Spunge_bub12 Posted August 9, 2022 Share Posted August 9, 2022 Not sure if this problem was brought up before, but it seems that probe control is being broken in some instances where scaled sub-assemblies are used. For example, I have a missile I was making for a launcher. The missile was equipped with a probe core and it worked fine within its own save. After merging it with its launcher platform which I made as a separate craft, and mating them with a decoupler, launching the missile via the decoupler causes no probe control on the missile, and the fuel tanks show as empty in the stages. Oddly, the same problem persists even if I toggle off CommNet in the difficulty settings when creating a new save. Quote Link to comment Share on other sites More sharing options...
Lisias Posted August 9, 2022 Author Share Posted August 9, 2022 Just now, Spunge_bub12 said: Not sure if this problem was brought up before, but it seems that probe control is being broken in some instances where scaled sub-assemblies are used. For example, I have a missile I was making for a launcher. The missile was equipped with a probe core and it worked fine within its own save. After merging it with its launcher platform which I made as a separate craft, and mating them with a decoupler, launching the missile via the decoupler causes no probe control on the missile, and the fuel tanks show as empty in the stages. Oddly, the same problem persists even if I toggle off CommNet in the difficulty settings when creating a new save. Send me a minimum craft file where the problem can be reproduced, as well the KSP.log with the problem being reproduced. (rememeber to quit KSP before taking the log, to avoid having it truncated - or you can just quit to main menu, as by that time anything that would be truncated is not relevant to the problem at hands!). Quote Link to comment Share on other sites More sharing options...
Spunge_bub12 Posted August 9, 2022 Share Posted August 9, 2022 Just now, Lisias said: Send me a minimum craft file where the problem can be reproduced, as well the KSP.log with the problem being reproduced. (rememeber to quit KSP before taking the log, to avoid having it truncated - or you can just quit to main menu, as by that time anything that would be truncated is not relevant to the problem at hands!). Here you go. This is on the latest version of KSP. I'm using several mods but most of them are graphical. The most critical mods I am using are listed below. All mods are their latest versions. BD Armory Plus (Ands its dependencies) FAR Tweakscale Recall Mechjeb https://kerbalx.com/2Polev/SA-2-Launcher-PROBE-BUG <--- Link for craft file. And sorry for my incompetence, but how do I get the log file to you without posting the whole wall text here in this forum post? Quote Link to comment Share on other sites More sharing options...
Lisias Posted August 10, 2022 Author Share Posted August 10, 2022 (edited) 1 hour ago, Spunge_bub12 said: <> how do I get the log file to you without posting the whole wall text here in this forum post? Use DropBox, Google Drive or similar service, and then paste the link here! Edited August 10, 2022 by Lisias tyop! Quote Link to comment Share on other sites More sharing options...
Spunge_bub12 Posted August 10, 2022 Share Posted August 10, 2022 6 minutes ago, Lisias said: Use DropBox, Google Drive or similar service, and then paste the link here! Here you go. https://drive.google.com/file/d/1BfO_1l29XPv7p-EpspdDTsODfb4IDfFw/view?usp=sharing Quote Link to comment Share on other sites More sharing options...
Spunge_bub12 Posted August 10, 2022 Share Posted August 10, 2022 (edited) Well, I'm officially an Idiot. The problem isn't a bug. Its caused by the BD modular missile controller. I probably should have done some more testing before assuming that it was an issue with tweak scale, but given how the current version of tweakscale still has the sub-assembly bug, I assumed that it was being caused by that. Edit: Or maybe not... Removing the BD modular missile controller from the craft doesn't remedy the issue. This is so confusing. Edit 2: I've figured it out. Having the BD modular missile controller on the craft will toggle off all the electrical storage on the craft when it spawns onto the runway. The weird part is that the toggle state will carry over when I revert back to editor for some reason, which keeps the probe from receiving power once I spawn it back in without the controller. So weird. Edited August 10, 2022 by Spunge_bub12 Quote Link to comment Share on other sites More sharing options...
