pellinor Posted April 12, 2016 Author Share Posted April 12, 2016 58 minutes ago, cavilier210 said: Which modulemanager is compatible with 1.1? I just used the packaged version. see here: http://forum.kerbalspaceprogram.com/index.php?/topic/135235-11-pre-release-compatible-mods/ Link to comment Share on other sites More sharing options...
Fireheart318 Posted April 14, 2016 Share Posted April 14, 2016 I'm working on a mod of my own, how do I make it compatible with this one? I want a tiny jet that breathes oxidizer! Link to comment Share on other sites More sharing options...
kcs123 Posted April 15, 2016 Share Posted April 15, 2016 15 hours ago, Fireheart318 said: I'm working on a mod of my own, how do I make it compatible with this one? I want a tiny jet that breathes oxidizer! Look at .cfg files for parts that are supported with tweak scale. It is "just" down to write proper additional MM config modules for your new part. If you need more detailed answer, you will have to wait for someone with more knowledge to tell you exact required values for MM if you can't figure out trough comparison. Link to comment Share on other sites More sharing options...
NateDaBeast Posted April 16, 2016 Share Posted April 16, 2016 (edited) TweakScale 1.1 version is not working for me I have Module Manager 2.6.21 running with it. Edited April 16, 2016 by NateDaBeast Link to comment Share on other sites More sharing options...
OldLost Posted April 16, 2016 Share Posted April 16, 2016 Near as I can tell the latest pre-release version broke TweakScale 1.1 version. Link to comment Share on other sites More sharing options...
ChrisJGames Posted April 16, 2016 Share Posted April 16, 2016 Someone please fix tweakscale!!! Link to comment Share on other sites More sharing options...
pellinor Posted April 16, 2016 Author Share Posted April 16, 2016 Looks like this is the change in build 1209 that needs an adaption of the TweakScale code:http://bugs.kerbalspaceprogram.com/issues/8908 Link to comment Share on other sites More sharing options...
MaxRebo Posted April 16, 2016 Share Posted April 16, 2016 6 hours ago, ChrisJGames said: Someone please fix tweakscale!!! Looks like emerald79 was on it already: commit dad9931 I'm not yet updating to 1209 so no idea if it works. The patch looks good though. Link to comment Share on other sites More sharing options...
Fwiffo Posted April 19, 2016 Share Posted April 19, 2016 (edited) Does TweakScale work correctly with the FuelCellArray part, and other parts with ModuleResourceConverter? I ask because I was playing with weldments, and noticed the cfg files generated for tweaked FuelCellArrays have their INPUT_RESOURCE and OUTPUT_RESOURCE ratios unchanged vs. the unscaled parts. Thanks! Edited April 19, 2016 by Fwiffo Link to comment Share on other sites More sharing options...
pellinor Posted April 19, 2016 Author Share Posted April 19, 2016 (edited) 18 hours ago, Fwiffo said: Does TweakScale work correctly with the FuelCellArray part, and other parts with ModuleResourceConverter? I ask because I was playing with weldments, and noticed the cfg files generated for tweaked FuelCellArrays have their INPUT_RESOURCE and OUTPUT_RESOURCE ratios unchanged vs. the unscaled parts. Thanks! ModuleResourceConverter is treated by scaling "EfficiencyBonus" (you find this sort of info in ScaleExponents.cfg). This was a workaround because those values could not be changed simply by writing ksFields. Side effect is that converters have their efficiency scaled instead of their base values (which leads to an unintuitive efficiency display). Edit: actually I have no idea how a weldment of differently sized parts should work scaling-wise. Because TweakScale does not scale config values. It scales fields inside the part at a time when the part is already alive. And there is only one rescale factor per part. Edited April 19, 2016 by pellinor Link to comment Share on other sites More sharing options...
cavilier210 Posted April 20, 2016 Share Posted April 20, 2016 On 4/16/2016 at 11:12 AM, MaxRebo said: Looks like emerald79 was on it already: commit dad9931 I'm not yet updating to 1209 so no idea if it works. The patch looks good though. How do you use that change? I see nowhere to download a new dll using that code. Link to comment Share on other sites More sharing options...
MaxRebo Posted April 20, 2016 Share Posted April 20, 2016 (edited) 9 hours ago, cavilier210 said: How do you use that change? I see nowhere to download a new dll using that code. You click the "<> Code" tab, then the easy-to-miss "Download Zip" button on the right, just above the repository directory view. This downloads the complete repository including sources, but TweakScale repositories include up-to-date release binaries inside the GameData subfolder. /edit You should probably do that with the dev branch on pellinor's official repository. He's merged emerald's patch with some OPT-compatibility related stuff a few hours ago. A proper release is probably imminent anyway... Edited April 20, 2016 by MaxRebo Link to comment Share on other sites More sharing options...
pellinor Posted April 20, 2016 Author Share Posted April 20, 2016 6 hours ago, MaxRebo said: You should probably do that with the dev branch on pellinor's official repository. He's merged emerald's patch with some OPT-compatibility related stuff a few hours ago. A proper release is probably imminent anyway... You also find the zip in the latest dev version link on the first page. You only need the "GameData" folder insinde the zip file. Link to comment Share on other sites More sharing options...
