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  1. So im trying to get tweak scale to work but its not so could someone please help ive put soem photos of my mod folder in so couldm someone explain whats wwrong with it Thanks so much (PS. the gamedata file is also tweakscale) http://imgur.com/fy0yU49
  2. Hi, I have a problem when downscaling engines. When i downscale some engines to 0.625 m or 0.300m the rockets get kind of stuck on the launchpad. When i release the launchclamps the rocket is able to rotate in any direction arround its center of mass. but it cant move. Modlist:
  3. Hi there, Ive installed RO with RSS to make RRS more playable. The only thing that dissapoints me is every time i try to install RO it breaks tweakscale for almoast every part. I have seen RO tends to disable tweakscale for parts, is there a way to enable it again? PS: I am using RO 11.5.0 and TweakScale 2.3.3 Thanks in advance!
  4. Hi, i don't know if it is already posted somewhere but i have problems when i resize some parts (like rockomax brand adapter and other parts that can have fuel in it) making them smaller (havent try bigger) and adding then fuel (I have Real Fuel installed, but only use stock fuel and possibly lithium). In that case, the physics get broken as that parts seem stuck in the Launch Plattform, When engines start, some "invisible hand" seems to hold the rocket from the resized parts, making impossible to fly. Some times even resizing a nose cone (not adding fuel i think) to make it smaller will have the same result. Im running KSP1.1.3 I think the mods involved are Tweakscale and Modular Fuel Tanks/Real Fuel tanks (happens with both -I only install one at a time-) I love the idea of being able to fill some adapters with fuel, but i don't know if there is a compatibility issue or whatever. Using Insterestellar Fuel switch removes the problem of resizing, but then i can't fill adapters with fuel. So what i really want is that: To be able to resize parts and work fine with them, adding fuel to them in case i need it. Thanks
  5. Howdy, everybody! Today, Kerbolet is proud to announce a revolutionary (not) new (not) concept in the science of transporting freight across terrestrial surfaces using a tractor-trailer vehicle configuration. Otherwise known as trucking. Indeed, the Kerbolet Teton K1000 is an engineering marvel. Weighing in at a sturdy, earth-shattering 14.7 tons, this vehicle is one-of-a-kind. It is a six wheel drive HYBRID electric truck paired with jet propulsion for those nasty grades and the heaviest pulls. It is very difficult to roll due to some clever tweaks of the traction control system in each of its wheels, even at high speeds, and can withstand heavy collisions and just keep on going. Beer from Texarkana, anybody? There are four jet engines on this bad boy- two mounted on either side of the stacks, and two on top of each stack. The rear jets provide pulling power (as well as a killer top speed of 55 m/s, or 123 miles per hour (WITH trailer, by the way)) and braking, if necessary, thanks to the thrust-reversing Wheesley engine and action group number 4. Action group 3 toggles the Panther afterburners on the stacks, which, though they are scaled down enough to not provide much thrust even when in afterburning mode, provide some extra downforce and a nice flame aesthetic. Action group 2 and 1 toggles the high-beam fog lights and regular headlights, respectively. In addition to those fancy lights, the K1000 also features working brake lights that function simultaneously with the brakes. Here are a few pictures of the vehicle. What really sets this vehicle apart, however, is it's towing capabilities. Mounted on the rear is a receiver for a trailer hitch, allowing an appropriately designed trailer to set right down, raise its landing gear, and get hauled! Observe: Ladies and gentlemen... The Kerbolet Teton K1000! - - - - - - - - - If anyone out there has better stock hitch designs, please let me know. This design works well, but could be improved by a long shot.
  6. Im make a self assembly drone in KSP 1.1.3 using infernal robotics and twealscale. Link for russian full article is under this video in YouTube. Video:
  7. One thing that I have been interested in with KSP is making machines for ground use. Among these ill-fitting machines to a space game, I have begun making motorcycles. Anyone out here make any motorcycles? It would be nice to see what others have made. Let us know what mods you have used for your motorcycle, and try to post a pic of it. Motorcycles are perhaps useless in KSP. I have found that using both reaction wheels and motorized wheels tend to be problematic, causing me to use jet engines for propelling the motorcycle. I have constructed one for use on the Mun and Minmus using the stock Xenon thruster, and that was nice for ground travel, until I crashed it. But I think my favorite was constructing the Mach Fenrir. I had to use Tweakscale, and it has been known to reach 67 M/s (150 MPH). Nice for Kerbin use. A link to it is below. https://kerbalx.com/Core/AAA-Mach-Fenrir
  8. Hello! I need your help! I really need Tweakscale configs for RLA Stockalike 13 and Ven Stock Revamp(my version is 1.9.1). Is there any place i can get those?
  9. When I resize RT10"hammer" and RT5 solid fuel boosters using tweakscale with real fuels mod installed the only thing (apart from the size) that changes is the weight. Thrust and fuel amounts stay the same. I've testing uninstalling Real Fuels mod and then resizing those rockets and it seems to be working ok. Thanks for any help. List of installed mods:
  10. Hello Everybody and thanx for your help... I play a heavy modded RO version of KSP and had problems returning my beloved Spaceshuttle to Earth concerning heat. So i decided to tweak just a lttle the max temp of my cockpit and some other parts inside the mk3.cfg of deadly reentry. And so i stumbled over a few questions which occured... It seems that several *.cfg files want to set certain values for the same part... For Example: A stock Part has a given max temp. of 850 (defined iinside squad/part...folder *.cfg) RO set this temp to higher value Deadly Reentry to an even higher Value Perhaps tweakscale or other mods changes the values too... Now the questions... ;-) Is there a way to see which mod changes the value and which one gave the part its actual (in game) value? Is there a chance to set a non overrideable value? In terms of coding (memory use and so on) isn´t it bad to have several codelines loaded from different mods concerning the same part....? Again, thnx for your help and please excuse my bad english. See u in Space
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