Nhawks17 Posted May 1, 2015 Share Posted May 1, 2015 I know this is a known bug already but with the release of 1.0 has there been anymore looking into the camera bug and the size revert bug that occurs upon reloading? Just curious, it can be very annoying. Link to comment Share on other sites More sharing options...
pellinor Posted May 1, 2015 Author Share Posted May 1, 2015 I know this is a known bug already but with the release of 1.0 has there been anymore looking into the camera bug and the size revert bug that occurs upon reloading? Just curious, it can be very annoying.No idea, but my hopes are pretty low. Since I'm not part of the QA/experimental team I can't even see if the issue (that biotronic reported last year) ever made it to the internal bug tracker. Link to comment Share on other sites More sharing options...
Nhawks17 Posted May 1, 2015 Share Posted May 1, 2015 No idea, but my hopes are pretty low. Since I'm not part of the QA/experimental team I can't even see if the issue (that biotronic reported last year) ever made it to the internal bug tracker.Dang I hope they get around to it :/ Link to comment Share on other sites More sharing options...
MisterFister Posted May 2, 2015 Share Posted May 2, 2015 I just downloaded and installed v2.0.1 and I'm playing it in KSP v1.0.2.842. It seems that at Day0 of a hardcore career, I can scale up a Flea booster to 10x, which would weight 260t on the pad with a single Mk1 Pod. Two questions -- did I mistakenly throw a setting somewhere such that I have access to scaling things that large without first unlocking the tech tree? And second, if I didn't make a mistake, are there plans to integrate tweakscale abilities into the tech tree?Otherwise, awesome mod, sandbox wouldn't be as fun without it! Link to comment Share on other sites More sharing options...
Elendiar Posted May 2, 2015 Share Posted May 2, 2015 thanks, whey usefull mode, use it very long! Idk thy ksp devs dont add this function in 1.0. Link to comment Share on other sites More sharing options...
Woodstar Posted May 2, 2015 Share Posted May 2, 2015 1.02? Link to comment Share on other sites More sharing options...
pellinor Posted May 2, 2015 Author Share Posted May 2, 2015 Update: v2.1 * recompile for KSP 1.0.2* patch for new stock partNeither KerbalStuff nor Curse know the KSP 1.0.1 or 1.0.2 versions. So it is labeled with 1.0 there.- - - Updated - - -Two questions -- did I mistakenly throw a setting somewhere such that I have access to scaling things that large without first unlocking the tech tree? And second, if I didn't make a mistake, are there plans to integrate tweakscale abilities into the tech tree?There is a way for tech tree integration but it is not widely used and not very comfortable. You can set a techRequired list for a scaletype or a part, so that the scaleFactors are unlocked at specific techs. The problem with this is (for stack parts) that you can easily end up in situations where the default scale of a part is not unlocked yet. Personally, my approach is to just apply a generous portion of common sense in early career. Link to comment Share on other sites More sharing options...
KAO Posted May 2, 2015 Share Posted May 2, 2015 I'm getting this but with tanks, where I scale up this 1.25m tank, and it has somewhere around 2000-3000 fuel in the editor. Upon launch, the fuel reverts to the 1.25m state, but scale stays the same. Link to comment Share on other sites More sharing options...
Roninpawn Posted May 2, 2015 Share Posted May 2, 2015 Loving the new Tweakscale! Thanks for everything pellinor. Great work. Biotronic needs to update the .90 thread to point here. The free-scaling is delicious. Link to comment Share on other sites More sharing options...
Enceos Posted May 2, 2015 Share Posted May 2, 2015 I'm getting this but with tanks, where I scale up this 1.25m tank, and it has somewhere around 2000-3000 fuel in the editor. Upon launch, the fuel reverts to the 1.25m state, but scale stays the same.http://i.imgur.com/3EdG53i.png?1you gotta stop scaling root parts Link to comment Share on other sites More sharing options...
pellinor Posted May 2, 2015 Author Share Posted May 2, 2015 (edited) I'm getting this but with tanks, where I scale up this 1.25m tank, and it has somewhere around 2000-3000 fuel in the editor. Upon launch, the fuel reverts to the 1.25m state, but scale stays the same.http://i.imgur.com/3EdG53i.png?1Wow, I haven't seen this yet. Which one is the root part of the vessel? Any other mods which mess with RESOURCE nodes / tank contents, like fuel switches, MFT etc? @enceos: The replicated revert bug with the root part is the other way round. It has the correct stats but the visual model reverted. Edited May 3, 2015 by pellinor0 Link to comment Share on other sites More sharing options...
KAO Posted May 2, 2015 Share Posted May 2, 2015 I have an inkling feeling that this is the doing of Nertea's latest CryoEngines release, which is bundled with "InterstellarFuelSwitch"the command pod is the root Link to comment Share on other sites More sharing options...
ManuxKerb Posted May 3, 2015 Share Posted May 3, 2015 (edited) HiI get the same as pellinor0After revert to VAB fuel vanishes out of the tanks!I have also installed the CryoEngines and InterstellarFuelSwitch (also needed by other mods)Root is a rescalled fuel tank. But it also happend before where the root part was not scaled and not a fuel tank.Please fix!Thanks a lot! Edited May 3, 2015 by ManuxKerb Link to comment Share on other sites More sharing options...
