Jump to content

[1.4.x] TweakScale v2.3.12(Apr-16)


pellinor

Recommended Posts

  On 8/26/2016 at 4:52 AM, KerbalExplorer said:

Bug Report: Tweaking any un-manned probe core (i.e. Probodobodyne HECS) scales the cost in the opposite direction than it should. Normal scale HECS costs 650. 2x scale costs 230.

Using TweakScale v2.2.13 on KSP v1.1.3.

Expand  

Pretty sure that's intended. Making probe cores smaller means the electronics have to be more compact and lighter, which means higher costs. Same thing for the scientific instruments.

Link to comment
Share on other sites

  On 8/26/2016 at 6:45 AM, Ralathon said:

Pretty sure that's intended. Making probe cores smaller means the electronics have to be more compact and lighter, which means higher costs. Same thing for the scientific instruments.

Expand  

Oh, that's my bad, then. I tried finding information on this before-hand, but it didn't seem like anyone talked about probe cores specifically. Thanks!

Link to comment
Share on other sites

  On 8/26/2016 at 6:45 AM, Ralathon said:

Pretty sure that's intended. Making probe cores smaller means the electronics have to be more compact and lighter, which means higher costs.

Expand  

But won't bigger wires mean more electricity?

Or is it just that I know absolutely nothing about probe cores? 

Link to comment
Share on other sites

  On 3/8/2015 at 5:31 PM, pellinor said:

TweakScale lets you change the size of a part. Not just that, but it will figure out how much fuel is in the resized part. And if it's an engine, it will become more powerful by scaling it bigger, or weaker by scaling it smaller.

uzqeB84.gif

Download: SpaceDock / Curse

Source: Github

Latest dev version (WIP stuff, might contain bees)

See also the development thread for the latest unreleased tinkering.

TweakScale was originally developed by Goodspeed and Biotronic. [original release thread]

Source: Github

License: WTFPL

Known issues (see also https://github.com/pellinor0/TweakScale/issues)

  • scaled wheels are still wonky [workaround: define scaled copies using rescaleFactor]
  • the highest interval of the tweakable is broken [stock bug]
  • particle effects are not scaled [stock limitation]
  • crewCapacity scaling does not work together with the mod called "KRASH"

 

Please add TweakScale to your mod!

  Reveal hidden contents

Changelog

v2.2.13
* recompile for KSP 1.1.3
* fix for solar panels
* rewrite of chainScaling: propagate relative scaling factor to child parts

  Reveal hidden contents

 

Features

  Reveal hidden contents

How to use

  Reveal hidden contents

 

 

Expand  

this mod isnt working for me :( (btw im using ksp 1.1 64 bit does it not work for 64bit?)

Link to comment
Share on other sites

  On 9/5/2016 at 7:10 AM, JeeF said:

I've never been able to rescale most engines when using Realism Overhaul, is there a way around this?

Expand  

No, it is disabled for RO engines because of issues that occured and would occur if it was enabled. There will be no change to that I think.

Link to comment
Share on other sites

  • 2 weeks later...
  On 9/14/2016 at 6:10 AM, xD-FireStriker said:

Has anyone tested this on 1.2 pre release yet?

Expand  

yup, and just like most it needs to be properly recompiled against the new 1.2 dll's as things have changed in the references, so it simply cant find what it needs to load ,as what it needs is no longer a KSP dll

Link to comment
Share on other sites

 

  On 9/16/2016 at 7:06 PM, Fredde104 said:

To rescale the parts? Does tweakscale have any other functions?

Expand  

This is the right post.

The mod is currently broken in 1.2 pre-release.

ALSO, when you tweakscale a part, say a engine or fuel tank, the capacity or thrust (depending on the type of part) increases. The capacity or thrust decreases when you scale a part down.

Edited by InfiniteAtom
Link to comment
Share on other sites

  On 9/16/2016 at 11:01 PM, InfiniteAtom said:

 

This is the right post.

The mod is currently broken in 1.2 pre-release.

ALSO, when you tweakscale a part, say a engine or fuel tank, the capacity or thrust (depending on the type of part) increases. The capacity or thrust decreases when you scale a part down.

Expand  

Well, i didnt think about that when i wrote that post. My question was, does anyone have/want to share a cfg that enables tweakscale for either hullcam, scansat or both? or does anyone know how to make a file like that?

 

Also, im running the latest version of this mod on ksp 1.1.3 x64

Edited by Fredde104
Link to comment
Share on other sites

  On 9/17/2016 at 4:46 PM, Fredde104 said:

Well, i didnt think about that when i wrote that post. My question was, does anyone have/want to share a cfg that enables tweakscale for either hullcam, scansat or both? or does anyone know how to make a file like that?

 

Also, im running the latest version of this mod on ksp 1.1.3 x64

Expand  

Mod is now fixed, it was broken as of the time I made the post about it being broken. What do you mean tweakscale for hullcam?

Link to comment
Share on other sites

  On 9/17/2016 at 5:00 PM, Fredde104 said:

yes, exactly. no parts from either SCANsat or Hullcam can be scaled in-game, and i lack the knowledge of doing it by tweaking the files, so an existing patch/cfg/community fix/file would be really helpful

Expand  

I don't know what the Hullcam parts are, SCANsat parts are all scientific payloads, there would be nothing gained by making them bigger and making them smaller would basically just be cheating.  Thus they shouldn't be able to be scaled.

Link to comment
Share on other sites

  On 9/17/2016 at 5:50 PM, Loren Pechtel said:

I don't know what the Hullcam parts are, SCANsat parts are all scientific payloads, there would be nothing gained by making them bigger and making them smaller would basically just be cheating.  Thus they shouldn't be able to be scaled.

Expand  

People like me, who recreates the real missions with the actual instruments, would find it very useful. i managed to make the scansat parts scalable, jut need a config (or only the code would work as well) for the Hullcam parts

Link to comment
Share on other sites

Hey guys sorry if this question has been answered before but when scaling the mass of smothing that's mostly empty space (like cargo bays) should the mass scale be 2 or 3? I beleive it's currently 3 if I wanted to set it at 2 how would I change  that?

Link to comment
Share on other sites

  On 10/1/2016 at 9:04 PM, Sresk said:

Hey guys sorry if this question has been answered before but when scaling the mass of smothing that's mostly empty space (like cargo bays) should the mass scale be 2 or 3? I beleive it's currently 3 if I wanted to set it at 2 how would I change  that?

Expand  

As far as I remember the cargo bays are tweaked to be consistent with stock balance (comparing mk2 and mk3). I'd say anything between 2 and 3 makes sense (so the wall thickness may or may not scale with the part).

For changing you can change the scaletypes of those parts (stack -> stack_square).

Link to comment
Share on other sites

  On 10/1/2016 at 9:04 PM, Sresk said:

Hey guys sorry if this question has been answered before but when scaling the mass of smothing that's mostly empty space (like cargo bays) should the mass scale be 2 or 3? I beleive it's currently 3 if I wanted to set it at 2 how would I change  that?

Expand  

I eventually went with 2.5. 2 is clearly too low, 3 too high. When I looked at what various mods had done for distinctly sized hollow parts, mind, I tended to get a scale factor around 2.3...

Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
×
×
  • Create New...