acr_8133 Posted December 7, 2021 Share Posted December 7, 2021 Is there a way to whitelist a planet from the rescale? I downloaded a mod but the scale of it is already fine and I dont want it to become larger. Quote Link to comment Share on other sites More sharing options...
OhioBob Posted December 7, 2021 Share Posted December 7, 2021 (edited) On 12/7/2021 at 5:16 AM, acr_8133 said: Is there a way to whitelist a planet from the rescale? I downloaded a mod but the scale of it is already fine and I dont want it to become larger. Expand I'm not sure how to whitelist or blacklist stuff, but the following ought to work. The following example is assuming you're using 2.5x Rescale, though the method would be the same for all sizes. Inside the GameData/Rescale 2.5x folder you will find a file named 2,5xScale.cfg. Edit this file to read as follows: Reveal hidden contents @Kopernicus:AFTER[PlanetPackName] { @Body[PlanetName1] { DoNotRescale = True } @Body[PlanetName2] { DoNotRescale = True } @Body[PlanetName3] { DoNotRescale = True } } @Kopernicus:BEFORE[SigDim2]:NEEDS[SigDim] { @Body:HAS[~DoNotRescale] { @SigmaDimensions { // Base Settings @Resize = 2.5 @Rescale = 2.5 @Atmosphere = 1 @dayLengthMultiplier = 1 // Advanced Settings @landscape = 0.4 @geeASLmultiplier = 1 @resizeScatter = 1 @resizeBuildings = 0 @groundTiling = 1 @CustomSoISize = 0 @CustomRingSize = 0 @atmoASL = 1 @tempASL = 1 @atmoTopLayer = 1 @atmoVisualEffect = 1 @lightRange = 1 @scanAltitude = 2.5 } } } What the first part does is adds a DoNotRescale tag to all the planets that you want to exclude from rescaling, where PlanetPackName is the name of the planet pack and PlanetName# are the names of all the planets included in that planet pack. Add as many @Body nodes as necessary include all the planets. The second part changes Rescale from applying its rescale parameters globally to making them planet specific, and those planet specific changes are applied only to those planets that exclude the DoNotRescale tag. Edited December 7, 2021 by OhioBob Quote Link to comment Share on other sites More sharing options...
acr_8133 Posted December 12, 2021 Share Posted December 12, 2021 (edited) On 12/7/2021 at 2:35 PM, OhioBob said: I'm not sure how to whitelist or blacklist stuff, but the following ought to work. The following example is assuming you're using 2.5x Rescale, though the method would be the same for all sizes. Inside the GameData/Rescale 2.5x folder you will find a file named 2,5xScale.cfg. Edit this file to read as follows: Reveal hidden contents @Kopernicus:AFTER[PlanetPackName] { @Body[PlanetName1] { DoNotRescale = True } @Body[PlanetName2] { DoNotRescale = True } @Body[PlanetName3] { DoNotRescale = True } } @Kopernicus:BEFORE[SigDim2]:NEEDS[SigDim] { @Body:HAS[~DoNotRescale] { @SigmaDimensions { // Base Settings @Resize = 2.5 @Rescale = 2.5 @Atmosphere = 1 @dayLengthMultiplier = 1 // Advanced Settings @landscape = 0.4 @geeASLmultiplier = 1 @resizeScatter = 1 @resizeBuildings = 0 @groundTiling = 1 @CustomSoISize = 0 @CustomRingSize = 0 @atmoASL = 1 @tempASL = 1 @atmoTopLayer = 1 @atmoVisualEffect = 1 @lightRange = 1 @scanAltitude = 2.5 } } } What the first part does is adds a DoNotRescale tag to all the planets that you want to exclude from rescaling, where PlanetPackName is the name of the planet pack and PlanetName# are the names of all the planets included in that planet pack. Add as many @Body nodes as necessary include all the planets. The second part changes Rescale from applying its rescale parameters globally to making them planet specific, and those planet specific changes are applied only to those planets that exclude the DoNotRescale tag. Expand I saw your reply a bit late but nonetheless thanks! what I did is just add another setting on the PlanetSpecificConfigs.cfg since its just a single body. Works just fine Edited December 12, 2021 by acr_8133 Quote Link to comment Share on other sites More sharing options...
Sanic Posted January 9, 2022 Share Posted January 9, 2022 Does this still work for the latest version, or do I need to roll it back? Quote Link to comment Share on other sites More sharing options...
problemecium Posted January 14, 2022 Share Posted January 14, 2022 (edited) Okay I feel dumb but I couldn't find any answers to this: Do these configurations rescale the orbits in addition to the objects themselves? If not, can someone direct me to the right place to get that handled? Never mind I sussed it out. Had to dig through the GitHub documentation for Sigma Dimensions. For posterity the answer appears to be yes (though I haven't double checked in the game itself yet): https://github.com/Sigma88/Sigma-Dimensions#base-settings-definitions describes what the keywords mean, and the main .cfg files in the ZIP archives on the releases page linked in the OP contain both "Resize" and "Rescale" keywords with identical values. Edited January 14, 2022 by problemecium doin' my own research LIKE A BOUSE Quote Link to comment Share on other sites More sharing options...
