at stock, B9 and Firespitter so far. For the large collection of more exotic patches, TweakScale relies on the people using those mods to have a look at teh stuff they use, or complain if anything seems to be off.
  23. Dev update: * some missing patches for B9 (thanks BlowFish) (did some reordering but still need to sort through the content) * support for HLAirships module (thanks SpannerMonkey)
  24. I have zero experience with RO/RSS, only know that it is a very complex and heavy modpack. So i'll need help to reproduce it in a simple manner. Most likely you have at least two modules on that part which modify mass. Maybe you could make a craft consisting only of this part and upload the craft file, that would tell what modules it contains in your install.
  25. Try adding this (in a cfg file anywhere in GameData): TWEAKSCALEEXPONENTS { name = HLEnvelopePartModule envelopeVolume = 3 } You could also try envelopeVolumeScale, but the above seems more apropriate. If it works I can add it to the TweakScale configs.
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