Elkram Posted March 31, 2016 Share Posted March 31, 2016 On 30/3/2016 at 0:18 PM, TheCrazyHeadGamer said: I didn't ask if there was a new version of the mod, i just asked if it's 1.1 friendly in its current version... I did not try tweakscale myself on 1.1 but other plugins that i tried did not work. since old ksp is based on Unity 4.?? and 1.1 is based on unity 5.?? most plugins like tweaksacle will not work. but dont worry most of the plugins will be updated ina few weeks. Link to comment Share on other sites More sharing options...
captaincza738 Posted March 31, 2016 Share Posted March 31, 2016 This is just forward reminder to this mod's creator. I have tested this mod in KSP 1.1.0 and... it doesn't work, mabey it is just a bug that needs working out but it may cause the mod to not work at all. just a friendly warning. Link to comment Share on other sites More sharing options...
Snark Posted March 31, 2016 Share Posted March 31, 2016 Folks, just a friendly reminder, please don't pester mod authors with "when will it be ready in 1.1" or "this doesn't work in 1.1". 1.1 is a major change, not just for the Unity engine but for a large amount of internal rearranging that Squad did for the API that mod authors have to work with. Virtually any plug-in that has actual code in it is going to need an update to work in 1.1. Mod authors know this, and they know that they will have to do some work in order to make their stuff functional in 1.1. How long it will take will depend on the mod (some will be easier to update than others) and on the mod author's schedule (they're doing this for free, in their spare time, to give you this cool stuff out of the goodness of their hearts, and the author may or may not have time to drop everything and update the mod right away). So if you have any questions around this (or any mod) with respect to 1.1, here's a handy FAQ: "Does <mod> work in 1.1?" Probably not. "When will a 1.1-compatible version of <mod> be ready?" It'll be ready whenever the mod author has the time and inclination to update it. "So how will I know when it's ready?" When the mod author tells you that it is (for example, by posting an announcement in the mod's thread). In other words... just take it easy, please? Mod threads like this one are great places for giving feedback (about how much you love the mod, or what features you'd like to see, or whatever), or for asking questions about how to use the mod. However, asking for updates is typically not helpful. Link to comment Share on other sites More sharing options...
worsin Posted April 1, 2016 Share Posted April 1, 2016 Yeah the main reason this mod doesn't work with 1.1 is the UI changes that were made to KSP. Any mod that uses the Parts UI is going to be broken till its updated so with this mod the TweakScale Slider doesn't show. Link to comment Share on other sites More sharing options...
FreeThinker Posted April 4, 2016 Share Posted April 4, 2016 (edited) I hope pellinor is on it. I can't move to KSP 1.1 unless Tweakscale is updated Edited April 4, 2016 by FreeThinker Link to comment Share on other sites More sharing options...
Speadge Posted April 4, 2016 Share Posted April 4, 2016 41 minutes ago, FreeThinker said: I hope pellinor is on it. I can't move to KSP 1.1 unless Tweakscale is updated did u try the dev version? https://github.com/emerald79/TweakScale Link to comment Share on other sites More sharing options...
FreeThinker Posted April 4, 2016 Share Posted April 4, 2016 4 minutes ago, Speadge said: did u try the dev version? https://github.com/emerald79/TweakScale No updates for 4 months Link to comment Share on other sites More sharing options...
Speadge Posted April 4, 2016 Share Posted April 4, 2016 (edited) it says "12 hours ago" here GameDataKSP 1.1 12 hours ago PropertiesKSP 1.1 12 hours ago see dev-thread: 11 hours ago, emerald said: https://github.com/emerald79/TweakScale Some adaptions for KSP 1.1, TweakScale dll seems to work, not sure about the required changes for non freescale scaling (node scaling), since KSPAPIExt is no longer. Edited April 4, 2016 by Speadge Link to comment Share on other sites More sharing options...
