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pellinor

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Everything posted by pellinor

  1. Could someone confirm this feedback issue: http://bugs.kerbalspaceprogram.com/issues/9330 UI_ScaleEdit is the tweakable used in continuous scaling ("freeScale=true"). When checking with the current TweakScale version, you can only test the lower end because of the other stock issue (#9743). The official process says that feedback issues should be set to "confirmed" by a second person to show that there is more than one guy interested.
  2. Fuel Wings bundles MFT, so this is the same bug as already discussed.
  3. I can confirm that TweakScale+MFT can mess up part mass. MFT seems to mirror the behavior of the TweakScale module, so any mass change due to scaling is applied twice. So shrinked parts go below zero and enlarged ones get heavier than they should. Edit: it looks like I can work around this by not reporting my moduleMass if an MFT module is present. Not the cleanest way but it should work.
  4. Known issue: http://bugs.kerbalspaceprogram.com/issues/9743, doesn't look like it has gotten any attention yet.
  5. I'd like to execute code on the prefab before parts are copied from it. In my tests with the TweakScale partModule it looks like OnLoad is not called in the editor. I put a simple debug output at the start of the method and it appears in flight (so I guess that OnLoad is declared correctly) but not in the editor. Am I doing something wrong? Source: https://github.com/pellinor0/TweakScale/blob/master/Scale.cs The code already postpones its setup to OnStart when in the editor, so this behavior is probably not new. Edit: Found it, earlier in the log than expected. And the one from the flight scene is probably for loading the persistent data from the craft file. Slowly things start to make sense...
  6. Is that speculation or did you test it? SMURFF sounds very unlikely because it just changes config values. I should have said "two mods which manipulate mass at runtime". The configured mass (after MM is done with it) should make no difference as long as it is positive.
  7. Seems I can't properly extract that .rar file, will check on a windows system later. Looks like you and @raxo2222 have the same problem, any chance it appeared after updating or adding some mod? It is very likely an interaction issue of at least two mods who manipulate part mass.
  8. Could you narrow that down a bit, i.e. check if you can reproduce it with less mods (ideally that would be only TweakScale + one other)? The last time that sort of bug appeared it was a bad interaction with FAR (and should have been fixed some time ago in FAR). Not sure how you know it needs MFT tanks at all. Not possible yet, I still have to do a config interface for that.
  9. Sorry, TweakScale has always treated all dimensions equally. I think the model transform of a part allows non-isotropic scaling. However, including it in TweakScale would introduce a lot of complications (starting with UI and ending with an unknown amount of connections to other mods). Also there are very few models that look reasonable when distorted that way. Anything interesting in your log? First look for "exception" and then for "tweakscale".
  10. So for some reason it refuses to load the dll. No real idea how to continue from here. The missing modules are a consequence of this, there is nothing to apply if KSP does not know the partModule. Actually this is what most people expect when they scale a part. What you are looking for is called chain-scaling (toggled with leftCtrl+K). Had to look this up in the code because it is a feature I never used. This propagates a scale change to child parts (recursively so scaling the root part will try to scale the whole vessel).
  11. I didn't really test scaled wheels because I couldn't even get them touch the floor like wheels should (scaled wheels tend to either float or clip into the floor). Since I got no answer from the devs and wheels will again change significantly in the next version, I'm postponing this. Of course I'm always open for pull requests if someone finds a solution that works better than what we have now.
  12. That should work. Just make sure it also works if TweakScale is not present (it might throw errors/warnings). The clean way would be to add the TweakScale module via MM with :NEEDS[TweakScale].
  13. Then it should work. Maybe something helpful in your log (like the .dll refuses to load for some reason)? Do the TweakScale modules appear in a saved craft file (if not the moduleManager patches are not applied correctly)?
  14. Names and folders don't matter as all of these are moduleManager patches (and those files probably do not have the same content). Tweakscale is a partModule (i.e. a piece of code/data) that you need to explicitely add to a part if you want to make it scaleable. This is usually done with a MM patch (that can be placed anywhere in a .cfg file under GameData). The simplest way to write your own patches is to look at the existing files (for example in TweakScale/patches/Squad) and copy from there. I'll have a look. In the meantime you can also experiment with making your own patches, see my above comment. Currently hardcoded, sorry (should only affect downscaled parts). I plan to make a config exponent for this like for the other part properties.
  15. rescaleFactor is a stock config value for parts, and has nothing to do with TweakScale. It only scales the size of the part (including some wheel dimension stuff that TweakScale does not reach), so you have to adjust stuff like part mass yourself. You would use ModuleManager to create a scaled copy of a wheel part.
  16. Then maybe you shouldn't update TweakScale. Each version is compiled against a specific KSP version and might not work with others. The last version for ksp1.1.0 should be v2.2.7.2: https://github.com/pellinor0/TweakScale/releases
  17. I have done this by locking the steering to the heading of the plane, plus a roll angle proportional to the heading error. So a simple p-controller, leaving the PID stuff to the kOS steering. Edit: if it helps, the code is here (functions atmoLandingPlane or atmoAscentPlane, not well commented unfortunately): https://github.com/pellinor0/kOS-MissionFramework/blob/master/Script/libatmo.ks
  18. Ah I have an idea: the highest interval of the tweakable is broken (which unfortunately is stock now so I can't fix it or even look at the code any more). In the TweakSCale configs this does not hurt much because the max scale is very generous. If RO puts tighter limits to its scaling configs (and it probably does) you will miss the highest interval. My current workaround is to define an additional interval whose only purpose is to absorb the bug. Finding the ScaleType of your part (somewhere in the configs that come with RO) and adding an extra scaleFactor will probably solve your issue. Scaletypes from other mods would be a reason to code this workaround into the plugin instead. That is a better solution than asking every other mod to change its scaletypes (and to change them back when/if the tweakable gets fixed).
  19. So far it is hardcoded, but I plan to make it configurable with an exponent like everything else. A workaround would be a MM patch to define a scaled copy of the MPL.
  20. Crewmember Jebediah Kerman assigned to Mk1 Inline Cockpit, seat # 0 (crew seat index: 0) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) Cannot add crewmember Bob Kerman to Large.Crewed.Lab. Part Crew Capacity Exceeded. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) Crewmember Bob Kerman assigned to Mobile Processing Lab MPL-LG-2, seat # 0 (crew seat index: 0) Not sure what to make of this. I need to look deeper into the crew scaling, but most likely won't find time until the start of august, sorry to keep you waiting. Bad wording on the first page, to make it clearer: there is a mod named KRASH which currently conflicts with scaled crew capacity, and I still need to look into what goes wrong there.
  21. The release should only contain a GameData folder. The download of the dev version (which is currently identical to the release) contains the whole repo and you only need the GameData folder. From my side nothing changed. Thanks for the link. Noone else here with RSS/RO? I have no knowledge of RO other than the fact that it changes lots of things including its own TweakScale configuration.
  22. Release v2.2.13: * recompile for KSP 1.1.3 * fix for solar panels * rewrite of chainScaling: propagate relative scaling factor to child parts
  23. FYI, I won't be able to update until friday. So if 1.1.3 comes today feel free to post recompiled/fixed versions if necessary.
  24. Have you tried adding ":FINAL" to the first line? Just in case some other patch comes later and overwrites yours.
  25. Dev update: * another fix for solar panels KER should display those values. For engines, ISP is preserved so you're only interested in mass and thrust. And in the end you're interested in TWR and deltaV, which is also shown in MJ.
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