S4qFBxkFFg Posted January 27, 2018 Share Posted January 27, 2018 (edited) Apologies if this has been answered before, but is there any way to disable TweakScale in all cases except for those mods that provide their own configs? I can see the option to restrict it to Infernal Robotics only, but what I'm looking for is a way to restrict it to something like "Everything NOT in GameData/TweakScale". edit: am I better just deleting all the configs in the TweakScale folder to do this? Edited January 27, 2018 by S4qFBxkFFg Link to comment Share on other sites More sharing options...
pellinor Posted January 27, 2018 Author Share Posted January 27, 2018 3 hours ago, S4qFBxkFFg said: Apologies if this has been answered before, but is there any way to disable TweakScale in all cases except for those mods that provide their own configs? I can see the option to restrict it to Infernal Robotics only, but what I'm looking for is a way to restrict it to something like "Everything NOT in GameData/TweakScale". edit: am I better just deleting all the configs in the TweakScale folder to do this? Yes, the simplest way is to delete the patches folder in Gamedata/TweakScale. (The configs in GameData/TweakScale should stay) Link to comment Share on other sites More sharing options...
MikeO89 Posted January 28, 2018 Share Posted January 28, 2018 (edited) On 1/26/2018 at 7:08 PM, Drew Kerman said: you could just edit the part config with MM and increase the fuel amount. Who says it has to actually be physically larger? Games!! Unless you're doing a realistic RP Yes I would really like to do this. Would you help me out on just how to do this? Thanks. I'm not exactly sure of which file to open to edit. Edited January 28, 2018 by MikeO89 Link to comment Share on other sites More sharing options...
TranceaddicT Posted January 29, 2018 Share Posted January 29, 2018 4 hours ago, MikeO89 said: Yes I would really like to do this. Would you help me out on just how to do this? Thanks. I'm not exactly sure of which file to open to edit. Before you do anything you should make sure the tanks are fully loaded. The configuration provided by FASA only has the tanks at 87.5% capacity. If that isn't enough for you here's a step-by-step MM config. Start with the Command Module (.. /GameData/FASA/Apollo/FASA_Apollo_CM.cfg) 1. Create a folder called /GameData/Mike089_MMConfigs 2. Open notepad and paste this in: @PART[FASAApollo_SM] { @RESOURCE[LiquidFuel] { amount = // 315 maxAmount = // 360 } @RESOURCE[Oxidizer] { amount = // 385 maxAmount = // 440 } } 3. fill in values for amount and maxAmount as you desire. 4. SaveAs "MikeO89_MM_FASA.cfg" (or whatever.cfg) Note: '//' denotes a comment; so the values afterward are provided as a reference for the actual values provided by FASA. Link to comment Share on other sites More sharing options...
pellinor Posted January 29, 2018 Author Share Posted January 29, 2018 13 hours ago, TranceaddicT said: amount = // 315 maxAmount = // 360 These should also have an @ (or %) in front, since you want to change the existing values and not add extra ones. Link to comment Share on other sites More sharing options...
TranceaddicT Posted January 29, 2018 Share Posted January 29, 2018 5 hours ago, pellinor said: These should also have an @ (or %) in front, since you want to change the existing values and not add extra ones. True; good catch. Link to comment Share on other sites More sharing options...
popos1 Posted February 3, 2018 Share Posted February 3, 2018 Hi, there is a config to remove oryginal parts and leave one type of parts size? Link to comment Share on other sites More sharing options...
lordcirth Posted February 3, 2018 Share Posted February 3, 2018 2 hours ago, popos1 said: Hi, there is a config to remove oryginal parts and leave one type of parts size? You could use Janitor's Closet to remove parts from the list. Or just install Procedural Parts and Tanks but No Tanks. Link to comment Share on other sites More sharing options...
JedTech Posted February 7, 2018 Share Posted February 7, 2018 I've updated the NFT config to include Near Future Launch Vehicles. As it's my first pull request in github, I'm running into a few troubles trying to submit one. I"ll try to get it sorted out and submit the pull request later tonight. Link to comment Share on other sites More sharing options...
JedTech Posted February 8, 2018 Share Posted February 8, 2018 Pull request is up! Link to comment Share on other sites More sharing options...
Radboy16 Posted March 2, 2018 Share Posted March 2, 2018 I'm getting a crash on my save. I have narrowed it down to either this mod, or to RealPlume. output_log.txt I'm using the latest versions of Real Plume and TweakScale on CKAN. The crash-to-desktop happens as I am time accelerating towards a ship I am trying to rendezvous with. Once I get within loading distance of the other ship, CRASH! There are some debris nearby that is using scaled liquid radial engines (THUD radial engine, or MK 55 from the game files) from the stock game. Deleting debris stops the crash. Uninstalling either TweakScale or Real Plume stops the crash. Note: The crash doesn't happen if i'm under 1.0x simulation speed. It only happens if the ship is loaded into the view distance while under time acceleration. Any help? The Real Plume dev said it was most likely a problem on TweakScale's end. Link to comment Share on other sites More sharing options...
MaximumThrust Posted March 7, 2018 Share Posted March 7, 2018 Is possible to select with more precision or type the size I want, to get round number of resources? Like when I'm scaling a tank, and it gets 117.8 or 120.9 units, and I wanted a size that gives exactly 120 units. I use MFT but some mods are not compatible. Thanks! Link to comment Share on other sites More sharing options...
