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pellinor

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Everything posted by pellinor

  1. I suppose the transform of the vessel is the transform of the root part? There seems something buggy about this object on load vs launch (launch seems fine, on load TweakScale has problems with it, looks like mod code is executed before it is set up correctly). If it gives a zero value, you might get what you expect if you read it later.
  2. Indeed, TweakScale is missing HX support. But that is homework for TweakScale, not B9. I'll look into it.
  3. Thanks, Patch included in the dev version.
  4. Not a simple one, I just accept that one connector per ship might not come off again. For a solution, maybe someone can dig into the old SelectRoot plugin and port its functionality from the editor to the flight scene. The KSP functionality is clearly there since it is necessary for docking.
  5. When I click "warp to PE" in the low end of an eccentric orbit, it should use the higher warp speeds once they become available. At the moment it stays at the initial speed and has to be clicked again to speed up.
  6. The first thing I do is usually to take the log and do a text search for "exception". Exceptions are not KSP specific but a general modern programming concept, you'll probably stumble on them when learning c#. For testing in KSP the important thing is that they appear in the log with a 'call stack', telling what was the problem and where in the code it occured.
  7. Your connector has become the root part of the craft. When you connect two craft KSP merges them into one tree. So one of them keeps its root part, and the other is reorganized into a subassembly rooted at the docking port/connector. On undocking the root part or the new craft is the connector, so KIS will not allow removing it until all other parts are removed, or the root is changed (like by another docking operation). I already mentioned it a few pages back, it would be useful to have a selectRoot like functionality that wirks in flight. Not sure how hard that is to do, but since re-rooting already happens at docking there must be some stock functionality that a mod could trigger.
  8. Searching for the part in question, I found these two lines in the log: Config(PART) Squad/Parts/Utility/CircularIntake/circularIntake/CircularIntake Config(PART) Squad/Parts/Aero/circularIntake/circularIntake/CircularIntake It looks like there are two parts with that name, which surely is not a valid state. Maybe something messed up by a steam update? In my install only the one from Aero exists. Please try if removing the other one solves your issue. EDIT: with the duplicated part I can reproduce your issue, so probably this was the cause.
  9. Draining tanks from the top clearly is within the game rules, can already be done by manual micromanagement, and increases stability for rockets. So I'd consider it a quality-of-life improvement to offer a simple interface for it. Either in stock or by a mod. Maybe it is already possible with some of the fuel balancing mods around?
  10. Hopefully we'll end up with half the editor inplemented in the flight scene. My wish, on top of the angle snap: some way of vertical alignment, to radially attach side tanks or landing legs in a symmetric way. If only there was a way to use the existing editor for that. Like take an existing craft from flight into the editor, change stuff without adding new parts, bring it back to the flight scene.
  11. The log is full of exceptions from a variety of mods (though I haven't found any from TweakScale yet), so I would not consider this a stable install. In my understanding this sort of animations playing in the editor is often a symptom of code being skipped after an exception. * If TweakScale is among the mods needed to triger the bug, the first thing I would try is removing the tweakScale module of the part in question. There might also be some config problem with the part (like conflicting patches from TweakScale, other mods or your own custom patches). * TweakScale and TweakableEverything can have problems together so you might not want to apply modules from both mods to the same part. TweakableEverything also had a couple of exceptions in the log.
  12. Reproduction (needs MKS): attach a small tank to the end plate of a MKS Mk3-part. => When the MK3 part is standing on its end, the tank is force-aligned, like on any other surface. => When the MK3 part is lying, it attaches at an odd angle. Usually the angle is not a multiple of 30° so it is impossible to get the part straight. * The effect happens only on some specific surfaces. So far I could only reproduce it on the end plate of the 3.75m MKS modules or the top of the MKS ILM (inflatable logistics module). All other surfaces seem to force-align the attached part to their preferred orientation. * The odd angle seems to be attached to the part instance (so it can be different for multiple instances of the same part on the same vessel), and I have not understood when/how it is set. For the ILM I had an issue where it was zero from the start, but after some vessel crash I had one ILM part that had had such an odd angle for everything I tried to surface-attach to the top. How does KIS define the default orientation when I hold a grabbed part against a surface and the green hologram appears?
  13. So just stock and a fresh copy of TweakScale 2.1 (i.e. not copied over an older version, or stuff that other mods might have placed in the TweakScale folder)? About the long mod list, I was just about to ask you to narrow it down to fewer mods, because it is hard to reproduce things when it involves too many mods that I don't use myself.
  14. In the OP, section "Improved integration with many other Plugins and Standards:", there is a link to an outdated version of TweakScale (v1.51.1). It should better point to the forum thread or the general kerbalstuff page.
  15. TweakScale is different, because the TweakScale module should not be stackable. It carries an internal state (the part size) so if you have two parts with the same name and a TweakScale module, you can not assume that they are identical. So the bad news is you have to choose between stacking and scaling. I am considering if I should remove some tweakScale modules from parts where stacking is more important (like the KAS connector/pipe endpoint). In principle KIS could make unscaled parts stackable, but I am not sure how complicated that would be and if it is worth the effort.
  16. May I suggest to add USI_ModuleRecycleablePart to the list of stackable modules? It adds an action that destroys the part, converting it to resources. The USI constellation adds this to more or less every part, which prevents them from stacking. I'm playing with the following MM patch, and both KIS and scapping work fine. @KISConfig[KISConfig] { @StackableModule { moduleName = USI_ModuleRecycleablePart } }
  17. Looks like a TweakScale module does not find the config node of its own part. No idea what is wrong there, and I cannot reproduce it at the moment. I am testing with KER, TweakScale and the stock intakes.