Lisias Posted August 10, 2022 Author Share Posted August 10, 2022 (edited) 2 hours ago, Spunge_bub12 said: Not sure if this problem was brought up before, but it seems that probe control is being broken in some instances where scaled sub-assemblies are used. For example, I have a missile I was making for a launcher. The missile was equipped with a probe core and it worked fine within its own save. After merging it with its launcher platform which I made as a separate craft, and mating them with a decoupler, launching the missile via the decoupler causes no probe control on the missile, and the fuel tanks show as empty in the stages. Oddly, the same problem persists even if I toggle off CommNet in the difficulty settings when creating a new save. Could not reproduce it on Stock+TweakScale. This is what I did: Created a missile: Probodobodune OKTO scaled down to 0.313m Small Nose Cone scaled down to 0.313m Rockomax Jumbo-64 Fuel Tank, scaled down to 0.313m LV-T45 Swiwel LFO Engine, unsurprisingly also scaled down to 0.313m Called the thingy "Missile" while saving it. Loaded an Stock ship called Aeris 3A Shoved a TT-38K Radial Decoupler on her back (and scaled it to 50%) Load/Merged the Missile craft and attached it to the TT38K. The missile's fuel tank had (the correct amount of) fuel after merging it. I launched the Aeris, took of and while airborne launched the missile. I could control it normally - at least after about a minute after the fuel is exhausted, as the internal battery drained and I lost control of the thingy. Flawless. I think you have some bad interaction with some of the add'ons you are using. I will use your KSP.log and craft file on a test session - but probably on the weekend (perhaps sooner, if I get lucky and dayjob gives me a break). <post merged by forum> 10 minutes ago, Spunge_bub12 said: Well, I'm officially an Idiot. The problem isn't a bug. Its caused by the BD modular missile controller. I probably should have done some more testing before assuming that it was an issue with tweak scale, but given how the current version of tweakscale still has the sub-assembly bug, I assumed that it was being caused by that. Edit: Or maybe not... Removing the BD modular missile controller from the craft doesn't remedy the issue. This is so confusing. Edit 2: I've figured it out. Having the BD modular missile controller on the craft will toggle off all the electrical storage on the craft when it spawns onto the runway. The weird part is that the toggle state will carry over when I revert back to editor for some reason, which keeps the probe from receiving power once I spawn it back in without the controller. So weird. Well… I was right. About the subassembly bug… It's not TweakScale, it's KSP. KSP-Recall tries to workaround it, but it only works with subassemblies that already have the KSP-Recall PartModules installed. Check this post for details, I found that by loading the SubAssembly using craft managed and then saving it again as a subasembly, the KSP-Recall part-modules are correctly added to the parts! https://forum.kerbalspaceprogram.com/index.php?/topic/192048-18/&do=findComment&comment=4150351 Edited August 10, 2022 by Lisias post merged by forum Quote Link to comment Share on other sites More sharing options...
Spunge_bub12 Posted August 10, 2022 Share Posted August 10, 2022 13 minutes ago, Lisias said: Could not reproduce it on Stock+TweakScale. This is what I did: Created a missile: Probodobodune OKTO scaled down to 0.313m Small Nose Cone scaled down to 0.313m Rockomax Jumbo-64 Fuel Tank, scaled down to 0.313m LV-T45 Swiwel LFO Engine, unsurprisingly also scaled down to 0.313m Called the thingy "Missile" while saving it. Loaded an Stock ship called Aeris 3A Shoved a TT-38K Radial Decoupler on her back (and scaled it to 50%) Load/Merged the Missile craft and attached it to the TT38K. The missile's fuel tank had (the correct amount of) fuel after merging it. I launched the Aeris, took of and while airborne launched the missile. I could control it normally - at least after about a minute after the fuel is exhausted, as the internal battery drained and I lost control of the thingy. Flawless. I think you have some bad interaction with some of the add'ons you are using. I will use your KSP.log and craft file on a test session - but probably on the weekend (perhaps sooner, if I get lucky and dayjob gives me a break). <post merged by forum> Well… I was right. About the subassembly bug… It's not TweakScale, it's KSP. KSP-Recall tries to workaround it, but it only works with subassemblies that already have the KSP-Recall PartModules installed. Check this post for details, I found that by loading the SubAssembly using craft managed and then saving it again as a subasembly, the KSP-Recall part-modules are correctly added to the parts! https://forum.kerbalspaceprogram.com/index.php?/topic/192048-18/&do=findComment&comment=4150351 Thankyou very much, I'll look into using craft manager to fix my sub-assemblies. Quote Link to comment Share on other sites More sharing options...
Le-chimiste Posted August 12, 2022 Share Posted August 12, 2022 Hi, i build a structure and i want to put it underwater But with large panels i can't do it. it float with 24 000 tonns Quote Link to comment Share on other sites More sharing options...
Lisias Posted August 12, 2022 Author Share Posted August 12, 2022 2 hours ago, Le-chimiste said: Hi, i build a structure and i want to put it underwater But with large panels i can't do it. it float with 24 000 tonns Hi! Known problem. What happens is that KSP uses the drag cubes to calculate the buoyancy, and TweakScale needs to scale the drag cubes otherwise the parts will not behave as expected while flying. It's a catch 22 situation. I'm trying to workaround the situation on this issue: https://github.com/net-lisias-ksp/TweakScale/issues/252 Firespitter has a PartModule for buoyancy and, together the TweakScale Companion for Firespitter, perhaps it can be of use? Quote Link to comment Share on other sites More sharing options...
