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pellinor
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Everything posted by pellinor
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
pellinor replied to ferram4's topic in KSP1 Mod Releases
@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.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
pellinor replied to ferram4's topic in KSP1 Mod Releases
Now all the configured exponents should be applied before any updaters from other mods are called: https://github.com/pellinor0/TweakScale/archive/dev.zip- 14,073 replies
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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?
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
pellinor replied to ferram4's topic in KSP1 Mod Releases
I'll fix that. Thanks for your help!- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
pellinor replied to ferram4's topic in KSP1 Mod Releases
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.- 14,073 replies
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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?
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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?
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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.
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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?
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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").
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Is there an easy way to update mods you're using
pellinor replied to johnnyhandsome's topic in KSP1 Mods Discussions
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 -
Is there an easy way to update mods you're using
pellinor replied to johnnyhandsome's topic in KSP1 Mods Discussions
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. -
Is there an easy way to update mods you're using
pellinor replied to johnnyhandsome's topic in KSP1 Mods Discussions
This is just what KSP-AVC is made for. It compares versions and provides you with download links but does not touch the KSP install. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
pellinor replied to erendrake's topic in KSP1 Mod Releases
I don't see what this is supposed to do. Furthermore it does not depend on the 'eng' variable so why is it inside of the FOR loop? In my understanding ship:partstagged("something") will return a list of parts. Probably the IF is trying to convert that list to a bool. In some languages this is equivalent to "the list is non-empty", but I don't think that kOS supports that. -
Release v2.2.9 for KSP 1.1.2: * fix for drag cube scaling * update right click menu after rescale * recompile for 1.1.2 * cleanup for mass scaling
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modular fuel tanks (or realFuels, which uses the same code)
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See if it works with stock+tweakScale, then add other mods back in. For resource nodes not scaling, the most likely candidate is MFT, which to my knowledge does not support TweakScale currently (and the fix might take some time since its developers are quite busy fixing stock bugs).
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With stock+TweakScale I can't reproduce this. Any other mods that touch part mass, like fuel switches? Where do you see the negative mass? Engineer's report? mechjeb? In editor or flight? 1.1 changed how part mass adjustments work (in flight), so new mod interaction bugs would not be a surprise. But we need a reproduction with a minimum of mods in order to find them.
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Which problems? The only thing I ma aware of is the new B9 partswitch module, which does not support TweakScale yet. But this needs to happen in the partswitch module since it stores its information in a way that TweakScale can not access.
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Dev update: * fix drag cube scaling The drag cubes need to be scaled later now. If I scale onLoad (like before) or onStart, KSP overwrites the changes with the initial values. Now I scale in the first update and it seems to work.
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Dev update v2.2.8: * recompile for KSP 1.1.1 * (edit) forget the versionChecker, sneaked that in without incrementing the version
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Calculation Problems with Lat/Lon
pellinor replied to harryyoung's topic in KSP1 C# Plugin Development Help and Support
Without understanding in detail what you are doing, I note two things: * How come inclination goes into it and not LAN? The result must somehow depend not only on how far your orbit is from equatorial, but also in which direction it is tilted. This would affect latitude more than longitude, so it might be the error you are looking for. * Lat/Lon is quite an awkward coordinate system to do calculations (because it breaks the symmetry of the sphere in a quite arbitrary way). It is often more convenient to use normalized vectors for calculations and convert the result to Lat/Lon. For example I find it much more convenient to use the orbit normal vector for calculations instead of Inc and LAN. -
Seems like we have a problem with dragCube scaling. A small 1.25m rocket has a terminal velocity of about 100m/s when using a stock tank. When I use a downscaled version of the largest Kerbodyne tank, this drops to about 30m/s. So something broke with dragcube scaling, probably drag not scaled at all at the moment.
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Dev update: * update right click menu after rescale
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No Idea, haven't used it yet. All I can say that there is no support from TweakScale's side (bdarmoury might come with its own scaling configs). I always thought that would work, at least for single parts? Have to check. Changing how/when the game shows right click menus would be out of scope for this mod. All it does at the moment is attaching a "tweakable" object to a variable, everything else is organized automagically by the game.