SilverlightPony Posted January 23, 2022 Share Posted January 23, 2022 (edited) Got an issue between Rescale Continued and Galaxies Unbound. For now, I'm testing the setup with a fresh, clean KSP install. That said, my goal is to eventually add GU to an existing save (stock system + OPM + MPE + 2.5x rescale + a bunch of part and QOL mods). Created new KSP install instance, and added it to CKAN. Installed Kopernicus. Installed GU following instructions on GitHub. Launch game. Game starts up fine. Create new sandbox save. Loads into KSC just fine. Exit game, close KSP. Add Sigma Dimensions, leave its configs at stock. Test game, still works fine. Add 2.5x Rescale! Continued config. Test game, encounter problem: "Loading Expansions" step completes fine. Game hangs at pre-main-menu loading screen (black screen, loading animation at bottom-right keeps going). KSP.log shows Kopernicus-related logspam. Kopernicus log shows that it gets through the "loaded body" steps for all the stock planets, then breaks with: [LOG 18:53:29]: [Kopernicus]: Configuration.Loader: Failed to load Body: Anuq: Object reference not set to an instance of an object ... when it gets to the first GU planet. GU configs include options for rescaling GU stuff with SD, and folks over in the GU discord offered suggestions for using that to also rescale stock stuff (including a cfg that might do the trick, in the spoiler below), but I'd like either a solution from the Rescale Continued side of things, or at least a second opinion on the provided cfg to hopefully ensure it won't screw up anything in my existing save. Reveal hidden contents @Kopernicus:FIRST:HAS[@GU_GENERAL_Settings:HAS[#Scale[2.5]]]:BEFORE[SigDim] { @Body { @SigmaDimensions { // Base Settings @Resize = 2.5 @Rescale = 2.5 @Atmosphere = 1.1 @dayLengthMultiplier = 1.25 // Advanced Settings @landscape = 0.76 @geeASLmultiplier = 1 @resizeScatter = 0 @resizeBuildings = 0 @CustomSoISize = 0 @CustomRingSize = 0 @atmoASL = 1 @tempASL = 1 @atmoTopLayer = 1.181818182 @atmoVisualEffect = 1.1 @scanAltitude = 1 } } } @EVE_CLOUDS[*]:LAST[GU]:HAS[@GU_GENERAL_Settings:HAS[#Scale[2.5]]],* { @OBJECT,* { @altitude *= 0.6 } } [EDIT] Well it at least loads to the main menu with the cfg they gave me, so that's a start. [EDIT 2] Gave it a shot. It loads the save (which I had backed up, to be safe), but it doesn't rescale the orbits or SOIs, so it's a no-go as it is. Edited January 23, 2022 by SilverlightPony Quote Link to comment Share on other sites More sharing options...
Morphisor Posted January 23, 2022 Share Posted January 23, 2022 On 1/23/2022 at 6:21 PM, SilverlightPony said: Got an issue between Rescale Continued and Galaxies Unbound. For now, I'm testing the setup with a fresh, clean KSP install. That said, my goal is to eventually add GU to an existing save (stock system + OPM + MPE + 2.5x rescale + a bunch of part and QOL mods). Created new KSP install instance, and added it to CKAN. Installed Kopernicus. Installed GU following instructions on GitHub. Launch game. Game starts up fine. Create new sandbox save. Loads into KSC just fine. Exit game, close KSP. Add Sigma Dimensions, leave its configs at stock. Test game, still works fine. Add 2.5x Rescale! Continued config. Test game, encounter problem: "Loading Expansions" step completes fine. Game hangs at pre-main-menu loading screen (black screen, loading animation at bottom-right keeps going). KSP.log shows Kopernicus-related logspam. Kopernicus log shows that it gets through the "loaded body" steps for all the stock planets, then breaks with: [LOG 18:53:29]: [Kopernicus]: Configuration.Loader: Failed to load Body: Anuq: Object reference not set to an instance of an object ... when it gets to the first GU planet. GU configs include options for rescaling GU stuff with SD, and folks over in the GU discord offered suggestions for using that to also rescale stock stuff (including a cfg that might do the trick, in the spoiler below), but I'd like either a solution from the Rescale Continued side of things, or at least a second opinion on the provided cfg to hopefully ensure it won't screw up anything in my existing save. Reveal hidden contents @Kopernicus:FIRST:HAS[@GU_GENERAL_Settings:HAS[#Scale[2.5]]]:BEFORE[SigDim] { @Body { @SigmaDimensions { // Base Settings @Resize = 2.5 @Rescale = 2.5 @Atmosphere = 1.1 @dayLengthMultiplier = 1.25 // Advanced Settings @landscape = 0.76 @geeASLmultiplier = 1 @resizeScatter = 0 @resizeBuildings = 0 @CustomSoISize = 0 @CustomRingSize = 0 @atmoASL = 1 @tempASL = 1 @atmoTopLayer = 1.181818182 @atmoVisualEffect = 1.1 @scanAltitude = 1 } } } @EVE_CLOUDS[*]:LAST[GU]:HAS[@GU_GENERAL_Settings:HAS[#Scale[2.5]]],* { @OBJECT,* { @altitude *= 0.6 } } [EDIT] Well it at least loads to the main menu with the cfg they gave me, so that's a start. [EDIT 2] Gave it a shot. It loads the save (which I had backed up, to be safe), but it doesn't rescale the orbits or SOIs, so it's a no-go as it is. Expand Try the original Rescale configs, they're perfectly fine. If that doesn't work, something about GU doesn't like rescaling. Quote Link to comment Share on other sites More sharing options...