ColdJ Posted August 12, 2022 Share Posted August 12, 2022 @Le-chimiste Don't forget about "Working underwater lite" https://spacedock.info/mod/2749/Working Underwater Lite Quote Link to comment Share on other sites More sharing options...
Lisias Posted August 12, 2022 Author Share Posted August 12, 2022 30 minutes ago, ColdJ said: Don't forget about "Working underwater lite" https://spacedock.info/mod/2749/Working Underwater Lite As a matter of fact… I had! Sorry! How it is behaving with TweakScale? Let me know if you find anything behaving weirdly! Quote Link to comment Share on other sites More sharing options...
ColdJ Posted August 12, 2022 Share Posted August 12, 2022 12 minutes ago, Lisias said: How it is behaving with TweakScale? Let me know if you find anything behaving weirdly! Actually haven't used W.U.L myself for a while. Too busy making new mods, and though my last 2 mods could lend themselves to being rescaled, most things I make are best not to be resized. The last version of Tweakscale I used was the one out when 1.9.1 was the latest K.S.P. Been waiting for your definitive version I used to make lovely Jet planes using Tweakscale back then but it has been a while now. So I currently don't know of anything to increase your work load. Quote Link to comment Share on other sites More sharing options...
Rutabaga22 Posted August 13, 2022 Share Posted August 13, 2022 Somethings happening again! Log: https://drive.google.com/file/d/191wqtL-qQp1LUrjESNOrIKeItRQZvho2/view?usp=sharing Quote Link to comment Share on other sites More sharing options...
Lisias Posted August 13, 2022 Author Share Posted August 13, 2022 14 hours ago, Rutabaga22 said: Somethings happening again! Log: https://drive.google.com/file/d/191wqtL-qQp1LUrjESNOrIKeItRQZvho2/view?usp=sharing It's BARISBridge again! [ERR 21:20:01.952] AssemblyLoader: Exception loading 'Buffalo': System.Reflection.ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown. at (wrapper managed-to-native) System.Reflection.Assembly.GetTypes(System.Reflection.Assembly,bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <9577ac7a62ef43179789031239ba8798>:0 at AssemblyLoader.LoadAssemblies () [0x000e6] in <39c0323fb6b449a4aaf3465c00ed3c8d>:0 Additional information about this exception: System.IO.FileNotFoundException: Could not load file or assembly 'BARISBridge, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. File name: 'BARISBridge, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' I think we already had diagnosed that before, I'm pretty sure this is not the first time you reported this one - I think you are being hit by one of the bad practices from the Scene, shoving all the dependencies on the same ZIP. You probably installed a add'on that have an older DLL of Buffalo, and that DLL still needs the BARIS. Quote Link to comment Share on other sites More sharing options...
Rutabaga22 Posted August 13, 2022 Share Posted August 13, 2022 3 minutes ago, Lisias said: older DLL of Buffalo I know why, it's the one packed in with pathfinder... Quote Link to comment Share on other sites More sharing options...
Jeffery Spaghetti Posted August 14, 2022 Share Posted August 14, 2022 I had a issue with bd Armory's guns not functioning so I reinstalled bd armory and after doing so I got the message that tweakscale found a Fatal issue and to post it here along with this https://drive.google.com/file/d/1mKqX8Ws5APnEg-baDX3HN2Yt-FdW8peC/view?usp=sharing the link is what I believe to be the ksp log Quote Link to comment Share on other sites More sharing options...
