linuxgurugamer Posted January 11, 2017 Share Posted January 11, 2017 (edited) This is a replacement thread for Tweakable Everything Continued. So called because the original thread got lost. The new version for KSP 1.4.1 has new dependencies New Dependency Toadicus Tools Continued The Toadicus Tools Continued used to be bundled with this mod, but it's now been removed, and you have to install it as well. If using CKAN, that will be done for you automatically. Source code: https://github.com/linuxgurugamer/TweakableEverything Download: http://spacedock.info/mod/1059/TweakableEverythingContinued License: BSD-3-Clause https://www.patreon.com/linuxgurugamer Ever wanted to open a shielded docking port in the editor, or start your ship with crossfeed disabled across your docking ports? Maybe adjust the ejection force of your decouplers, or open a solar panel? The poorly-named TweakableEverything exists to provide exactly such features. Shielded and lateral docking ports can be opened in the editor and fitted with other stackable parts. Decoupler ejection force can be tweaked, and solar panels can be opened in the editor. These options and more leverage the new Tweakables system for your fun and profit¹. Featured Tweakables: Docking Port Decouple Staging Toggle Docking Port Ejection Force Slider Docking Port "Magnet" Force Slider Docking Port "Magnet" Torque Slider Docking Port Re-engage Distance Slider Docking Port Shield Toggle EVA Thruster Pack Gimbal Range Slider Gimbal Reverse Control Toggle Intake Enable/Disable in Editor Parachute Deployment Time Factor Sliders Reaction Wheel Torque Sliders (Yaw, Pitch, Roll) SAS Autopilot Upgrade Slider (Career mode only) Solar Panel/Radiator Deployment Toggle Solar Panel/Radiator Sun Tracking Toggle Bonus Features: Docking port "Control from here" now available for use in action groups. Resource flow enable/disable/toggle now available for use in action groups. Gimbal "reverse control" available for use in action groups. TweakableEverything is so named not because it makes everything tweakable (that would be ludicrous), but because it is Everything that I have made Tweakable. But, since you might not want all of it, I have broken things out into separate libraries. If, for example, you don't want TweakableSolarPanels, just delete TweakableSolarPanels.dll and TweakableSolarPanels.cfg from your TweakableEverything folder. I won't be offended -- promise! Edited April 28, 2018 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
robson1000 Posted January 12, 2017 Share Posted January 12, 2017 Ok, I post again. With StockPartRevamp installed, TweakableDockingNode is removing top attach node from stock docking ports. Shielded docking port is not affected. KSP.log output_log.txt MM Cache.rar Quote Link to comment Share on other sites More sharing options...
Space_nico Posted February 27, 2017 Share Posted February 27, 2017 On 12/01/2017 at 10:24 AM, robson1000 said: Ok, I post again. With StockPartRevamp installed, TweakableDockingNode is removing top attach node from stock docking ports. Shielded docking port is not affected. KSP.log output_log.txt MM Cache.rar Hi! Yep, I've got the same problem for every docking nodes on the VAB/SPH. When I deinstalled it, the problem disappeared... Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 27, 2017 Author Share Posted February 27, 2017 4 hours ago, Space_nico said: Hi! Yep, I've got the same problem for every docking nodes on the VAB/SPH. When I deinstalled it, the problem disappeared... Did you deploy the docking node? Even for the non-shielded ones, I think you need to deploy it Quote Link to comment Share on other sites More sharing options...
Space_nico Posted February 27, 2017 Share Posted February 27, 2017 1 minute ago, linuxgurugamer said: Did you deploy the docking node? Even for the non-shielded ones, I think you need to deploy it Hm, I can't, I haven't a button for it... I remarked that affect only mods, not stock... Maybe I did something wrong with my mods! May I reinstall the mod and give you the log? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 27, 2017 Author Share Posted February 27, 2017 5 minutes ago, Space_nico said: Hm, I can't, I haven't a button for it... I remarked that affect only mods, not stock... Maybe I did something wrong with my mods! May I reinstall the mod and give you the log? Right-click the docking port and see if there is a deploy (unless you did that already) Logs are always useful and necessary Quote Link to comment Share on other sites More sharing options...
Space_nico Posted February 27, 2017 Share Posted February 27, 2017 31 minutes ago, linuxgurugamer said: Right-click the docking port and see if there is a deploy (unless you did that already) Logs are always useful and necessary Well, It's working now. May I have to pay more attention for the next time (and you gave me the solution ). I didn't notice that I have to turn on/off the docking lights... etc. Many thanks. Also, I still give you my logs, maybe you could find something useful for the mod (maybe )... Log ↓https://drive.google.com/open?id=0B_fEvv93hbGjOG81QXlBeU14amc Output log ↓https://drive.google.com/open?id=0B_fEvv93hbGjNjNkU0V5T0EwVWc Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 27, 2017 Author Share Posted February 27, 2017 On 1/12/2017 at 4:24 AM, robson1000 said: Ok, I post again. With StockPartRevamp installed, TweakableDockingNode is removing top attach node from stock docking ports. Shielded docking port is not affected. KSP.log output_log.txt MM Cache.rar Right-click the docking port and see if there is a deploy button (unless you did that already) Logs are always useful and necessary (unless it works) 1 minute ago, Space_nico said: Well, It's working now. May I have to pay more attention for the next time (and you gave me the solution ). I didn't notice that I have to turn on/off the docking lights... etc. Many thanks. Also, I still give you my logs, maybe you could find something useful for the mod (maybe )... Log ↓https://drive.google.com/open?id=0B_fEvv93hbGjOG81QXlBeU14amc Output log ↓https://drive.google.com/open?id=0B_fEvv93hbGjNjNkU0V5T0EwVWc Logs aren't necessary if it works and there aren't any exceptions. Glad to hear it's working Quote Link to comment Share on other sites More sharing options...
