Tekener Posted April 22, 2016 Share Posted April 22, 2016 (edited) Whatever I tried, the current version from GitHub or latest dev version isn't working. it's not rescaling anything when trying to build a new rocket - and the existing ones are all broken now, because the parts are not rescaled. Unfortunately I can't code, so I hope someone will soon offer a working TweakScale for 1.1.0, so I can continue playing my savegames. Edited April 22, 2016 by Tekener Link to comment Share on other sites More sharing options...
Felipe Guimarães Posted April 22, 2016 Share Posted April 22, 2016 9 minutes ago, FreeThinker said: 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 :/ Link to comment Share on other sites More sharing options...
pellinor Posted April 23, 2016 Author Share Posted April 23, 2016 Release v2.2.7.1 Changelog * update for 1.1 * Workaround for the camera breaking (root part scaling is still broken) * support for new stock parts * shrinking science and probe cores makes them more expensive (only changed for stock so far) * update for the OPT v1.8 test release Known issues * RootPartBug: the root part still reverts scale on load/revert to launch (only visuals/colliders). * Tweakable: you might need the slider to reach to the min/max values (the UI_ScaleEdit tweakable is stock now and behaves slightly different). * IVA overlay is not scaled 18 hours ago, Felipe Guimarães said: It was an "Interstellar Extended" problem, sorry to bother :/ Thanks for the update 19 hours ago, Tekener said: Whatever I tried, the current version from GitHub or latest dev version isn't working. it's not rescaling anything when trying to build a new rocket - and the existing ones are all broken now, because the parts are not rescaled. Unfortunately I can't code, so I hope someone will soon offer a working TweakScale for 1.1.0, so I can continue playing my savegames. Sounds like a problem with your install. Missing modulemanager maybe? Link to comment Share on other sites More sharing options...
Shizcakes Posted April 23, 2016 Share Posted April 23, 2016 Hi Pellinor! Thanks for taking over TweakScale. Would it be possible for you to update CKAN that TweakScale is 1.1 compatible? Link to comment Share on other sites More sharing options...
pellinor Posted April 23, 2016 Author Share Posted April 23, 2016 On 20.4.2016 at 0:12 AM, JohnWittle said: 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. The way I would test this is to compare two things of equal mass. Size is most obvious but not much less gameplay-relevant as mass. A stock large reaction wheel is less powerful than the same volume filled with small wheels because it has the typical amount of torque needed by a 2.5m craft, packaged in a form factor that looks good on such a craft. By the way, it is good to have a few people who don't just trust my words because someone needs to find the bugs I introduce. Link to comment Share on other sites More sharing options...
Tekener Posted April 23, 2016 Share Posted April 23, 2016 (edited) 2 hours ago, pellinor said: Sounds like a problem with your install. Missing modulemanager maybe? It was indeed the install, but not the module manager. Something was working odd when upgrading my old KSP 1.0.5 version to 1.1. With a fresh KSP install und step by step module installation all is fine Thanks a lot! Old save games working again now Edited April 23, 2016 by Tekener Link to comment Share on other sites More sharing options...
App24 Posted April 24, 2016 Share Posted April 24, 2016 I have deleted the tweak scale folder and reinstalled it and it doesnt still work 1.1 ksp Link to comment Share on other sites More sharing options...
quadro7f Posted April 24, 2016 Share Posted April 24, 2016 (edited) It works 50/50 for me. For example, the fuel tanks seems working fine, while the batteries are always shows the stock amount of electricity after you get your craft to the pad (while its model stays resized tho). The same goes for all engines and SRB's. For example here is some screens: Spoiler This booster is scaled like 3-4 times, but it shows just standart 250 kN Thrust (and its not even flying to anywhere for like 6 more minutes because of all that fuel mass xD ) Same for liquid engines: this one is scaled up to 2,5 times and its shows only 937.1 kN (the stock is 936 kN) TweakScale Version 2.2.7.1, KSP 1.1.0 1230 (64 bit) Edited April 24, 2016 by quadro7f typos Link to comment Share on other sites More sharing options...
pellinor Posted April 24, 2016 Author Share Posted April 24, 2016 (edited) 1 hour ago, quadro7f said: It works 50/50 for me. For example, the fuel tanks seems working fine, while the batteries are always shows the stock amount of electricity after you get your craft to the pad (while its model stays resized tho). The same goes for all engines and SRB's. For example here is some screens: TweakScale Version 2.2.7.1, KSP 1.1.0 1230 (64 bit) I can not reproduce this. What I am doing: * take MK1 pod * attach small stock battery, right click => says 100EC * scale to 200% => still says 100EC (if I would right click again at this point, the dislay would jump to the correct 800EC) * launch => I end up with 800EC on the pad For engines I tried two Vectory of different size (0.625 and 1.25), and the thrust of the small one was considerably lower. Do you happen to have MFT or realFuels installed? By design TweakScale is not touching some things if their modules are present on a part. Edit: more specifically: "ModuleEngineConfigs" makes it ignore engines and "ModuleFuelTanks" makes it ignore RESOURCE nodes. Edited April 24, 2016 by pellinor Link to comment Share on other sites More sharing options...