JJayzX Posted April 4, 2016 Share Posted April 4, 2016 3 hours ago, Speadge said: did u try the dev version? https://github.com/emerald79/TweakScale Emerald79 is not a dev. He has just been simply recompiling other people's mods, doesn't even fix any of the changes needed. Link to comment Share on other sites More sharing options...
pellinor Posted April 4, 2016 Author Share Posted April 4, 2016 On 22.3.2016 at 0:43 AM, pellinor said: A quick word on the opt-in prerelease: I don't have steam access so an update will have to wait until the full release. If anyone gets a recompile to work, feel free to share it here. Sorry, should have crossposted that here. I'll update it as soon as 1.1 is out. 15 minutes ago, JJayzX said: Emerald79 is not a dev. He has just been simply recompiling other people's mods, doesn't even fix any of the changes needed. TweakScale is an open source project, no official title needed to offer contributions. Even a simple recompile means work, requires code changes and gives others something to play with. So thanks for helping out! Link to comment Share on other sites More sharing options...
emerald Posted April 4, 2016 Share Posted April 4, 2016 (edited) 2 hours ago, JJayzX said: Emerald79 is not a dev. He has just been simply recompiling other people's mods, doesn't even fix any of the changes needed. Simple recompiling takes only understanding the changes in unity and ksp, understanding partly how the mod works and only takes, in this case, 3 hours plus testing. (If you are referring to KJR, the code changes by the maintainer for actual ksp 1.1 compatibility were the same as i did, he did it 4 weeks earlier but didn't release it to the public) Edited April 4, 2016 by emerald Link to comment Share on other sites More sharing options...
JJayzX Posted April 5, 2016 Share Posted April 5, 2016 Sorry about that then, I'll shut my mouth. Link to comment Share on other sites More sharing options...
Spire Posted April 7, 2016 Share Posted April 7, 2016 Anyone wondering on the 1.1 status, the 1.0.5 won't work since Squad had to re-do all the UI therefore new coding etc, which the current state of the mod has not adapted to, so it just simply won't show up. Link to comment Share on other sites More sharing options...
MacWHinny Posted April 8, 2016 Share Posted April 8, 2016 (edited) Hi i have no idea if this has been brought up or not but some stuff is rescale-able and others not with the OPT modpack. The OPT main wing type A is rescale-able but the OPT main wing Type A elevon isn't and that's the only elevon that will fit it, not sure if that's a bug or has just been missed but it's really annoying lol doing a heavy Transport space carrier and there the only wings i like for it >_< I have noticed that some other things you are unable to rescale with OPT and the B9 modpack. I'm unsure if that's because i'm using the beta OPT but as you can rescale one but not the other that is dependent on it then i doubt it's that Edit: Ok the dev build fixes the elevon not scaling >_< Edited April 8, 2016 by MacWHinny Link to comment Share on other sites More sharing options...
lude Posted April 10, 2016 Share Posted April 10, 2016 I'm using the 1.1 x64 build Tweakscale works for me for the most part but doesn't seem to be able to scale Thrust but I also can't check with ui window info only kerbal engineer. I feel like a lot of the mods that I downloaded had tweakscale support before but don't anymore, also a change is that I have to replace the object if it has storage for it to update. Link to comment Share on other sites More sharing options...
sidfu Posted April 10, 2016 Share Posted April 10, 2016 3 hours ago, lude said: I'm using the 1.1 x64 build Tweakscale works for me for the most part but doesn't seem to be able to scale Thrust but I also can't check with ui window info only kerbal engineer. I feel like a lot of the mods that I downloaded had tweakscale support before but don't anymore, also a change is that I have to replace the object if it has storage for it to update. some advice never never btw did i say never scale engines. if u scale the engine any other mod effecting that engine has potential to break or go nuts. Link to comment Share on other sites More sharing options...
lude Posted April 10, 2016 Share Posted April 10, 2016 ^^ but I swer in 1.05 at least a quarter of the engines scaled without any hassle, especially most SRBs worked fine Link to comment Share on other sites More sharing options...