SilverlightPony Posted January 29, 2022 Share Posted January 29, 2022 (edited) On 1/23/2022 at 10:20 PM, Morphisor said: Try the original Rescale configs, they're perfectly fine. If that doesn't work, something about GU doesn't like rescaling. Expand GU has rescale settings in its own configs, but they seem to be less comprehensive than what's offered here. I get the impression that's what's conflicting with the 2.5x config I've been using. Someone in the GU discord gave me the config below, which seems to rescale the stock planets, but not the orbits or SOIs--I backed up my save and tried this on my main install, and a bunch of my comsats were no longer in Kerbin orbit, and the ones that were still there were much closer to the edge of SOI than before (at least one was now on an escape trajectory). I tried modifying this with stuff from this thread's 2.5x config, but that resulted in no rescale happening at all (at least for the Kerbol system). Reveal hidden contents @Kopernicus:FIRST:HAS[@GU_GENERAL_Settings:HAS[#Scale[2.5]]]:BEFORE[SigDim] { @Body { @SigmaDimensions { // Base Settings @Resize = 2.5 @Rescale = 2.5 @Atmosphere = 1.1 @dayLengthMultiplier = 1.25 // Advanced Settings @landscape = 0.76 @geeASLmultiplier = 1 @resizeScatter = 0 @resizeBuildings = 0 @CustomSoISize = 0 @CustomRingSize = 0 @atmoASL = 1 @tempASL = 1 @atmoTopLayer = 1.181818182 @atmoVisualEffect = 1.1 @scanAltitude = 1 } } } @EVE_CLOUDS[*]:LAST[GU]:HAS[@GU_GENERAL_Settings:HAS[#Scale[2.5]]],* { @OBJECT,* { @altitude *= 0.6 } } Edited January 29, 2022 by SilverlightPony Quote Link to comment Share on other sites More sharing options...
OhioBob Posted January 29, 2022 Share Posted January 29, 2022 On 1/29/2022 at 5:39 PM, SilverlightPony said: Someone in the GU discord gave me the config below, which seems to rescale the stock planets, but not the orbits or SOIs Expand In Sigma Dimensions, the "Resize" parameter changes the size of the celestial bodies, and the "Rescale" parameter changes the size of the orbits. In the config you provide, both Resize and Rescale are set to 2.5, so both planets and orbits should be changed by that factor. SOIs are calculated by KSP based on the new masses and orbits of the celestial bodies. But if everything is resized/rescaled by 2.5, then the SOIs should be changed by the same amount. Quote Link to comment Share on other sites More sharing options...
donnager fan Posted May 6, 2022 Share Posted May 6, 2022 Cant get to orbit with the BDB Saturn 1, Configs plz? Quote Link to comment Share on other sites More sharing options...
OhioBob Posted May 6, 2022 Share Posted May 6, 2022 On 5/6/2022 at 3:56 AM, donnager fan said: Cant get to orbit with the BDB Saturn 1, Configs plz? Expand If you need help with something, we're going to need more information than that. Quote Link to comment Share on other sites More sharing options...
Superluminal Gremlin Posted June 11, 2022 Share Posted June 11, 2022 (edited) so im assuming this doenst work in 1.12 Edited June 11, 2022 by TKMK Quote Link to comment Share on other sites More sharing options...
