mark7 Posted June 18 Share Posted June 18 (edited) 21 minutes ago, JonnyOThan said: 1. That should be fine - and let me know if not. 2. No, ModuleEngineConfig is not supported. 3. As long as the patches run before the FOR[TweakScale] pass, you shouldn’t need to change anything. Details here: https://github.com/JonnyOThan/TweakScale/tree/dev/GameData/TweakScale/patches#a-note-about-mm-passes Thx~I'm giving it a shot. Also, when attemping to install via ckan, it shows that Tweakscale Rescaled is not compatible with KSP-recall, is this a bug or a feature? Edited June 18 by mark7 Quote Link to comment Share on other sites More sharing options...
dylsh Posted June 22 Share Posted June 22 Is there a way I can turn off the "Match Node Size"? It's something I never use and for me personally it just gets in the way. Thanks. Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted June 22 Author Share Posted June 22 9 hours ago, dylsh said: Is there a way I can turn off the "Match Node Size"? It's something I never use and for me personally it just gets in the way. Thanks. Did you turn off “show key prompts?” If you didn’t, every time the match node size system activates then it displays the keys you would press to disable or temporarily toggle the behavior. And then in every Part Action Window there is a button that will toggle the system (permanently), as well as the key prompt that will do it without opening the PAW. Quote Link to comment Share on other sites More sharing options...
dylsh Posted June 22 Share Posted June 22 3 hours ago, JonnyOThan said: Did you turn off “show key prompts?” If you didn’t, every time the match node size system activates then it displays the keys you would press to disable or temporarily toggle the behavior. And then in every Part Action Window there is a button that will toggle the system (permanently), as well as the key prompt that will do it without opening the PAW. Thank you! Now that you say this, I realize there was a time I knew this, but had clearly had forgotten! I’m getting back into KSP after a long break. Quote Link to comment Share on other sites More sharing options...
Kakub Posted June 26 Share Posted June 26 So every mod part will be scalable or some of them. Im going to reinstall my whole mods Library and i was using TweakScale with the everything is scalable thing before and idk if i should now Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted June 26 Author Share Posted June 26 (edited) 10 minutes ago, Kakub said: So every mod part will be scalable or some of them. Im going to reinstall my whole mods Library and i was using TweakScale with the everything is scalable thing before and idk if i should now I’d recommend *not* using AllTweak to start. It enables scaling on certain parts that are definitely broken like robotics. If you come across a problem with scaling modded parts just let me know. Edited June 26 by JonnyOThan Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted June 27 Author Share Posted June 27 On 6/18/2024 at 7:37 AM, mark7 said: Thx~I'm giving it a shot. Also, when attemping to install via ckan, it shows that Tweakscale Rescaled is not compatible with KSP-recall, is this a bug or a feature? A feature. Quote Link to comment Share on other sites More sharing options...
xD-FireStriker Posted July 11 Share Posted July 11 Another Tweakscale? What does this do differently from the Lisias Fork? Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted July 11 Author Share Posted July 11 9 minutes ago, xD-FireStriker said: Another Tweakscale? What does this do differently from the Lisias Fork? That’s all laid out in the OP. Quote Link to comment Share on other sites More sharing options...
Phoenix-D Posted July 15 Share Posted July 15 On 6/26/2024 at 3:37 AM, JonnyOThan said: I’d recommend *not* using AllTweak to start. It enables scaling on certain parts that are definitely broken like robotics. If you come across a problem with scaling modded parts just let me know. Stupid question, how do we turn it off? Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted July 15 Author Share Posted July 15 2 hours ago, Phoenix-D said: Stupid question, how do we turn it off? AllTweak? It’s a separate mod. Just uninstall it. Quote Link to comment Share on other sites More sharing options...
Phoenix-D Posted July 15 Share Posted July 15 21 minutes ago, JonnyOThan said: AllTweak? It’s a separate mod. Just uninstall it. Ah, ok, the config file in the mod folder made me think it was a default thing, and all the parts have scaling even with the patches out Quote Link to comment Share on other sites More sharing options...