pellinor Posted April 24, 2016 Author Share Posted April 24, 2016 Release v2.2.7.2: * fix scaling of the root part (many thanks to NathanKell) Known issues: * editor: tweakables of scaled values are not updating their limits correctly (specifically RESOURCE nodes) (Workaround: right click again, or attach/detach a part on the vessel) Link to comment Share on other sites More sharing options...
emerald Posted April 24, 2016 Share Posted April 24, 2016 Is it possible to provide a tweakscale menu for inactive (red in VAB/SPH, not attached to root part) parts? Now it's required to attach a part and scale afterwards, however scaling beforehand would be easier in many places. Link to comment Share on other sites More sharing options...
quadro7f Posted April 24, 2016 Share Posted April 24, 2016 1 hour ago, pellinor said: I can not reproduce this. What I am doing: * take MK1 pod * attach small stock battery, right click => says 100EC * scale to 200% => still says 100EC (if I would right click again at this point, the dislay would jump to the correct 800EC) * launch => I end up with 800EC on the pad For engines I tried two Vectory of different size (0.625 and 1.25), and the thrust of the small one was considerably lower. Do you happen to have MFT or realFuels installed? By design TweakScale is not touching some things if their modules are present on a part. Edit: more specifically: "ModuleEngineConfigs" makes it ignore engines and "ModuleFuelTanks" makes it ignore RESOURCE nodes. Oh, I don't think that I am using MFT or RealFuels mods. But maybe there are some other mods that could cause this incompability? I just don't know. Here is my full list: Spoiler KSP: 1.1 (Win64) - Unity: 5.2.4f1 - OS: Windows 7 Service Pack 1 (6.1.7601) 64bit Filter Extensions - 2.5 USI Tools - 0.7.1 ABookCase Orbital Reference System - 0.2 Analog Control - 1.6.2 B9 Part Switch - 1.0.1 Camera Focus Changer - 0.9 Community Resource Pack - 0.5 Contract Configurator - 1.10.4 Contract Pack: Anomaly Surveyor - 1.4.2 CC-CP-SCANSat - 0.6 Contract Pack: Field Research - 1.1.7 Contract Pack: Giving Aircraft a Purpose - 1.2.3 Contract Pack: Bases and Stations - 3.2.1 Contract Pack: RemoteTech - 2.0.2 SpaceTux: Shared Assets - 0.3.9 Contract Pack: Unmanned Contracts - 0.3.19.1 Contract Pack: Tourism Plus - 1.4.2 Contract Reward Modifier - 1.0.2.2 CustomBarnKit - 1.1.7 DMagic Orbital Science - 1.2.3 CapCom Mission Control On The Go - 1.0.2.1 EditorExtensionsRedux - 3.2.1.9 Ferram Aerospace Research - 0.15.6.1 Firespitter - 7.2.1 Docking Sounds - 2.1 HeatControl - 0.3 Interstellar Fuel Switch - 1.23 RasterPropMonitor - 0.25.1 Kerbal Engineer Redux - 1.1.0.2 Kerbal Joint Reinforcement - 3.1.5 KSP-AVC Plugin - 1.1.6.1 MissionController 2 - 1.3.5 Modular Rocket Systems - 1.12.6 ModularFlightIntegrator - 1.1.3 Docking Port Alignment Indicator - 6.3 NearFutureConstruction - 0.6 NearFutureElectrical - 0.7 NearFuturePropulsion - 0.7 Final Frontier - 1.0.2.2131 ORIGAMI Antennas - 0.9.2 Kerbal Planetary Base Systems - 1.0.8 PlanetShine - 0.2.5 QuickStart - 1.1.5 RCS Build Aid - 0.8 RCS Sounds - 5.0 RealPlume - Stock - 0.10.6 Regolith - 0.1.2 RemoteTech - 1.6.11 DeepFreeze Continued... - 0.22 SCANsat - 1.1.6 ShipManifest - 5.0.9 Sigma Dimensions - 0.4.3 Stock Visual Enhancements - 0.6.4 Strategia - 1.2.1 TarsierSpaceTechnology - 6.0 TextureReplacer - 2.4.13 Kerbal Alarm Clock - 3.6 TweakScale - 2.2.7.2 USI Core - 0.2.1 Asteroid Recycling Tech - 0.8.1 Karbonite - 0.7.1 Karbonite Plus - 0.6.1 Kolonization Core - 0.2.1 USI Survivability Pack - 0.5.1 UKS - 0.40.1.1 KSP Interstellar Extended - 1.8.11 Waypoint Manager - 2.5 Wider Contracts App - 1.3.2 WildBlueTools - 1.1.1 Buffalo - 0.2.8 [x] Science! - 4.15 And... I just made the exactly of what you did with dat pod and.. I got that bug again ^^ Take a look: Spoiler 1. I took the pod and placed the basic battery on it: 2. Scaled up to 200%, nothing changed, as you said it shouldn't, ok. 3. Clicked again, and now it shows 800 energy, Yay! 4. Now going to the launchpad and.. emmm.. wait, what? How did that happen? xD Here, I did record a log of that particullar session, so maybe this will help to determine the reason: Log link Btw, your mod is totally awesome, it gives so much flexibility to this game needed, keep it up! ^^ Link to comment Share on other sites More sharing options...
lude Posted April 24, 2016 Share Posted April 24, 2016 AVC Update info still links to kerbal stuff also great work thanks a lot Link to comment Share on other sites More sharing options...