R-T-B Posted June 11, 2022 Share Posted June 11, 2022 On 6/11/2022 at 5:06 AM, TKMK said: so im assuming this doenst work in 1.12 Expand Honestly, this config never proved that useful to me. This old config still works fine: https://github.com/Galileo88/Rescale/releases Quote Link to comment Share on other sites More sharing options...
ExMachina Posted July 11, 2022 Share Posted July 11, 2022 what's the geosynchronous orbit altitude for 2.5x? Quote Link to comment Share on other sites More sharing options...
Morphisor Posted July 11, 2022 Share Posted July 11, 2022 On 7/11/2022 at 9:27 AM, ExMachina said: what's the geosynchronous orbit altitude for 2.5x? Expand Use this and find out for yourself: https://forum.kerbalspaceprogram.com/index.php?/topic/207018-112x-planetinfoplus-v142-better-info-in-the-planetarium-with-configurable-display/ Quote Link to comment Share on other sites More sharing options...
Probird_23 Posted July 22, 2022 Share Posted July 22, 2022 Does Rescale affect the surface scatters/breaking ground surface features? (thinking about a 2.5 scale save) Quote Link to comment Share on other sites More sharing options...
lucius57 Posted October 27, 2022 Share Posted October 27, 2022 Please Help!!! I recently installed the sigma dimensions and 2.5x rescale mod and my base is all wonky and bugged out. How do I fix this if possible? Here is my KSP.log and a pictures of the problem. Thank you! https://www.dropbox.com/scl/fo/ucrlcbwks2nwpsmzs4zby/h?dl=0&rlkey=yu3hy8d97o2934h2ju0utr1cm Quote Link to comment Share on other sites More sharing options...
lucius57 Posted November 4, 2022 Share Posted November 4, 2022 Pleas help! I’m using rescale 2.5x. I’m trying to make a geostationary/geosynchronous comnet around kerbin. How would I calculate 1. The geosynchronous orbit. 2. The elliptical orbit to evenly space out each satellite for geosynchronous orbit. I hope this makes sense. I would use Resonant Orbit Calculator for ksp but it’s rendered obsolete when running rescale mod. Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted November 4, 2022 Share Posted November 4, 2022 On 11/4/2022 at 5:39 AM, lucius57 said: I would use Resonant Orbit Calculator Expand You still can: The mod version of this, as well as TWP, get their info from the internal planetarium so it shouldn't matter which planet pack or which size it is. I've used both of these on KSRSS. Also, if I'm not mistaken, a right-click on a relay antenna in the VAB gets you 'show relay info' and I think the "geosync" type altitude is shown there. Not 1000% sure about this last part... Quote Link to comment Share on other sites More sharing options...
lucius57 Posted November 5, 2022 Share Posted November 5, 2022 Thank you! Quote Link to comment Share on other sites More sharing options...
Kurld Posted March 19, 2023 Share Posted March 19, 2023 Is this still the relevant thread for this mod? I have an issue in my 2.5x game where the day length does not seem to be correct on the system clock. I have a KOS script that does a time warp.. if time warps into the next day, the time my script records as the end of the warp is ~30 minutes later than the time reported on the system clock. The day seems to turn over around 0728. Quote Link to comment Share on other sites More sharing options...
Kurld Posted March 19, 2023 Share Posted March 19, 2023 I guess I'm trying to understand the implications if I set the "useHomeDay" settings, etc. back to false. Quote Link to comment Share on other sites More sharing options...
Ultim32 Posted April 1, 2023 Share Posted April 1, 2023 (edited) On 3/19/2023 at 9:50 PM, Kurld said: Is this still the relevant thread for this mod? I have an issue in my 2.5x game where the day length does not seem to be correct on the system clock. I have a KOS script that does a time warp.. if time warps into the next day, the time my script records as the end of the warp is ~30 minutes later than the time reported on the system clock. The day seems to turn over around 0728. Expand @Kurld, Idk if this would work with this mod, but the Github page for Galileo88's Rescale mod recommended that you use the Kronometer mod to get the date and time set correctly. Edited April 1, 2023 by Ultim32 Quote Link to comment Share on other sites More sharing options...
Kurld Posted April 2, 2023 Share Posted April 2, 2023 Looks like I have it. Probably not configured correctly... Quote Link to comment Share on other sites More sharing options...
OhioBob Posted April 2, 2023 Share Posted April 2, 2023 On 4/2/2023 at 6:59 PM, Kurld said: Looks like I have it. Probably not configured correctly... Expand If you set useHomeDay = false, you should get the stock 6-hour day. If you set useHomeDay = true, you should get the length of day as it is in the home world's config. For JNSQ, that should be 12 hours. useHomeYear works similarly. The stock year is 426.09 6-hour days, The JNSQ year is 365 12-hour days. Quote Link to comment Share on other sites More sharing options...
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