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pellinor

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Everything posted by pellinor

  1. @taniwha with the latest TweakScale and MFT I found the problem that scaling one tank sets the resource amounts of other tanks. I took two identical tanks, scaled one, and the MFT volume and resource amounts of both tanks changed. So the volume change message seems to travel from part to another. This is what I do to send the message, is that correct? My understanding is that the code should create an event that only affects the part my module is on. if (_prefabPart.Modules.Contains("ModuleFuelTanks")) { var m = _prefabPart.Modules["ModuleFuelTanks"]; FieldInfo fieldInfo = m.GetType().GetField("totalVolume", BindingFlags.Public | BindingFlags.Instance); if (fieldInfo != null) { double oldVol = (double)fieldInfo.GetValue(m) * 0.001d; var data = new BaseEventData(BaseEventData.Sender.USER); data.Set<string>("volName", "Tankage"); data.Set<double>("newTotalVolume", oldVol * ScalingFactor.absolute.cubic); part.SendEvent("OnPartVolumeChanged", data); } else Tools.LogWf("MFT interaction failed (fieldinfo=null)"); }
  2. The changes in mass handling broke all sorts of interactions. So I needed to change the order of some operations. And I am totally fine with tweaking that order again if it helps. So is this meant as a request for cooperation or blame for something you already fixed? Edit: by the way those exponents were still in because you once requested them and never cleaned them up.
  3. If it works for me and for others this is more than likely a problem on your end. You could try a clean install without CKAN for example. That is a very good start. I had a look into StockPlugins and it is just a set of configs which move part modules around. So likely one of those modules does not like TweakScale (or actively tries to adapt to it and that interaction broke). I'm familiar with KER, kOS, Mechjeb. Do you use any other mod that StockPlugins affects?
  4. Doesn't happen for me. Can you narrow that down some more? Done (in the current dev version).
  5. Confirmed, thanks for bringing this up.
  6. Doesn't happen for me, and I can not install everyone's huge modlist just to see that most problems are caused by messed up installs (and therefore not reproducible with a clean install of those mods). However there have been changes in the handling of mass, so totally possible that this is a new mod interaction problem. Could you narrow this down to fewer mods? Also, cutting away the open right click menu in the screenshot is not the best idea, you'd want to show as much information as possible. It could also help if you can say that the problem appeared with a certain version of TweakScale or some other mod. I'll have a look, but won't find time to continue with this until monday. Till then you could play with the exponents yourself, or use bigger wheels. You probably know as much about the new wheels as I do.
  7. Release v2.2.10: * basic wheel scaling: scaled rover wheels work more or less: they roll, bounce, and are pretty close to touching the ground * make sure the exponents are applied before notifying other mods through the API (needed for interaction with FAR) * MFT support changed to TweakScale using their API (instead of the other way round) * tweaked downscaled science parts to be a little more expensive Known issues: wheels are still wonky * scaled wheels still float slightly above the ground * enlarged wheels seem to bounce by clipping the ground instead of using their suspendion * radius is currently scaled with an exponent of 0.5, which seems to work best but makes no sense I've left possible candidates as comments in ScaleExponents.cfg. Please let me know if you find a setting that works better.
  8. I've tweaked it to -1.5, maybe that's a good middle ground. Since 0.5^-1.5 = 2.83 it also fits your description "reducing the size by 50% triples the cost".
  9. Maybe we can agree on some "OnPartScaleChanged" or "OnPartRescaled" message that can be reused for other modules.
  10. I'm now sending this message and it seems to work (TweakScale dev version). Had to to divide the volume by 1000 since those two 'totalVolume' numbers seem to use different units. As I understand this will currently support only MFT. And for RealFuels @NathanKell plans to hook into the same message, so the TweakScale part is fine now?
  11. Dev update: * MFT support changed to TweakScale using their API (instead of the other way round)
  12. I know. This is more of a quick fix because I found that there is still a scaled value written and I'm still looking for a good way to get this out without an incompatible change to the config interface.
  13. Dev update: * basic wheel scaling: scaled wheels work but still behave strange. They roll, are pretty close to touching the ground, and are able to bounce. * make sure the exponents are applied before notifying other mods through the API (needed for interaction with FAR) * make sure not to write a scaled value into part.mass Wheel issues: * scaled wheels still float slightly above the ground * enlarged wheels seem to bounce by clipping the ground instead of using their suspendion * radius is currently scaled with an exponent of 0.5, which seems to work best but makes no sense I've left possible candidates as comments in ScaleExponents.cfg. Feel free to play around and see if you can find a setting that works better.
  14. @ferram4 I found I was still writing a scaled value into part.mass (which is overwritten by the game but might mess up other mods until then). Pushed an update to make sure part.mass is equal to the prefab mass when calling the other updaters. Same link as before: https://github.com/pellinor0/TweakScale/archive/dev.zip Edit: Nvm, was answering without refreshing the browser.
  15. Now all the configured exponents should be applied before any updaters from other mods are called: https://github.com/pellinor0/TweakScale/archive/dev.zip
  16. Seems I missed that post, sorry for the late reply. If I understand that right, these messages are a stock system that works on arbitrary event names and just looks for a corresponding kspEvent on each module. So the message would be "please multiply volume by a factor of X", how would I send that? Is the total volume a field of the part something that comes from MFT?
  17. So much discussion to catch up... Yes, assumptions about the mass exponent are not a good idea since that can be configured in quite complicated ways, and is not the same for all parts. Can't you access public kspFields in another partModule by name, or call its getModuleCost method? If this is not possible (or too slow) I'm fine with exposing that information in some other way.
  18. I still can't replicate it. Plane cockpit, 4x AV-R8 at 70% scale, one launch clamp. Launches fine both in sandbox and career for me. Maybe the KSP update broke something in your install?
  19. Looks like something similar is happening for procedural parts/fairings. Do you have one of those? What's the minimum set of mods you need to get this behavior?
  20. Wow, this was fast. Looks like I missed that, just had in memory that the interaction came as its own dll in the past, and saw that the current MFT v5.7.3 does not contain any plugins other than modularFuelTanks.dll.
  21. What message are you talking about? My understanding is that MFT already contains working code for MFT-TweakScale interaction using the TweakScale API. It was temporarily taken out of the release because of issues that no longer exist. And still is because noone on the MFT/realFuels side has found the time to look at the issue. @NathanKell : I think you did the removal. Is it still planned to eventually put this interaction code back in?
  22. I could launch rockets with scaled parts just fine. More details please, and try to reproduce your problem in the simplest way possible. Best would be a very simple craft in a stock+tweakscale install. A screenshot might also help. Yes, I am not aware of any problem. It sounds like you have a missing or outdated moduleManager, or the TweakScale dll refuses to load. For you a look in the log might also help (search for "Exception").
  23. Why don't you just try it, AVC is lightweight and leaves no trace in the install. version files are more common than you might think. From my experience it's more like 9 out of 10 mods with frequent updates support AVC. Edit: too late
  24. Modders need to support it by including a modname.version file in their mod. It contains a version, and an URL to the latest version. Users can install AVC, which compares the installed version with that found at the URL, and notifies you if the remote version number is higher. Very useful for any modded install that does not use CKAN.
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