Araym Posted May 3, 2015 Share Posted May 3, 2015 Testing the new build, 2.1...... aside from the strange behaviour about the mk.3 Shuttle cockpit, disabled on Squad MM cfg, ANY manned pod does not allow to be rescaled.NOT stock ones, NOT any manned part from any mod.It was disabled someway on the new patch? Link to comment Share on other sites More sharing options...
pellinor Posted May 3, 2015 Author Share Posted May 3, 2015 Testing the new build, 2.1...... aside from the strange behaviour about the mk.3 Shuttle cockpit, disabled on Squad MM cfg, ANY manned pod does not allow to be rescaled.NOT stock ones, NOT any manned part from any mod.It was disabled someway on the new patch?Yes there is a switch now (see the end of scaleExponents.cfg). Seems like I missed that in the change log of v2.0.- - - Updated - - -After revert to VAB fuel vanishes out of the tanks!I have also installed the CryoEngines and InterstellarFuelSwitch (also needed by other mods)Root is a rescalled fuel tank. But it also happend before where the root part was not scaled and not a fuel tank.Please fix!Thanks a lot!I'll look into it tomorrow. My guess is that the fuel switch is overwriting what tweakScale does. Did the old firespitter fuelswitch work with tweakScale? Link to comment Share on other sites More sharing options...
KAO Posted May 4, 2015 Share Posted May 4, 2015 the old firespitter switch did indeed work with tweakscale Link to comment Share on other sites More sharing options...
Gfurst Posted May 4, 2015 Share Posted May 4, 2015 Hey I was about to report that bug in the VAB: the stock "engineer" shows up wrong weight after loading up a craft, which sometimes prevents launch due to launchpad limit.But it seems you already know about it, what that workaround though? it doesn't seems to work for me. Tweaking it back to original and then again seems to work though. Link to comment Share on other sites More sharing options...
ManuxKerb Posted May 5, 2015 Share Posted May 5, 2015 (edited) Hi Please see my bugreport (parts do not node attach) here, this is caused by Tweakscale: http://forum.kerbalspaceprogram.com/threads/119437-RCS-Wheel-Large-%28stock%29-no-Node-attach?p=1905379#post1905379Logs and pics are in the support Thread:-)Thanks! Edited May 5, 2015 by ManuxKerb Link to comment Share on other sites More sharing options...
Galactic Hitchiker Posted May 5, 2015 Share Posted May 5, 2015 (edited) Would anyone kindly help me out with trying to get tweakscale to work with the newer USI-LS mod.There's a shiney new recycler/greenhouse that just pokes out the top of the 2.5m service bay and it's driving me absolutely nuts.Would be most useful to be able to squidge it down into four smaller greenhouses and maintain a sleek aerodynamic craft.Edit: nevermind, using MODULE{ name = TweakScale type = surface}does the job Edited May 5, 2015 by Galactic Hitchiker Link to comment Share on other sites More sharing options...
Enceos Posted May 5, 2015 Share Posted May 5, 2015 @pellinor Thank you for keeping up and working this awesome mod. It means so much to the community! And devs as well I've been reading reddit today, and I'm bringing in some love from there.What is your favorite community mod and why?KasperVld: Of the ones I currently have installed I’d have to pick between AntennaRange and Tweakscale. Both are great mods for very different reasons. Link to comment Share on other sites More sharing options...
pellinor Posted May 5, 2015 Author Share Posted May 5, 2015 @pellinor Thank you for keeping up and working this awesome mod. It means so much to the community! And devs as well I've been reading reddit today, and I'm bringing in some love from there.Nice to hear! Still I hope they know that TweakScale is suffering from a stock bug that is already 3 versions old. Link to comment Share on other sites More sharing options...
ZobrAA Posted May 6, 2015 Share Posted May 6, 2015 Bugreport!Decuplers and separatons have incorrect values of Ejection Force after resizing: Link to comment Share on other sites More sharing options...
DeepOdyssey Posted May 6, 2015 Share Posted May 6, 2015 (edited) 2 times smaller engine, should be 4 times weaker, but it is like 8 times weaker, so it's tied to the size exponent/mass. I thought the engine power was connected to the surface area of the engine inlet, and compression ratio, but i was wrong apparently. Edited May 6, 2015 by DeepOdyssey Link to comment Share on other sites More sharing options...
ManuxKerb Posted May 6, 2015 Share Posted May 6, 2015 (edited) Ah nice to know, and i though this was caused by TeakEverything :-)@pellinorMany thanks for Tweakscale i cant play without it :-D REALLYDid you get a chance to look at my "node not attach" bugreport ?Thanks Edited May 6, 2015 by ManuxKerb Link to comment Share on other sites More sharing options...
pellinor Posted May 6, 2015 Author Share Posted May 6, 2015 Bugreport!Decuplers and separatons have incorrect values of Ejection Force after resizing:First, Sepratrons are engines and do not have an ejectionForce value. The slider looks like TweakableEverything, which currently does not work together with TweakScale (support is planned). For stock+TweakScale I tested decouplers, I'd be surprised if they broke during the last few days.- - - Updated - - -2 times smaller engine, should be 4 times weaker, but it is like 8 times weaker, so it's tied to the size exponent/mass. I thought the engine power was connected to the surface area of the engine inlet, and compression ratio, but i was wrong apparently.I set the thrust (and mass) exponent to 2.5 because downscaled engines seemed too strong/heavy and upscaled ones to weak to be really useful.- - - Updated - - -Hi Please see my bugreport (parts do not node attach) here, this is caused by Tweakscale: http://forum.kerbalspaceprogram.com/threads/119437-RCS-Wheel-Large-%28stock%29-no-Node-attach?p=1905379#post1905379Logs and pics are in the support Thread:-)Thanks!I can't reproduce it, neither with reaction wheels nor with decouplers. Any mods that manipulate attachment nodes maybe? Link to comment Share on other sites More sharing options...
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