robson1000 Posted February 27, 2017 Share Posted February 27, 2017 48 minutes ago, linuxgurugamer said: Right-click the docking port and see if there is a deploy button (unless you did that already) Logs are always useful and necessary (unless it works) Yes, deploying bumper is bringing back attach node, but if I launch ship builded in that way docking ports doesn't want to dock. Tested with only StockPartRevamp, modulemanager and this mod. I replace old logs with new one, use preview links. Simple craft quicksave Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 27, 2017 Author Share Posted February 27, 2017 You need to deploy the bumper before docking Quote Link to comment Share on other sites More sharing options...
robson1000 Posted February 27, 2017 Share Posted February 27, 2017 3 minutes ago, linuxgurugamer said: You need to deploy the bumper before docking No, I tried that check my quicksave. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 27, 2017 Author Share Posted February 27, 2017 6 minutes ago, robson1000 said: No, I tried that check my quicksave. Ok, I'll take a look at it later when I get home Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 28, 2017 Author Share Posted February 28, 2017 9 hours ago, robson1000 said: Yes, deploying bumper is bringing back attach node, but if I launch ship builded in that way docking ports doesn't want to dock. Tested with only StockPartRevamp, modulemanager and this mod. I replace old logs with new one, use preview links. Simple craft quicksave There is nothing wrong. One of the things that Tweakable Docking Node adds is orientation. The default is a 90 degree roll angle, but you can change that in the VAB. With the sample ship you posted, you need to do the following to dock: Make sure there is a kerbal in each pod Turn on SAS Undock, back away Extend the bumpers on BOTH docking ports gently move forward until they are either touching, or very close. Gently rotate the vessel around the axis using small puffs on the Q and E keys. After about a90 degrees, they will pull together, but will NOT join yet. Retract the bumpers on each docking node, after the 2nd is pulled in, they will dock You can change the roll angles in the VAB Quote Link to comment Share on other sites More sharing options...
stali79 Posted February 28, 2017 Share Posted February 28, 2017 Got a query for you guys, for some unknown reason Tweakable Everything wreaks havok on the OPT attach nodes, I haven't been able to figure out why and was wondering if you Devs might know why. Quote Link to comment Share on other sites More sharing options...
robson1000 Posted February 28, 2017 Share Posted February 28, 2017 7 hours ago, linuxgurugamer said: One of the things that Tweakable Docking Node adds is orientation. The default is a 90 degree roll angle, but you can change that in the VAB. Ok, I understand now. Is there any way to disable this, or set by default like in stock? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 28, 2017 Author Share Posted February 28, 2017 Just delete the DLL Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 22, 2017 Author Share Posted March 22, 2017 New release, 0.1.19: Fixed TweakableDockingNode shield code to only activate on shielded ports, not all ports with animation Added OPT docking ports Quote Link to comment Share on other sites More sharing options...
stali79 Posted March 22, 2017 Share Posted March 22, 2017 1 minute ago, linuxgurugamer said: New release, 0.1.19: Fixed TweakableDockingNode shield code to only activate on shielded ports, not all ports with animation Added OPT docking ports Were you able to resolve the attach node issues for the OPT parts? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 22, 2017 Author Share Posted March 22, 2017 1 minute ago, stali79 said: Were you able to resolve the attach node issues for the OPT parts? Yes, that was the "Added OPT docking ports" Quote Link to comment Share on other sites More sharing options...
stali79 Posted March 22, 2017 Share Posted March 22, 2017 Its not just the docking ports that had issues, was all the attach nodes. Will take a look when i wake up 4:20am here in aus lol. Quote Link to comment Share on other sites More sharing options...
AccidentalDisassembly Posted March 23, 2017 Share Posted March 23, 2017 (edited) Just FYI - there is a long-standing issue with TweakableEverything and TweakScale for some kinds of parts. For example, with TweakableEverything applied to reaction wheels, rescaling a wheel will change the torque settings to negative values (in the right-click menu in the editor). After launch, the wheel will provide torque, but I can't really tell how much (compared to normal). If you simply scale a 2.5m wheel (for example) really large, then launch without messing with the torque sliders, it will not provide torque commensurate with its (rescaled) size. After scaling in the editor, you can then modify the values to give the part gobs o' torque, or whatever. However, after launching with a part that's been tweakscaled, returning to the VAB/SPH will result in a reset of the torque values to the range allowed by the unscaled version of the wheel. I don't have any idea if this is a TweakableEverything issue, or a TweakScale issue, just thought it could be useful to describe! Edited March 23, 2017 by AccidentalDisassembly Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 23, 2017 Author Share Posted March 23, 2017 (edited) Interesting, I wasn't aware of this. I'll contact the TS author about it Edit: According to @pellinor, the two mods don't play well together :-( I'm sure we can figure it out once we get a chance to talk Edited March 23, 2017 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
stali79 Posted March 23, 2017 Share Posted March 23, 2017 @linuxgurugamer - you sir are a legend, thanks for resolving the conflict with the OPT attach nodes (both docking port and normal ones) Can now stop telling people to not use this mod because of the incompatability Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 23, 2017 Author Share Posted March 23, 2017 It wasn't a conflict, it was just missing the patch. I assume that OPT came out after this mod, it was never updated. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 23, 2017 Author Share Posted March 23, 2017 20 minutes ago, stali79 said: @linuxgurugamer - you sir are a legend, thanks for resolving the conflict with the OPT attach nodes (both docking port and normal ones) Can now stop telling people to not use this mod because of the incompatability While may not be an issue with OPT, there is an issue with Tweakscale and Tweakable Everything, currently not resolved. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.