Thorbane Posted October 18, 2015 Share Posted October 18, 2015 The stock drills don't seem to scale correctly, when scaled to >200% they say no ground contact even when the ship is physically resting on them. Link to comment Share on other sites More sharing options...
FinalHazard Posted October 18, 2015 Share Posted October 18, 2015 In regards to the rescaling of root parts, is there a way to change which part is root mid flight? Link to comment Share on other sites More sharing options...
pellinor Posted October 18, 2015 Author Share Posted October 18, 2015 (edited) actually, i have. last week i tried scaling one up to 3.75 for a giant asteroid mover, and no matter how fast/slow i'd try to grab with it ~ nothing.The claw has a "captureRange" value, scaling this seems to fix it. I added the exponent to the dev version. However I am not sure if the grappling node is scaled correctly. I would expect it to be always size1 after grappling, and it might be scaled correctly after a reload (haven't tested this yet). - - - Updated - - -In regards to the rescaling of root parts, is there a way to change which part is root mid flight?It may change on docking since the merged vessel only has one root part. I've seen the bug vanish this way. But there is no simple way for telling KSP which part should be root.- - - Updated - - -The stock drills don't seem to scale correctly, when scaled to >200% they say no ground contact even when the ship is physically resting on them.Should be fixed in the dev version. Edited October 18, 2015 by pellinor Link to comment Share on other sites More sharing options...
PSOliver Posted October 20, 2015 Share Posted October 20, 2015 Has anyone noticed you can go 1/5 the speed of light with a 20m version of the 1.25m stack seperator and a 1/10 size okto2? Link to comment Share on other sites More sharing options...
gorebello Posted October 22, 2015 Share Posted October 22, 2015 There are some parts that cant be rescaled, but i really want them to. i have huge cams that doesnt fit my smal roveralso the robotic parts could be a little smaller.do I need to edit something in the mod files? Link to comment Share on other sites More sharing options...
nsgallup Posted October 23, 2015 Share Posted October 23, 2015 (edited) Does the claw work if you scale it down? I couldn't get it to grab in the release version Edited October 23, 2015 by nsgallup Link to comment Share on other sites More sharing options...
smjjames Posted October 23, 2015 Share Posted October 23, 2015 Does the claw work if you scale it down? I couldn't get it to grab in the release versionI couldn't get to work when I scaled it up, and I'm using the release version. Link to comment Share on other sites More sharing options...
Rath Posted October 23, 2015 Share Posted October 23, 2015 How do I add tweakscale to a part? Link to comment Share on other sites More sharing options...
V8jester Posted October 23, 2015 Share Posted October 23, 2015 How do I add tweakscale to a part?On the original thread for Tweakscale there is a spoiler tab labeled "Adding Module Support" That should have everything you need.http://forum.kerbalspaceprogram.com/threads/80234-0-90-TweakScale-Rescale-Everything!-%28v1-50-2014-12-24-10-40-UTC%29 Link to comment Share on other sites More sharing options...
lurkoholic Posted October 23, 2015 Share Posted October 23, 2015 Does the claw work if you scale it down? I couldn't get it to grab in the release versionI used a scaled down claw (0.625m, I think) last night. It did bounce off my station on my first attempt, but it worked the second time when I lined it up better with the side of the station and hit it harder (still only 1-2m/s). Link to comment Share on other sites More sharing options...
nsgallup Posted October 23, 2015 Share Posted October 23, 2015 i couldn't get it to grab an asteroid, it just clipped into the surface then bounced off Link to comment Share on other sites More sharing options...
pellinor Posted October 24, 2015 Author Share Posted October 24, 2015 PreRelease v2.2.2 [.zip]Since we haven't had a release for too long, I promoted the dev version to a prerelease. As usual, you only need the GameData Folder of the zip. Please complain if there are any new issues! I'll wait a few days before putting it up on KerbalStuff and Curse. ChangeLog since v2.2.1* update of NFT patches* Fix scaling of resource lists* support for a few missing stock parts* partial support for a few other mods* stock radiator support* Scale ImpactRange for stock drill modules (this is what determines if the drill has ground contact or not)* scale captureRange for claw (this should fix 3.75m claws not grappling)* removed brakingTorque exponent (not needed and breaks stock tweakable)* Removed MM switch for scaleable crew pods* new file Examples.cfg with frequently used custom patches Link to comment Share on other sites More sharing options...
nsgallup Posted October 24, 2015 Share Posted October 24, 2015 will it fix 0.625 claws? Link to comment Share on other sites More sharing options...
pellinor Posted October 24, 2015 Author Share Posted October 24, 2015 (edited) will it fix 0.625 claws?I am not aware that they were broken. When fixing the 3.75m claw I did a quick test grabbing parts at the launchpad and that looked good. I'll check some more with asteroids. Be aware that even the 1.25m claw is not known for its grabbing reliability (and it definitely has a max speed, I'd guess something in the order of 1m/s). - - - Updated - - -How do I add tweakscale to a part?The easiest is to look into the TweakScale/patches folder and copy from there. Find a part that is similar to yours (like "another 2.5m engine" or "a structural part that is scaled in %") and use its patch as a template. Edited October 24, 2015 by pellinor Link to comment Share on other sites More sharing options...
nsgallup Posted October 24, 2015 Share Posted October 24, 2015 (edited) Just tested the new version with a quarter size claw, it did work this time! Edited October 25, 2015 by nsgallup Link to comment Share on other sites More sharing options...
pellinor Posted October 26, 2015 Author Share Posted October 26, 2015 Two additions to the prerelease:* Partial fix for editor mass display not updating * Another patch for scaling of lists. This should fix the trouble with cost of FSFuelSwitch parts.So we are now at version 2.2.4. I plan to do a release on friday, so there is still a bit of time for testing. Link to comment Share on other sites More sharing options...
pellinor Posted October 30, 2015 Author Share Posted October 30, 2015 The release is out! So now AVC (and probably CKAN) should nag everyone to update. Link to comment Share on other sites More sharing options...