JohnWittle Posted April 20, 2016 Share Posted April 20, 2016 (edited) I love this mod! I have an issue with the balancing, though. There are a couple ways in which this mod simply and utterly breaks the game. In particular, being able to scale the SC-9001 Science Jr. down to 0.100m, so that you can fit about 40 of them inside a cargo bay. This would be alright if 1) their weight didn't change, or at least didn't go as the cube of the radius, or if 2) the corresponding amount of science gained went down, but... Since you can't tweak the Mysterious Goo part downward, I assume you're not supposed to be allowed to tweak the SC-9001 down either. There are a couple other parts where this makes an enormous difference: the MPL-LG-2 Mobile Processing Lab. It should decrease the data/science cap, or decrease the speed, or *something*, or you just shouldn't be able to tweak it at all. The whole point of it being a 2.5m part is that hauling it along with you on your missions is difficult. SAS Reaction Wheels. They're already broken in a myriad of ways, but as it works now, the 0.625m Small Inline Reaction Wheel, when scaled up to 1.25m, is able to provide many times more torque than the 1.25m Advanced Inline Stabilizer. I know that TweakScale gives the player *exactly* the sort of freedom which is utterly impossible to balance, but the SC-9001 thing is really big. You get the part so early, and being able to slap a stack of 9 of them on the side of a capsule just makes the early game way too easy. Edited April 20, 2016 by JohnWittle Link to comment Share on other sites More sharing options...
damerell Posted April 20, 2016 Share Posted April 20, 2016 10 minutes ago, JohnWittle said: In particular, being able to scale the SC-9001 Science Jr. down to 0.300m, so that you can fit about 40 of them inside a cargo bay. SAS Reaction Wheels. They're already broken in a myriad of ways, but as it works now, the 0.625m Small Inline Reaction Wheel, when scaled up to 1.25m, is able to provide many times more torque than the 1.25m Advanced Inline Stabilizer. As regards Science parts, as mentioned upthread ad nauseam, "don't do that, then". I mean, a better treatment of science parts would be nice but it's not like Tweakscale makes you abuse it. How's the torque/mass and torque/EC efficiency on the tweakscaled reaction wheel? I think you may have ended up with a thicker part, more massive, that burns more EC to provide that more torque, but I don't know. Link to comment Share on other sites More sharing options...
pellinor Posted April 20, 2016 Author Share Posted April 20, 2016 1 hour ago, JohnWittle said: In particular, being able to scale the SC-9001 Science Jr. down to 0.100m, so that you can fit about 40 of them inside a cargo bay. This would be alright if 1) their weight didn't change, or at least didn't go as the cube of the radius, or if 2) the corresponding amount of science gained went down, but... the MPL-LG-2 Mobile Processing Lab. It should decrease the data/science cap, or decrease the speed, or *something*, or you just shouldn't be able to tweak it at all. The whole point of it being a 2.5m part is that hauling it along with you on your missions is difficult. SAS Reaction Wheels. They're already broken in a myriad of ways, but as it works now, the 0.625m Small Inline Reaction Wheel, when scaled up to 1.25m, is able to provide many times more torque than the 1.25m Advanced Inline Stabilizer. Science parts will get more expensive when scaled down, so you'll be more inclined to stay closer to the original size. I'm not too happy with the scaling of crewed parts in general. Just don't want to break compatibility until there is a solid concept where the balancing will go. I have this possibility in mind to split the mod into a core and two sets of configs, something like a career- and an artist's version. This would fit much better to the different target groups, but would probably need someone other than me to make and maintain the career configs. And it would mean that "stock+tweakScale" is no longer a well-defined description. With reaction wheels I don't see the problem. An enlarged reaction wheel should have the same weight, cost, torque, volume and consumption as several unscaled copies of the same part. Link to comment Share on other sites More sharing options...