Jeffery Spaghetti Posted August 14, 2022 Share Posted August 14, 2022 On 10/16/2018 at 6:36 PM, Lisias said: As from 2018-1016 and under @pellinor agreement, I'm the New Management for TweakScale. From now on, it's all officially my fault! In a Hurry: Help Wanted! See this post. Current Release: 2.4.6.16 for KSP >= 1.3 (2022-0523) It works from KSP 1.3.0 to KSP 1.12.3! Seriously! How to check Compatibility on CurseForge. IMPORTANT Users of KSP 1.9.x need to install KSP Recall. Users of KSP 1.11.x need to install KSP Recall too. Users of KSP 1.12.x need to install KSP Recall. Am I detecting a pattern? read this post before updating! Announce for 2.4.6.0 2.4.6.1 Announce for 2.4.6.2 Announce for 2.4.6.3 Announce for 2.4.6.4 Announce for 2.4.6.5 2.4.6.6 to 2.4.6.8 weren't announced. 2.4.6.9 was ditched. Announce for 2.4.6.10 Announce for 2.4.6.11 Announce for 2.4.6.12 Announce for 2.4.6.13 2.4.6.14 was ditched Announce for 2.4.6.15 Downloads on GitHub (and KSP-AVC users). Right Now. on CurseForge . on SpaceDock and CKAN . TweakScale Companion Program Third Party support is going to be implemented into Companions, and all legacy patches are going End Of Life on TweakScale 2.4.4. Most of them are unusable anyway Check the TweakScale Companion Program's Thread for more information. New Companions are being released on a regular basis. Relevant Notes Kraken Food (unholy interactions between Add'Ons) is detected on startup, and a proper (and scary) Warning is shown when appropriated. Pay attention to that message, and reach me here for help! Overrules and HotFixes can be issued to workaround the problems if needed. See this post. A PhD thesis about the current problems can be found on this post. An article about how new patches will be handled is here. For users of Infernal Robotics: The Classic Infernal Robotics has a showstopper bug. See this post for details. TweakScale strongly advise using Infernal Robotics/Next where these issues were solved. Reveal hidden contents Old thread: on Forum. Project: Source: on GitHub From 2.4.4.0 and newer: SKL1.0 License and GPLv2 too yeah, this thing is DOUBLE LICENSED. The SKL grants you essential rights for binary use and redistribution. Non revokable but restricted for use and redistribution. GPLv2 grants you additional rights when applicable. Older versions, from 2.4.3.21 and older WTFPL This project makes use of KSPe.Light for TweakScale under the SKL 1.0 license. Current Road Map. Previous. Change Log. Known Issues Mandatory Reading Issue Tracking (You can check what I'm doing here!) Description: 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. (Pictures are eternal work in progress! ) Credits: Contributions From: Goodspeed and Biotronic. [original release thread] Pellinor [previous release thread] And future new features/bugs/mishaps from yours truly. Support: I need help in order to proper help you. Open the spoiler for instructions about how to get support: Reveal hidden contents Please provide: A concise, textual description of the problem Mentioning the KSP version and the TweakScale version involved A screenshot of the problem When applicable, the .craft file with a vessel that have the problem When asked, the KSP.log and output_txt log from Unity. See this article for instructions. The Player.log changed location: On MacOS For KSP < 1.8, they are on ~/Library/Logs/Unity On KSP >=1.8, you will find the Player.log on ~/Library/Logs/Squad/KSP/ On Windows On KSP >=1.8, you will find the Player.log on C:\Users\<USERNAME>\AppData\LocalLow\Squad\KSP\ On Linux On KSP >=1.8, you will find the Player.log on ~/.config/unity3d/Squad/KSP/ Publish the files on DropBox, Google Drive or similar, and post the link so we can inspect it. DO NOT paste the log on Forum, this causes a lot of problems and it's useless, as Forum also truncate the file It's ok to paste small excerpts to pinpoint something, but we still need the full KSP.log and Player.log in order to help you/ Do not use pastebin, gist or similars. They have a pretty small cap on the file size, and will truncate the log rendering yet more useless Imgur is a good choice for publishing screenshots when needed. Using the Issue Tracker is highly encouraged, as GitHub provides services that make everything above easier. You can open an issue there, and call me here pinpointing there to be sure to get my attention. Thank you. Scale Safe! I had a issue with bd Armory's guns not functioning so I reinstalled bd armory and after doing so I got the message that tweakscale found a Fatal issue and to post it here along with this https://drive.google.com/file/d/1mKqX8Ws5APnEg-baDX3HN2Yt-FdW8peC/view?usp=sharing the link is what I believe to be the ksp log Quote Link to comment Share on other sites More sharing options...
Lisias Posted August 14, 2022 Author Share Posted August 14, 2022 1 hour ago, Jeffery Spaghetti said: I had a issue with bd Armory's guns not functioning so I reinstalled bd armory and after doing so I got the message that tweakscale found a Fatal issue and to post it here along with this https://drive.google.com/file/d/1mKqX8Ws5APnEg-baDX3HN2Yt-FdW8peC/view?usp=sharing the link is what I believe to be the ksp log You have a terrible installation problem! [LOG 20:04:14.623] Load(Assembly): Airplane_Plus-26.5 (1)/GameData/ModuleManager.4.1.3 [LOG 20:04:14.624] AssemblyLoader: Loading assembly at D:\New folder\steamapps\common\Kerbal Space Program\GameData\Airplane_Plus-26.5 (1)\GameData\ModuleManager.4.1.3.dll And this is only one of the problems I found - there're too many to list here. For starters, completely remove the folder Airplane_Plus-26.5 (1) from your GameData. If by removing this folder, you still get errors, send me a new KSP.log and I will check it. Quote Link to comment Share on other sites More sharing options...