  18. Random observation of the day: the scale-reverting bug for the root part is reversible. I already knew that it does not corrupt the save file. Now doint lots of KIS-tinkering in flight, I noticed that if the part is no longer the root part (like sometimes after docking), it will look fine after the next load. - - - Updated - - - When you allow up- and downscaling, there is no 'lower side'. Compared to stock behavior, a higher exponent will make small parts cheaper and large parts more expensive. So you will recognize the right scaling by the fact the both up-and downscaled parts have reasonable values. @part cost increases should be minimal: just be careful not to break the stock balance (unless you also change that). In stock, a large tank or engine is not that much cheaper than a pile of smaller parts with the same performance. for me, errors here feel much more 'cheaty' than a large solar panel that is equivalent to several small ones (in all aspects but part count). @resource scaling: look into scaleExponents.cfg. Unless you override them, you get the defaults defined there.
  19. This mod completely changes the game for me! Building a surface base, I am not launching modules anymore, just shipping parts and doing the whole space-lego thing on minmus. However there is one thing that constantly gets in the way when disassembling things: the root part. The typical case is that you undock something and then can not remove the docking port or KAS connector because it has become the root part or the new vessel. Is there a way around this, like a select-root functionality that also works in flight? Such a function would also be a great way to work around a KSP bug that has been plaguing TweakScale for quite some time.
  20. The traditional style of TweakScale was to slap a scaling module on everything, if it makes sense or not. I already cut that down a bit by making crew pod scaling optional (it did not work well both visually and from a gameplay view). After playing some time with KIS, I see another reason why some parts might be better off without a TweakScale module: Stackability. Items can only be stacked in KIS containers if they are guaranteed to be equal, i.e. they have no internal states (like the amount of fuel in a tank or the size of a scaleable part). With the limited number of inventory slots, stacking is extremely useful for small things that are used in larger quantities, like * KAS pipes/struts * the small ladder anything else? I see a conflict for quite a few things, like it is nice to always have a pile of small girders ready but these are also valuable for scaling (in my playing install I currently use the AES beam for stacking, keeping the stock girders scaleable).
  21. You put quite some effort in setting up scaling restrictions, which clashes a bit with the liberal style of the default TweakScale configs. I do also see some demand for an alternate "non-cheaty" version of the configs that fits better with realism and/or career mode, if someone is willing to put in the effort to create and maintain it. So far, I think the biggest problem is the increased complexity of such a configuration. Your large collection of scaleTypes for a pretty small part mod shows this quite well. @resource scaling: I think scaling them with volume seems very reasonable for almost all applications. @cost scaling: I haven't completely balanced cost, because changing it is not as breaking as changing physical properties. My current philosophy is that cost usually scales with mass, and if some category of parts shall be different a TWEAKSCALEBEHAVIOR is a maintenance friendly way to do it. @scaleTypes: I don't see what Tantares_SurfAttatch is good for because it is the same as Tantares_Default. - - - Updated - - - The stock ISRU converter already scales well: TWEAKSCALEEXPONENTS { name = ModuleResourceConverter EfficiencyBonus = 3 } - - - Updated - - - Any errors or exceptions in the log? Vanishing nodes usually mean that code is skipped on part attach because of an unhandled exception (that does not need to originate from TweakScale.
  22. Your install does not seem very stable. There is quite a collection of errors and exceptions, none of which points directly at TweakScale. [KSP Interstellar] Exception caught adding to: kerbalEVA_RD part: System.NullReferenceException: Object reference not set to an instance of an object at PartModuleList.Add (.PartModule module) [0x00000] in <filename unknown>:0 at FNPlugin.PluginHelper.Update () [0x00000] in <filename unknown>:0 [KSP Interstellar] Exception caught adding to: FNSmallerAugmentedArcjet part: System.InvalidOperationException: Operation is not valid due to the current state of the object at System.Linq.Enumerable.First[ModuleInfo] (IEnumerable`1 source) [0x00000] in <filename unknown>:0 at FNPlugin.PluginHelper.Update () [0x00000] in <filename unknown>:0 Error: Empty part config file Texture load error in 'D:\Kerbal Space Program\GameData\MagicSmokeIndustries\Parts\Legacy\dockingwasher_free\washer.dds' Model load error in 'D:\Kerbal Space Program\GameData\UmbraSpaceIndustries\ExpPack\AES\Spaces\AES_Internal.mu' InsterstellarFuelSwitch: error parsing resource amount 8/0: '128000': '' ERROR IN MKSModuleOnLoad - Object reference not set to an instance of an object Anyone else had problems related to heatShields? To be honest, I haven't used them in play yet. - - - Updated - - - What exactly are you looking for? For anything specific, it is probably best to ask here. For MM syntax in general, in th MM thread or -Wiki. If you want to write a TweakScale config, a good start is to copy from the .cfg files that come with TweakScale.
  23. Actually it would be useful to have this "execute next node / cancel execution" button as an object that can be placed into a custom window. I quite often use this function for nodes made by hand or with preciseNode.
  24. Looks like an issue with MFT. I took it to the MFT thread.
  25. There should be a dll for MFT-TweakScale integration that comes with MFT. I don't find it in the v5.5.1 zip file. Did it get lost somehow? The source is here: https://github.com/NathanKell/ModularFuelSystem/blob/master/Source/tweakscale/TweakScale_ModularFuelSystem.cs
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