JohnWittle Posted April 20, 2016 Share Posted April 20, 2016 (edited) Ah, sorry for repeating an old complaint then. Why not just do what you do with the goo, and not have it be scalable at all? I searched "SC-9001" in the thread, and you're right in that lots of people have asked about it, but there's too many results for me to try to find an answer to this specific question. Feel free not to answer if you want. Re: the reaction wheels, I'll do some more side-by-side tests and try to figure out exactly what's going on. My initial understanding was that a Small Inline Reaction Wheel, when scaled up to 1.25m, would provide more torque per electricity... But I now see that it is *four times as massive* (!), at 0.4t to the Advanced Inline Stabilizer's 0.1t. Perhaps the extra 0.3t balances out the additional torque per electricity, but it'd also be nice if decisions like these had some rationale rather than being at the mercy of tiny differences getting blown up by the squared/cubed law. Not to say that I'm blaming you! A mod like this is so powerful, so wide-reaching, that it'd be impossible to try to balance every single possible scale of every part against its non-scaled counterpart. You have done an excellent job as it is. Edited April 20, 2016 by JohnWittle Link to comment Share on other sites More sharing options...
pellinor Posted April 20, 2016 Author Share Posted April 20, 2016 1 hour ago, JohnWittle said: My initial understanding was that a Small Inline Reaction Wheel, when scaled up to 1.25m, would provide more torque per electricity... Did you measure this? If it is the case then something is not correctly scaled. You can find the intended numbers in ScaleExponents.cfg (everything is meant to go with scale^3, so all ratios are preserved). What you might argue is that 3 is a bit much, because an upscaled reaction wheel often is more torque than you need (and therefore more mass than necessary). Link to comment Share on other sites More sharing options...
JohnWittle Posted April 20, 2016 Share Posted April 20, 2016 The fact that the parts have different masses makes taking the actual measurement a little problematic; I'd rather just trust your word heh. I'm not sure why I originally thought that, I did do some experiments a while back when trying to understand how tweakscale interpreted reaction wheel torque but I didn't know that the mass of a 0.625m reaction wheel scaled to 1.25m didn't have the same mass as the 1.25m reaction wheel. Link to comment Share on other sites More sharing options...
Neutrinovore Posted April 21, 2016 Share Posted April 21, 2016 So, as far as I can tell, there's no version of TweakScale that actually works with KSP 1.1? Because the version I have, v2.2.6.1, that I got from GitHub, doesn't work at all. My output log says, quite literally: "Cannot find a PartModule of typename 'TweakScale'". Even though I most definitely have TweakScale installed. Of course, it does the same thing for quite a few other plugins that are supposedly updated to KSP 1.1, including FSFuelSwitch, so I don't know what's going on. Just thought I'd mention this. Link to comment Share on other sites More sharing options...
Galileo Posted April 21, 2016 Share Posted April 21, 2016 9 hours ago, pellinor said: You also find the zip in the latest dev version link on the first page. You only need the "GameData" folder insinde the zip file. There ya go @Neutrinovore Link to comment Share on other sites More sharing options...
T3Kaos Posted April 21, 2016 Share Posted April 21, 2016 When will this be available for KSP 1.1.0? Link to comment Share on other sites More sharing options...
Felipe Guimarães Posted April 22, 2016 Share Posted April 22, 2016 (edited) Hello, There is something wrong happening when I tweak the scale of a Liquid Hydrogen Tank, from the mod "KSP Interstellar Extended v1.8.9", by the way, this is a 1.1.0 mod, maybe it is because your mod isn’t updated yet. When I tweak the scale of this tank, it become some sort of center of gravity when I launch the rocket, really weird, check it out xD. In addition, when I scale the generators, their power output don't scale with it. Doesn't matter if a have a tiny generator or a huge one, always the same output, the Reactors work fine tho. Just passing to report this, great mod tho, good luck, cya. Alright, I uploaded a new update for IFS which fixes an issue in 1.21 with caused IFS to generate negative mass, which would result in anti gravity effect, making your rocket float away from Kerbin. The new version can be downloaded from here It was an "Interstellar Extended" problem, sorry to bother :/ Edited April 22, 2016 by Felipe Guimarães Link to comment Share on other sites More sharing options...
Felipe Guimarães Posted April 22, 2016 Share Posted April 22, 2016 (edited) Hummm, one last thing, I got a great idea for a mod, actually an update for one. This is by far the best mod I have ever used, could easily be one of the top 5 most downloaded mods of the curse community. There was someone updating it, but he is away for a while, by the way, he did not published the updates, and I think that is the reason this mod have not reach the top list. Updating it should not be that hard, I guess it is just a matter of fixing the interface, so it is not invisible for the 1.1.0 version. but I'm not a modder or anything, maybe it's hadder than i think. By the way, the mod name is “Time Control”, here is the link for the 1.0.5 version of this mod http://forum.kerbalspaceprogram.com/index.php?/topic/62946-025-time-control-92314-v132/&do=findComment&comment=2396948 Edited April 22, 2016 by Felipe Guimarães Link to comment Share on other sites More sharing options...
Red Iron Crown Posted April 22, 2016 Share Posted April 22, 2016 @Felipe Guimarães Might be better to ask that in a new thread in Add On Discussions. Link to comment Share on other sites More sharing options...
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