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pellinor

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Everything posted by pellinor

  1. Anyone else seeing this? Building the exact plane from the screenshot, it doesn't happen for me.
  2. These immediately make me think of the miniatures from super dungeon explore. I'd love to see heads like these: http://smg.photobucket.com/user/BulldogUK/media/SuperDungeonHeroes8.jpg.html Maybe different meshes for the professions?
  3. Thanks, raised a github issue: https://github.com/pellinor0/TweakScale/issues/48
  4. should be fixed in the dev version (https://github.com/pellinor0/TweakScale/issues/47) I just did a quick test in the SPH, and I'm seeing both the CoM and the CoL move as expected when I scale control surfaces (tested with the dev version v2.3.0.2 and an AV-R8 Winglet). Does that version fix it for you?
  5. Makes sense, wings and control surfaces use different modules so it is totally plausible that one of them broke. I'll have a look.
  6. So is this for the main or the legacy pack? I'd prefer to follow the main pack with the bundles configs and keep the legacy support separate somehow, not sure how to organize that yet.
  7. Dev update: * fix for node positions reverting when cloning a part (thanks @jrodriguez for the report)
  8. Dev update: * antenna: refresh range display and tweak exponent (so that downscaled antennas are a bit less overpowered) Obviously unloaded relays use their unscaled range. Changing that would probably require making the range field persistent, so fixing it is out of my reach.
  9. Update: TweakScale-v2.3 changelog v2.3 * fix for wheel colliders * fix wheelMotor torque and ec consumption * CrewCapacity: has a configurable exponent now * CrewCapacity: additional seats are not shown in the editor (stock limitation) * scaling support for FloatCurve (for wheel torque) * scaling support for and int values (for CrewCapacity) * fix scaling of input/outputResources (new stock "resHandler", e.g. consumption of reaction wheels) * move workaround for stock UI_ScaleEdit bug into the plugin Known issues * stock upgrade mechanic not supported yet * CrewCapacity: removed seats in the editor sometimes reappear * CrewCapacity: launch dialog of the pad/runway shows unscaled seats * unloaded relay antennas use their unscaled range Feedback wanted: * wheel damage: does this need scaling? * wheel torque and EC consumption: are they balanced? (goal: one big wheel should be equivalent to several small ones) * CrewCapacity: how annoying are the known issues? Any other problems? I'm still debating if this should be on or off by default.
  10. Dev update: * CrewCapacity: has a configurable exponent now (not sure if it will be set by default) * CrewCapacity: additional seats are only available in flight (hidden in the editor) * scaling support for FloatCurve (for wheelTorque) and int (for CrewCapacity) * removed a few log messages * removed empty cfg files
  11. My first guess would be no (don't understand that part of the code too well).
  12. Works for me (it has changed since your post though). That file is auto-generated by github so no idea what could go wrong there.
  13. Dev update: * Finally a solution for wheel colliders. I was darn close to dumping those wheels for good. * Fix wheelMotor ec consumption (torque still unscaled)
  14. There was an issue with flipped IVAs that I could not reproduce yet (it seems to need more than a direct launch and scaled cockpit): https://github.com/pellinor0/TweakScale/issues/38 Has someone seen that yet in the 1.2 dev version? @nebuchadnezzar maybe? (since you reported the issue)
  15. Could someone proficient with antennas test if scaled antennas work? A large antenna should be as strong as the same weight in smaller combined antennas of the same type. My suspicion is that the scaling will work for the antenna of the active vessel but not for unloaded relays.
  16. Dev update: * fix scaling of input/outputResources (e.g. consumption of reaction wheels)
  17. That would open quite a whole can of worms with its side effects, many of which also affect unscaled parts. I consider scaling of crewed parts a pretty exotic use of TweakScale, so it is quite important that glitches and side effects are limited to scaled parts. Most likely I'll also make the scaling of seats opt-in instead of doing it by default.
  18. @Shadowmage since the prerelease forum is locked, let's continue the discussion about changing crewCapacity here. Are you adding of removing seats with respect to the prefab? You can probably get away with only handling one of those situations. I tested your code and the call on onEditorShipModified, this is what I found: == extra seats == * start with mk1 pod * add seats (in my case 1->4) * fill those seats with kerbals * try to attach a new pod => editor breaks: IndexOutOfRangeException: Array index is out of range. at (wrapper stelemref) object:stelemref (object,intptr,object) at VesselCrewManifest.UpdatePartManifest (UInt32 id, .PartCrewManifest referencePCM) [0x00000] in <filename unknown>:0 at VesselCrewManifest.UpdateCrewForVessel (.ConfigNode vesselNode, System.Func`2 persistFilter) [0x00000] in <filename unknown>:0 at EditorLogic.RefreshCrewAssignment (.ConfigNode craftNode, System.Func`2 persistFilter) [0x00000] in <filename unknown>:0 at EditorLogic.<SetupFSM>m__8C () [0x00000] in <filename unknown>:0 at KerbalFSM.RunEvent (.KFSMEvent evt) [0x00000] in <filename unknown>:0 at KerbalFSM.updateFSM (KFSMUpdateMode mode) [0x00000] in <filename unknown>:0 at KerbalFSM.UpdateFSM () [0x00000] in <filename unknown>:0 at EditorLogic.Update () [0x00000] in <filename unknown>:0 ** The same happens if I try to launch with a filled extra seat. Did this work for you? ** When saving and launching directly from the pad, extra seats are ignored ** F5/F9 works (filled extra seats stay filled) For TweakScale it might be a viable compromise if extra seats are available in flight but not in the editor or at launch. == removed seats == * start with mk1 pod * remove seat * add another pod => seat has returned Any further change will fix things, for example changing fuel amount in a tank. This is a bit annoying but would work as long as any reappeared seats are cleared when launching from the editor (or saving the vessel). ** When launching a saved vessel directly from the pad, I can assign kerbals to removed seats. This seems to fail silently (still it is a source of confusion and might lead to problems with other mods that mess with the launch of a ship).
  19. Yes it's known, as the post above yours already says.
  20. dev update: * compile against KSP 1.2 * ModuleManager 2.7.1
  21. About TweakScale support: my current configs are a bit of a mess because there seemed to be a lot of renaming and temporary stuff going on. I'll happily update the configs for the new packs once it is clear what will be in there. We can either leave them with TweakScale or distribute them with OPT, I'm fine either way. If the legacy pack is meant to support the transition it might be a good idea to package the configs there, so they can fade away as people are moving over to the main pack. Is it already clear how the final composition of those packs will be?
  22. Dev updates * update MM * two new stock parts * messing with crewCapacity scaling (currently turned off because of problems) [edit:] * antenna scaling (range not tested yet) (a large antenna is worth the same weight/cost in smaller combined antennas of the same type)
  23. Working on crewCapacity scaling I stumbled upon a new issue. I'm pretty sure that part worked back in 1.1.3. Any help is welcome.
  24. Parts that belong to the same vessel do not collide with each other. However if one of them breaks off (I think that would appear in the flight log too) it becomes a separate vessel and collisions are suddenly checked. Generally TweakScale should not change the behavior of colliders at all, only their size.
  25. "free updates, full expansion packs with an incredible amount of new content and much more" To me it sounds pretty clear that free updates and expansion packs are two separate things on the list.
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