Le-chimiste Posted August 15, 2022 Share Posted August 15, 2022 On 8/12/2022 at 3:23 PM, Lisias said: Hi! Known problem. What happens is that KSP uses the drag cubes to calculate the buoyancy, and TweakScale needs to scale the drag cubes otherwise the parts will not behave as expected while flying. It's a catch 22 situation. I'm trying to workaround the situation on this issue: https://github.com/net-lisias-ksp/TweakScale/issues/252 Firespitter has a PartModule for buoyancy and, together the TweakScale Companion for Firespitter, perhaps it can be of use? Hi, Can you explain "Scale the buoyancy attribute (IIRC) to keep the thing with the same floatability of the original part." ? I don't know how do that. Quote Link to comment Share on other sites More sharing options...
Lisias Posted August 16, 2022 Author Share Posted August 16, 2022 On 8/15/2022 at 7:12 AM, Le-chimiste said: Hi, Can you explain "Scale the buoyancy attribute (IIRC) to keep the thing with the same floatability of the original part." ? I don't know how do that. It's something that I need to figure out. On KSP, the buoyancy of a part is derived from a thingy called Drag Cube. The Drag Cube is, well, a "virtual cube" used by the physics engine to calculate the drag of a part - doing proper drag calculation based on the real shape of the collider is cumbersome and costly, so the game developers choose to use a shortcut by using the DragCubes. It works, by the way, this is not a complain. However, when the devs implemented buoyancy, they also calculated it using the drag cubes and this starts to be a problem when you scale the part, because you need to scale the drag cubes too otherwise the thingy will have the same drag as it had before being scaled up! (and yeah, this is a complain! ). Look, this is what happens: So, in order to scale things "properly", I need to figure out a way to "decrease" the buoyancy attribute of the part as I scale up and down the damned drag cubes in order to preserve the original buoyancy of the part! Quote Link to comment Share on other sites More sharing options...
Swordofsithlord Posted August 23, 2022 Share Posted August 23, 2022 I got the incompatibility issue after getting tweakscale, and it told be to send you guys my KSP log, but looking at my KSP file, I didn't see a a ksp log file except the 2 in the module manager folder, are those the files? this is the ModuleManger log, if that's what you need https://docs.google.com/document/d/14BsOaQTEgl73T49NbDpq7RddjA8SCm5-tZUzLN6YO1M/edit?usp=sharing Quote Link to comment Share on other sites More sharing options...
Lisias Posted August 25, 2022 Author Share Posted August 25, 2022 On 8/23/2022 at 4:23 PM, Swordofsithlord said: I got the incompatibility issue after getting tweakscale, and it told be to send you guys my KSP log, but looking at my KSP file, I didn't see a a ksp log file except the 2 in the module manager folder, are those the files? this is the ModuleManger log, if that's what you need https://docs.google.com/document/d/14BsOaQTEgl73T49NbDpq7RddjA8SCm5-tZUzLN6YO1M/edit?usp=sharing Hi! I tried to reach you without success, so I'm posting this here as a remind to myself about the issue. Without the KSP.log, my hands are tied. The information I need to diagnose the problem is on KSP.log , and not on any other log. The ModuleManager log is pretty useless for this one. (and you need to authorise me to access the log anyway, or I will not be able to download it! Please remember to turn the thing public next time!) cheers! Quote Link to comment Share on other sites More sharing options...
Swordofsithlord Posted August 27, 2022 Share Posted August 27, 2022 sorry about not replying, been moving. I THINK this is the right log, and you should be able to access it https://docs.google.com/document/d/14BsOaQTEgl73T49NbDpq7RddjA8SCm5-tZUzLN6YO1M/edit?usp=sharing Quote Link to comment Share on other sites More sharing options...
Lisias Posted August 28, 2022 Author Share Posted August 28, 2022 5 hours ago, Swordofsithlord said: sorry about not replying, been moving. I THINK this is the right log, and you should be able to access it https://docs.google.com/document/d/14BsOaQTEgl73T49NbDpq7RddjA8SCm5-tZUzLN6YO1M/edit?usp=sharing Nope. The right log is called KSP.log, and it's located on the same folder where KSP.exe is. Quote Link to comment Share on other sites More sharing options...
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