Azimech Posted October 31, 2015 Share Posted October 31, 2015 Thanks for the update! Once I get home I'll test it.One thing I do want to talk about is the change in breaking force/torque when scaling down, I feel it's much too aggressive. For example, this giant robot falls apart completely if I give it a tickle. You can download it and try it yourself.Javascript is disabled. View full albumWhat I would do: keep breaking force/torque at the same value (you're still using the same nuts and bolts), just reduce crash tolerance. Link to comment Share on other sites More sharing options...
BS87 Posted November 6, 2015 Share Posted November 6, 2015 On the original thread for Tweakscale there is a spoiler tab labeled "Adding Module Support" That should have everything you need.http://forum.kerbalspaceprogram.com/threads/80234-0-90-TweakScale-Rescale-Everything!-%28v1-50-2014-12-24-10-40-UTC%29Can someone expand on this? I'm trying to add the octotrusses from the NearFutureConstruction mod but no matter how I edit the .cfg files for Tweakscale I can't get it to work, even following those directions. Link to comment Share on other sites More sharing options...
thePhysicist8 Posted November 7, 2015 Share Posted November 7, 2015 How does one increase the default size of parts with this mod? I tried increasing the size of the Rockomax X200-32 tank (which holds 1440 fuel) from 2.5m to 3.5m by changing the defaultScale= value for it in Squad_TweakScale.cfg. When I loaded the game it was bigger, but still only held 1440 fuel. When I used the slider in the right-click menu to scale it back to 2.5m, it then only held 213.3 fuel. I want the size and fuel content to scale up by default. How can I do this? Link to comment Share on other sites More sharing options...
V8jester Posted November 7, 2015 Share Posted November 7, 2015 How does one increase the default size of parts with this mod? I tried increasing the size of the Rockomax X200-32 tank (which holds 1440 fuel) from 2.5m to 3.5m by changing the defaultScale= value for it in Squad_TweakScale.cfg. When I loaded the game it was bigger, but still only held 1440 fuel. When I used the slider in the right-click menu to scale it back to 2.5m, it then only held 213.3 fuel. I want the size and fuel content to scale up by default. How can I do this?When you set the default scale in the cfg you didn't change the amount of fuel held by the tank nor the mass. Only its visible size.The bellow values are from a T100 tank but....Change the values under resource, mass and scale to change the default size capacity and weight. That should get you what you're looking for. mass = 0.0625RESOURCE { name = LiquidFuel amount = 45 maxAmount = 45 RESOURCE { name = Oxidizer amount = 55 maxAmount = 55 } } Link to comment Share on other sites More sharing options...
pellinor Posted November 7, 2015 Author Share Posted November 7, 2015 (edited) How does one increase the default size of parts with this mod? I tried increasing the size of the Rockomax X200-32 tank (which holds 1440 fuel) from 2.5m to 3.5m by changing the defaultScale= value for it in Squad_TweakScale.cfg. When I loaded the game it was bigger, but still only held 1440 fuel. When I used the slider in the right-click menu to scale it back to 2.5m, it then only held 213.3 fuel. I want the size and fuel content to scale up by default. How can I do this?Short version: you can't. The TweakScale UI always starts at the size of the original part. DefaultScale is just a UI value that is used to display rescale factors in an intuitive way ("Which scale should the UI use to describe the original part?"). So if you set defaultScale to 3.5m, you should still get the original size in the editor. Just the TweakScale UI should show "3.5m". You could do some hacks to get what you want, like setting defaultScale to 50% and the minimum allowed scale to 100%, but I don't think that is a good idea. Better to do what V8jester suggests, preferably with MM patches. Edited November 7, 2015 by pellinor Link to comment Share on other sites More sharing options...
pellinor Posted November 9, 2015 Author Share Posted November 9, 2015 Update: [.zip]v2.2.5* recompile for KSP 1.0.5* update MM* patches for the new partsI am still using the old KspApiExtensions, so far everything seems to work. Happy launching, and please complain if you find any new bugs!- - - Updated - - -Can someone expand on this? I'm trying to add the octotrusses from the NearFutureConstruction mod but no matter how I edit the .cfg files for Tweakscale I can't get it to work, even following those directions.I'll have a look at near future construction. Since much of NFT is already supported this would make a good addition. Link to comment Share on other sites More sharing options...
Temeter Posted November 9, 2015 Share Posted November 9, 2015 (edited) EDIT: Nvm, despite really not changing anything, it loaded correctly on the third restart. Thanks for the fast update!--- old stuff ---Strange, I added the mod into the gameplay folder, but nothing happens ingame (meaning no new entry in context menus). Is there some outlandish magic I need to do to get this to work? Vanilla 105 install, only using KER. Edited November 9, 2015 by Temeter Link to comment Share on other sites More sharing options...
Nexather Posted November 11, 2015 Share Posted November 11, 2015 Why was the small scale tweaking removed? Now I can only resize to the default sizes, where before I could go into areas between them. Is there a .ini where I could fix this? Link to comment Share on other sites More sharing options...
Recommended Posts