pellinor Posted April 10, 2016 Author Share Posted April 10, 2016 (edited) 5 hours ago, sidfu said: some advice never never btw did i say never scale engines. if u scale the engine any other mod effecting that engine has potential to break or go nuts. This is true for any sort of parts, and for any mod interaction at all. What makes engines special? The only issue I am aware of is particle scaling, which is purely visual and has noting to do with other mods. Please avoid unspecific suggestions that things are buggy and try to bring up something concrete and reproducible. Edited April 10, 2016 by pellinor Link to comment Share on other sites More sharing options...
pellinor Posted April 10, 2016 Author Share Posted April 10, 2016 (edited) 9 hours ago, lude said: I'm using the 1.1 x64 build Tweakscale works for me for the most part but doesn't seem to be able to scale Thrust but I also can't check with ui window info only kerbal engineer. I feel like a lot of the mods that I downloaded had tweakscale support before but don't anymore, also a change is that I have to replace the object if it has storage for it to update. TweakScale carries a lot of configs for mods I don't use and I'm not too familiar with. So it would make my life easier if users of those mods can help collecting what exactly is broken. I mainly expect broken configs because names have changed. Names of parts, new part modules, or properties that have moved from one part module to another. The engine thrust sounds a bit like a change in the past where the game did not read maxThrust anymore but an internal variable 'maxFuelFlow'. Maybe they have changed something along those lines again. I'll have a look when I get the release version. 4 hours ago, lude said: ^^ but I swer in 1.05 at least a quarter of the engines scaled without any hassle, especially most SRBs worked fine What was the hassle with the others? Edited April 10, 2016 by pellinor Link to comment Share on other sites More sharing options...
sidfu Posted April 10, 2016 Share Posted April 10, 2016 so funny pellinor how u both said exact same thing i did yet go on to bash me for it. gah that made me choke on my tea laughing. Link to comment Share on other sites More sharing options...
lude Posted April 11, 2016 Share Posted April 11, 2016 2 hours ago, pellinor said: What was the hassle with the others? From memories (I had a mod that showed more stats of parts) the engines that didn't work as intended got either too little thrust, had extreme gimbal changes (perhaps due to km gimbal), in some rare cases (don't even know if those were engines) weight but I can't even recollect if it that was in 1.04 or 1.05 i wish I knew what mod it was that extended rmb info windows to show thrust and other things Link to comment Share on other sites More sharing options...
cavilier210 Posted April 11, 2016 Share Posted April 11, 2016 I can't seem to get the newest dev build to work in any manner. I downloaded from the link shown above, and copied the gamedata contents to gamedata in the prerelease versions folder. Kinda weird. Link to comment Share on other sites More sharing options...
KA9099 Posted April 12, 2016 Share Posted April 12, 2016 On 11/04/2016 at 1:08 PM, cavilier210 said: I can't seem to get the newest dev build to work in any manner. I downloaded from the link shown above, and copied the gamedata contents to gamedata in the prerelease versions folder. Kinda weird. Yeah, I'm having the same problem here. Link to comment Share on other sites More sharing options...
pellinor Posted April 12, 2016 Author Share Posted April 12, 2016 On 11.4.2016 at 7:08 AM, cavilier210 said: I can't seem to get the newest dev build to work in any manner. I downloaded from the link shown above, and copied the gamedata contents to gamedata in the prerelease versions folder. Kinda weird. Just one idea, are you using a 1.1 compatible modulemanager? Emerald did not update it in his repo. Link to comment Share on other sites More sharing options...
cavilier210 Posted April 12, 2016 Share Posted April 12, 2016 5 hours ago, pellinor said: Just one idea, are you using a 1.1 compatible modulemanager? Emerald did not update it in his repo. Which modulemanager is compatible with 1.1? I just used the packaged version. Link to comment Share on other sites More sharing options...
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