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[1.12.x] Tweakable Everything Continued (replacement)


linuxgurugamer

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Im going to try this with 1.2.2 rss/ro/rp-0. Hopefully it doesnt break anything. I was wondering if anyone else has tried it? Im only adding this so I can exclude some parts from staging. I know I can put them in stage 0 but that messes up the delta v for mechjeb. I am certainly going to make a backup of my current build just in case it all goes sideways. Ckan says it is compatible with my build. I always worry when it says that for 1.3.1 mods.

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  On 11/5/2017 at 12:30 PM, Kevin Kyle said:

Im going to try this with 1.2.2 rss/ro/rp-0. Hopefully it doesnt break anything. I was wondering if anyone else has tried it? Im only adding this so I can exclude some parts from staging. I know I can put them in stage 0 but that messes up the delta v for mechjeb. I am certainly going to make a backup of my current build just in case it all goes sideways. Ckan says it is compatible with my build. I always worry when it says that for 1.3.1 mods.

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Make sure you use the 1.2.2 version, not the 1.3.* version

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  • 1 month later...
  On 1/3/2018 at 7:12 PM, Jesusthebird said:

Ok gimme a bit...im not at home. No mm errors so i wasnt sure if it was needed :)

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There is more in the log file than MM errors.

In general, when asking for help, always provide a log file.  If not needed, then fine, but unless it's an obvious (to me) issue, I always want the log file

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@linuxgurugamer:

FYI: there is confirmed mod interference with ReaclChutes - stock parachutes drag as if semi-deployed even before activation (mod-added RC chutes work fine).  Removing corresponding dll and config (even config itself messes RC-enabled stock chutes) from TweakableEverything resolves the problem.  I believe this is new to 1.3.1, as I used both in earlier game versions with no issues.

Also reported in RC thread.

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  On 1/6/2018 at 2:12 PM, Tau137 said:

@linuxgurugamer:

FYI: there is confirmed mod interference with ReaclChutes - stock parachutes drag as if semi-deployed even before activation (mod-added RC chutes work fine).  Removing corresponding dll and config (even config itself messes RC-enabled stock chutes) from TweakableEverything resolves the problem.  I believe this is new to 1.3.1, as I used both in earlier game versions with no issues.

Also reported in RC thread.

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Very strange, since this was just a recompile.  I wonder if anything changed in RC.

Also, log files are needed, it's also possible there is another mod interfering, and as of now, your report is "something isn't working" without any hard data behind it.

Thanks

Just an FYI, there were a number of changes in RC for 1.3.1:

  Quote
-Compatibility for KSP 1.3.1
-Fixed issue with editor window
-Implemented increments for in flight window sliders
-Solution-wise code cleanup/optimizations
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Entirely possible that what he is now doing is interfering with this mod.

Actually, what version of MM are you running?  Because, this may be a result of the latest MM rather than anything else.

Which would  have been visible in the log file (which is why you should ALWAYS include a log file)

Edited by linuxgurugamer
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So I just did a set of tests.

Test bed:

Stock plane with a Mk16 surfacemounted on the left wing, and a Mk16-XL surfacemounted on the right wing.  I made sure the staging was such that the chutes weren't deployed (my first test had them deploying).  This is a rough test, using the Mk 1 Eyeball with the aero drag being shown:

  1. With both TweakableEverything and Realchutes installed
    1. Drag from both chutes, flying at 1309 m/s at 4147, was about 1 1/2 - 1 2/3 times as long as the ship
  2. With Tweakable Everything only
    1. Drag from both chutes, flying at about 1299 m/s at 4300, was about 1 1/3 times as long as the ship
  3. With Realchutes only
    1. Drag from both chutes, flying at 1309 m/s at 3720, was about 1 1/2 - 1 2/3 times as long as the ship
  4. Without either
    1. Drag from both chutes, flying at about 1300 m/s at 4000, was about 1 1/2 times as long as the ship

 

The Mk1 Eyeball results showed that the drag when not using RealChutes was identical to each other, and that when using RealChutes they were identical to each other.  The drag lines were noticeably longer when RealChutes was installed than when it wasn't.

Please back up your statement with some better facts.  While this was a quick series of tests, I'd be very happy to take screenshots to show the results later on.  If I do that, I'll get an autopilot to get them all at the same speed and altitude to get a better comparison.

Also, it's easy to demonstrate that TweakableParachute isn't active

When TweakableParachute is active, when you right-click on a stock chute in the editor, you should see two additional lines:

  • Deploy Factor
  • Semi-Deploy Factor

Adding RealChute, the right-click shows:

  • A button saying "Toggle Info"

 

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  • 2 months later...
  On 3/16/2018 at 3:24 PM, LightBender said:

Please update to 1.4.1 the mod causes all docking ports to become nonexistent.

 

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lightbender,

Don't bother the mod builders directly after an upgrade.  They are busy with everything from Real Life and working out what needs to be changed in their mods.

They will get to it when they get to it.

Give um and break, or you will push them to the point that they won't update.

Chill, have a few beers and all will be good.

Go kill some greener's with 1.3.1 for awhile longer.

Edited by drtedastro
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  On 3/16/2018 at 4:31 PM, drtedastro said:

lightbender,

Don't bother the mod builders directly after an upgrade.  They are busy with everything from Real Life and working out what needs to be changed in their mods.

They will get to it when they get to it.

Give um and break, or you will push them to the point that they won't update.

Chill, have a few beers and all will be good.

Go kill some greener's with 1.3.1 for awhile longer.

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Kill some grenner's?...BDarmory here I come! And just telling them what happens if you get the 1.3.1 version of the mod plus this is the Forum so shouldn't people be posting any problems they have with it on its own forum site? 

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  On 3/19/2018 at 11:49 AM, LightBender said:

Kill some grenner's?...BDarmory here I come! And just telling them what happens if you get the 1.3.1 version of the mod plus this is the Forum so shouldn't people be posting any problems they have with it on its own forum site? 

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Actually, yes, it's a waste of my time.  It is not supported, it is not updated, please don't waste time with bug reports until the modder says it's been updated.

Of course, if a modder hasn't been around for a while, this doesn't really apply

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After installing this, all docking ports on my in-flight vessels stop working - they undock fine, but will not re-acquire (no magnet). Replacing the affected vessel or removing TweakableDockingNode.dll resolves this.
Any ideas? I can't see anything obvious in my save file (both working and non-working ports have the same modules, and the parameters are identical) or any applicable errors in the log...

ed. KSP 1.3.1, latest TE version flagged for such by CKAN.

Edited by steve_v
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  On 3/25/2018 at 5:52 PM, linuxgurugamer said:

Are you using Vens by any chance?

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Nope.
One or two other mods though:

  Reveal hidden contents

 

Edited by steve_v
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  On 3/26/2018 at 3:04 AM, steve_v said:

Nope.
One or two other mods though:

  Reveal hidden contents

 

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Another mod addict, I see :D

You are installing this into an existing save?  That's probably your problem.

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