AccidentalDisassembly Posted March 7, 2018 Share Posted March 7, 2018 1 hour ago, MaximumThrust said: Is possible to select with more precision or type the size I want, to get round number of resources? Like when I'm scaling a tank, and it gets 117.8 or 120.9 units, and I wanted a size that gives exactly 120 units. I use MFT but some mods are not compatible. Thanks! Drag the blue bar or change the TweakScale configs, basically. Link to comment Share on other sites More sharing options...
pellinor Posted March 7, 2018 Author Share Posted March 7, 2018 Update: TweakScale-v2.3.8 recompile for KSP 1.4 a few patches for new parts Known issues: The new stock texture switch messes up attachment nodes on scaled parts. First switching texture and then scaling seems to work. Link to comment Share on other sites More sharing options...
MaximumThrust Posted March 9, 2018 Share Posted March 9, 2018 On 3/7/2018 at 2:54 AM, AccidentalDisassembly said: Drag the blue bar or change the TweakScale configs, basically. Could you be more specific? If you mean the green bar that goes in increments of 1%, that's what I'm talking about. Link to comment Share on other sites More sharing options...
AccidentalDisassembly Posted March 9, 2018 Share Posted March 9, 2018 14 minutes ago, MaximumThrust said: Could you be more specific? If you mean the green bar that goes in increments of 1%, that's what I'm talking about. The short answer to your question is: no, you cannot very simply do what you want without editing things. The long answer is that you need to edit the TweakScale patches that are being applied to your part, or you simply need to write new MFT configs and apply them to the parts you want. New patch meaning: such that the increments between each defined scale size are smaller, and therefore the bar (yes, green, whoops) also has smaller increments (that you can actually choose accurately). You can look at the existing scaletypes and patches to get an idea of how that works, but basically, rather than this: Quote SCALETYPE { name = stack freeScale = true defaultScale = 1.25 suffix = m scaleFactors = 0.1, 0.3, 0.625, 1.25, 2.5, 3.75, 5.0, 7.5, 10, 20 incrementSlide = 0.01, 0.025, 0.025, 0.025, 0.05, 0.05, 0.1, 0.1, 0.2 } You would probably want something like this: Quote SCALETYPE { name = stack_tinyIncrements freeScale = true defaultScale = 1.25 suffix = m scaleFactors = blah blah 1.25, 1.3, 1.35, some other small increments that you test and seem to work, 2.0, blah blah blah incrementSlide = blah blah 0.005 (or 0.001 or something), 0.005, 0.005 etc. } Link to comment Share on other sites More sharing options...
MaximumThrust Posted March 9, 2018 Share Posted March 9, 2018 5 minutes ago, AccidentalDisassembly said: The short answer to your question is: no, you cannot very simply do what you want without editing things. The long answer is that you need to edit the TweakScale patches that are being applied to your part, or you simply need to write new MFT configs and apply them to the parts you want. New patch meaning: such that the increments between each defined scale size are smaller, and therefore the bar (yes, green, whoops) also has smaller increments (that you can actually choose accurately). You can look at the existing scaletypes and patches to get an idea of how that works, but basically, rather than this: You would probably want something like this: Thanks! I tried something like that without success, but I probably did something wrong, will try again. One more question, do you think is worth doing that? I'll be able to correctly adjust the value with the bar with increments smaller than 1%? I totally accept a no as an answer Link to comment Share on other sites More sharing options...
AccidentalDisassembly Posted March 9, 2018 Share Posted March 9, 2018 2 minutes ago, MaximumThrust said: Thanks! I tried something like that without success, but I probably did something wrong, will try again. One more question, do you think is worth doing that? I'll be able to correctly adjust the value with the bar with increments smaller than 1%? I totally accept a no as an answer No, it's not worth it. Write an MFT config instead, much faster & easier IMO. Link to comment Share on other sites More sharing options...
pellinor Posted March 9, 2018 Author Share Posted March 9, 2018 Update: TweakScale-v2.3.9 * fix interaction with stock ModulePartVariants Link to comment Share on other sites More sharing options...
viperwolf Posted March 9, 2018 Share Posted March 9, 2018 Thank you very much for keeping TS going and updated. Its very appreciated! Link to comment Share on other sites More sharing options...
AYes Posted March 10, 2018 Share Posted March 10, 2018 The engine flame is not scaled. Is it planned to fix it? Link to comment Share on other sites More sharing options...
pellinor Posted March 14, 2018 Author Share Posted March 14, 2018 Update: TweakScale-v2.3.10 don't overwrite stuff if the exponent is zero recompile against KSP 1.4.1 On 3/10/2018 at 5:35 PM, AYes said: The engine flame is not scaled. Is it planned to fix it? No, this is a stock limitation. Link to comment Share on other sites More sharing options...
viperwolf Posted March 16, 2018 Share Posted March 16, 2018 Can anyone tell where the folder, for the FL-C1000 Fuel Tank(Russian Lateral Tanks) is located. Ive searched and searched for that in the squad Parts Folder. I keep over looking it or something, Im trying to find it so I can add tweakscale to it. Link to comment Share on other sites More sharing options...
Weltenbrand Posted March 17, 2018 Share Posted March 17, 2018 (edited) On 16.3.2018 at 1:03 AM, viperwolf said: Can anyone tell where the folder, for the FL-C1000 Fuel Tank(Russian Lateral Tanks) is located. Ive searched and searched for that in the squad Parts Folder. I keep over looking it or something, Im trying to find it so I can add tweakscale to it. Try SquadExpansions/MakingHistory/Parts/FuelTank/Size1p5_Tank_05.cfg. Edited March 17, 2018 by Weltenbrand Link to comment Share on other sites More sharing options...
viperwolf Posted March 17, 2018 Share Posted March 17, 2018 9 hours ago, Weltenbrand said: Try SquadExpansions/MakingHistory/Parts/FuelTank/Size1p5_Tank_05.cfg. thank you , that was it, I was looking in the regular squad folder. I appreciate it! Link to comment Share on other sites More sharing options...
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