Benti Posted April 24, 2016 Share Posted April 24, 2016 Thanks for updating one of my must have mods! Link to comment Share on other sites More sharing options...
pellinor Posted April 24, 2016 Author Share Posted April 24, 2016 3 hours ago, lude said: AVC Update info still links to kerbal stuff Thanks, fixed in dev version. Link to comment Share on other sites More sharing options...
pellinor Posted April 24, 2016 Author Share Posted April 24, 2016 4 hours ago, quadro7f said: Here, I did record a log of that particullar session, so maybe this will help to determine the reason: Log link The log helped, there is a good collection of exceptions, especially one caught my attention: >> AssemblyLoader: Exception loading 'Regolith': Regolith was a resource mod that was pulled into stock long ago, the last supported KSP version was 0.90! Please don't just copy your pile of mods from one KSP version to the next. It causes all sorts of issues. And even if the game tries its best to survive exceptions they are generally a sign that something is wrong. Link to comment Share on other sites More sharing options...
quadro7f Posted April 25, 2016 Share Posted April 25, 2016 1 hour ago, pellinor said: The log helped, there is a good collection of exceptions, especially one caught my attention: >> AssemblyLoader: Exception loading 'Regolith': Regolith was a resource mod that was pulled into stock long ago, the last supported KSP version was 0.90! Please don't just copy your pile of mods from one KSP version to the next. It causes all sorts of issues. Oh, I am sorry, I didn't know that. Thank you for your time. And I've just FOUND IT! By removing and adding mods, it is clearly "KRnD" or "Kerbal Research & Development" mod of which breaks TweakScale and causes so strange incompatibilities. I hope this info will help in the future ^^ Link to comment Share on other sites More sharing options...
boomchacle Posted April 25, 2016 Share Posted April 25, 2016 I'm sure someone has asked, but I'm not gonna search through 24 pages of random talking for the answer. Does this work with BD's armory. Link to comment Share on other sites More sharing options...
Galileo Posted April 25, 2016 Share Posted April 25, 2016 1 minute ago, boomchacle said: I'm sure someone has asked, but I'm not gonna search through 24 pages of random talking for the answer. Does this work with BD's armory. Try it? That's probably the fastest answer you will get Link to comment Share on other sites More sharing options...
boomchacle Posted April 25, 2016 Share Posted April 25, 2016 Just now, Berlin said: Try it? That's probably the fastest answer you will get I guess... I just don't want it to break my game Link to comment Share on other sites More sharing options...
Galileo Posted April 25, 2016 Share Posted April 25, 2016 (edited) 1 minute ago, boomchacle said: I guess... I just don't want it to break my game It won't. Make a copy of your save if you don't trust it Edited April 25, 2016 by Berlin Link to comment Share on other sites More sharing options...
boomchacle Posted April 25, 2016 Share Posted April 25, 2016 1 minute ago, Berlin said: It won't. Make a copy of your save if you don't trust it ok. Ive used Tweakscale before, but never on BD's armory, as last time it was already broken Link to comment Share on other sites More sharing options...
pellinor Posted April 25, 2016 Author Share Posted April 25, 2016 14 hours ago, boomchacle said: Does this work with BD's armory. No Idea, haven't used it yet. All I can say that there is no support from TweakScale's side (bdarmoury might come with its own scaling configs). On 24.4.2016 at 6:48 PM, emerald said: Is it possible to provide a tweakscale menu for inactive (red in VAB/SPH, not attached to root part) parts? Now it's required to attach a part and scale afterwards, however scaling beforehand would be easier in many places. I always thought that would work, at least for single parts? Have to check. Changing how/when the game shows right click menus would be out of scope for this mod. All it does at the moment is attaching a "tweakable" object to a variable, everything else is organized automagically by the game. Link to comment Share on other sites More sharing options...
gkorgood Posted April 25, 2016 Share Posted April 25, 2016 On 4/24/2016 at 6:30 PM, pellinor said: Thanks, fixed in dev version. Didn't realize this was fixed in the dev version, so I just submitted a pull request with a fix. My B! Link to comment Share on other sites More sharing options...
boomchacle Posted April 25, 2016 Share Posted April 25, 2016 aah the one mod that I really like but was never able to use before due to glitchyness Link to comment Share on other sites More sharing options...
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