AccidentalDisassembly Posted July 31 Share Posted July 31 (edited) FYI - it appears scaling does not have an effect on solar panel output, only size - both for vanilla and with Kopernicus' solar panels patch. Additionally, trying to set up scaling for MKS drills, there is the appearance of an underlying issue with the way TS is handling TWEASKCALEEXPONENTS or applying them to various modules, and/or something in the way I've configured things doesn't work correctly. Thoughts? Here's the TWEAKSCALEEXPONENTS I set up for the MKS drills: TWEAKSCALEEXPONENTS { name = USI_Harvester ImpactRange = 1 // Should affect how far away drill registers having ground contact - seems to work... INPUT_RESOURCE { Ratio = 2.5 // should affect EC consumption; has no effect } } TWEAKSCALEEXPONENTS { name = USI_HarvesterSwapOption Efficiency = 2 // seems to have an effect, but not the right one } The consequence of this is: Normal-sized MKS radial drill: Collects 2.79 dirt/s. Half-sized drill: it definitely collects less, but too much less. It should should collect ~0.7, but collects 0.075 (seems like there's an extra 0 in the math somewhere, but it's not off by a factor of exactly 10...) Drill scaled up to 200%: larger drill collects less than the normal drill - 2.41 dirt/s. Expected: ~11.16. EC use is unchanged (also true if you try the same TWEAKSCALEEXPONENTS with the other flavor of TweakScale, in case that's relevant) Stock drills (ModuleResourceHarvester) do not exhibit the same scaling problems with harvest rate, but they do exhibit the unexpected thermal behavior from below Thermal stuff also seems a bit wonky for this drill test - they use ModuleCoreHeat. Here's what I observed: The normal-sized and 2x scaled-up drills each could run at full tilt and be cooled by a single large deployable thermal control system. However, the 0.5x scale drill overheated very quickly - true for both MKS and stock drills. Scaling down the part seems to make it impossible to cool, even with a radiator that ought to be overkill. Scaling up the part doesn't seem to have the same outsized effect. Edited July 31 by AccidentalDisassembly Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted August 1 Author Share Posted August 1 23 hours ago, AccidentalDisassembly said: FYI - it appears scaling does not have an effect on solar panel output, only size - both for vanilla and with Kopernicus' solar panels patch. Wow good catch. I removed this patch without realizing that it’s the only thing that actually changed the output. https://github.com/JonnyOThan/TweakScale/commit/7e54309580caa27dc4ae0bf311496d02d25bdde6 Quote Link to comment Share on other sites More sharing options...
AccidentalDisassembly Posted August 2 Share Posted August 2 34 minutes ago, JonnyOThan said: Wow good catch. I removed this patch without realizing that it’s the only thing that actually changed the output. https://github.com/JonnyOThan/TweakScale/commit/7e54309580caa27dc4ae0bf311496d02d25bdde6 Huh, weird - would that same thing work for the Kopernicus solar panel module too? And/or the NearFuture curved solar panels? I.e., something like this: TWEAKSCALEEXPONENTS { name = KopernicusSolarPanel chargeRate = 2 temperatureEfficCurve = 2 } TWEAKSCALEEXPONENTS { name = ModuleCurvedSolarPanel chargeRate = 2 temperatureEfficCurve = 2 } TWEAKSCALEEXPONENTS { name = KopernicusSolarPanelCurved chargeRate = 2 temperatureEfficCurve = 2 } Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted August 2 Author Share Posted August 2 29 minutes ago, AccidentalDisassembly said: Huh, weird - would that same thing work for the Kopernicus solar panel module too? And/or the NearFuture curved solar panels? I.e., something like this: Good question, let's see... KopernicusSolarPanel derives from ModuleDeployableSolarPanel, so that should already be covered. ModuleCurvedSolarPanel does not, but there is an existing set of exponents for it (targeting TotalEnergyRate) KopernicusSolarPanelCurved also does not, and is missing a set of exponents (looks like TotalEnergyRate should also work) Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted August 2 Author Share Posted August 2 And of course, it’s never that simple: https://github.com/JonnyOThan/TweakScale/issues/53#issuecomment-2264325643 The good news is that this will fix a whole class of problems, but it’s not trivial. Quote Link to comment Share on other sites More sharing options...
The Dressian Exploder Posted September 22 Share Posted September 22 Have you considered trying to implement directional scaling (i.e different scale values for height, length and depth) or would it not be feasible? Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted September 22 Author Share Posted September 22 1 hour ago, The Dressian Exploder said: Have you considered trying to implement directional scaling (i.e different scale values for height, length and depth) or would it not be feasible? Given how difficult just uniform scaling is, I have no plans to implement this. I have seen this mod but I've never tried it so I have no idea how well it works: https://github.com/allista/AnisotropicPartResizer At that point you might just want to use procedural parts though. Quote Link to comment Share on other sites More sharing options...
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