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[1.12.5] TweakScaleRescaled - Scale your parts in the editor


JonnyOThan

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An off-topic digression has been removed. Please make sure when you are reporting a mod problem that you're reporting it to the right mod. :D Also, if you think a post is a problem, please report it and let the moderators sort it out rather than reply to it. 

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1 hour ago, Vanamonde said:

An off-topic digression has been removed. Please make sure when you are reporting a mod problem that you're reporting it to the right mod. :D Also, if you think a post is a problem, please report it and let the moderators sort it out rather than reply to it. 

Might be worth noting that in the first part of this, "report" means "post on the forum," while in the second part, "report" means "click the ellipsis → Report button without posting on the forum."

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  • 1 month later...

Hi, I've been playing around with this for the last couple of weeks and it's a nice improvement on the old tweakscale. However, whats up with some of the parts that are only allowed to be scaled to certain sizes (Docking ports in particular) and more importantly parts that are limited at 100% scale? Is this a bug or just a feature, and if its a feature, is there any way I can change it?

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17 minutes ago, AmateurAstronaut1969 said:

Hi, I've been playing around with this for the last couple of weeks and it's a nice improvement on the old tweakscale. However, whats up with some of the parts that are only allowed to be scaled to certain sizes (Docking ports in particular) and more importantly parts that are limited at 100% scale? Is this a bug or just a feature, and if its a feature, is there any way I can change it?

Docking ports have presets so that they can link up with each other correctly.  If you resize a jr port to 1.25, then it can dock to other normal size ports, etc.

Can you give an example of the second issue?  It might be a science part.  The cost scaling for these is actually inverted, so that they become more expensive when scaling them down. But that also makes them cheaper when scaling them up.  As a bandaid I just clamped their max scale to 100%.  Some parts do get incorrectly identified as science though.  And perhaps that restriction shouldn’t apply outside of career mode.

If you want to change these behaviors locally you can edit or patch the Science and DockingPort presets in TweakScale/ScaleExponents.cfg.  allowGrow = false is the relevant line for science, and Freescale = false for the docking port (though I have no idea what will happen when you try to dock things).

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54 minutes ago, JonnyOThan said:

Docking ports have presets so that they can link up with each other correctly.  If you resize a jr port to 1.25, then it can dock to other normal size ports, etc.

I mean, if I was scaling up a port I would also scale up the matching port to the same size, and sometimes parts in mods that have docking port functionality can be used for more than just ports, so it would be useful to be able to scale them to any scale

 

55 minutes ago, JonnyOThan said:

Can you give an example of the second issue?  

The part specifically I noticed was the MESA part from BDB. Its coded as science so I can't make it any bigger, despite trying to use it for detailing purposes

 

57 minutes ago, JonnyOThan said:

And perhaps that restriction shouldn’t apply outside of career mode.

I think thats probably the smart thing to do

 

58 minutes ago, JonnyOThan said:

If you want to change these behaviors locally you can edit or patch the Science and DockingPort presets in TweakScale/ScaleExponents.cfg.  allowGrow = false is the relevant line for science, and Freescale = false for the docking port

Awesome thank you :D

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  • 2 weeks later...
Posted (edited)

@JonnyOThan Does this come with support for other mods (near future, Wild blue, Airplane plus, Kerbal reusability expansion, etc.)?

 

edit: i got this mod (with the dependencies) and the size changer thing does not appear. my log is also too long to copy into here. :P

Edited by darthvader15001
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13 hours ago, darthvader15001 said:

@JonnyOThan Does this come with support for other mods (near future, Wild blue, Airplane plus, Kerbal reusability expansion, etc.)?

 

edit: i got this mod (with the dependencies) and the size changer thing does not appear. my log is also too long to copy into here. :P

Yes it supports a lot of mods.  I can’t provide support without the log.  You can always post it on my discord - the link is in the OP.

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@JonnyOThan I don't have discord:(  is this the right log: 

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Posted (edited)
3 hours ago, darthvader15001 said:

@JonnyOThan I don't have discord:(  is this the right log: 

  Hide contents

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Definitely not, at least not in that form, and you shouldn't paste the whole thing when you track it down on the forum, even under a spoiler tag, it messes with the page really bad for some users. What little did make it through the copy/paste mangling shows that you have things installed incorrectly, so going through your install and making sure everything is in the right place would be a good start to fixing your problems.

Edited by Krakatoa
unclear wording
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1 hour ago, darthvader15001 said:

That was the ksp_log file

Right, but look at it, it got completely mangled, and the small part that did come through says something about KSP_Log being installed incorrectly, and that's a mod, not the stock KSP.log file that shows up in the main game folder.

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28 minutes ago, Krakatoa said:

Right, but look at it, it got completely mangled, and the small part that did come through says something about KSP_Log being installed incorrectly, and that's a mod, not the stock KSP.log file that shows up in the main game folder.

I think it was a dll file or something. Maybe the code to generate the log?

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9 minutes ago, darthvader15001 said:

I think it was a dll file or something. Maybe the code to generate the log?

So that was definitely not the correct file. Either way, I don't know if it's worth further troubleshooting, I think your install is broken and probably worth trying again, but carefully reading the instructions on how to mod and doing it the right way. If that mod was in the wrong place, I have a feeling others are, too.

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Just now, Krakatoa said:

So that was definitely not the correct file. Either way, I don't know if it's worth further troubleshooting, I think your install is broken and probably worth trying again, but carefully reading the instructions on how to mod and doing it the right way. If that mod was in the wrong place, I have a feeling others are, too.

I’m pretty sure my install isn’t broken.

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Just now, darthvader15001 said:

I’m pretty sure my install isn’t broken.

Perhaps not! But you for sure have at least the KSP_Log mod in the wrong place. Tell you what, follow the instructions on this post, especially with posting the correct ksp.log file, which you will have uploaded externally and put a link in this thread to. If you share the correct file, there's a lot that can be sorted out.

 

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1 minute ago, darthvader15001 said:

How?

 

I know, I know I’m still a noob

 

Read the page I linked, it gives you multiple options, and tells you how to actually report a bug in a way that helps people help you. I literally can't help you any further unless you take those steps.

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Posted (edited)

can the editor shortcut be configured/disabled? rcs build aid also uses 5.

edit: I apparently missed another subfolder layer when I was looking. found the config.xml in TweakScale\plugins\PluginData\Scale.

Edited by mc04
answered my own question.
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KSP: 1.12.5.3190 Windows 10 64 bit

Problem: while scaling the phased arrays from ksp interstelar the values of maxpower for transmitter and receiver are changing but after lunch only size of part is correct rest is default, also the changes in config for those parts are only partially visible in game, i have seen it only affect the phased arrays.

Mods installed:
ClickThrough Blocker (ClickThroughBlocker 1:2.1.10.21)
Community Resource Pack (CommunityResourcePack v112.0.1)
Community Tech Tree (CommunityTechTree 1:3.4.4)
Decoupler Shroud (DecouplerShroud 0.8.1)
Engine Lighting Relit (EngineLightRelit 1.6.3.4)
Filter Extensions - Plugin (FilterExtensions 3.2.9)
Harmony 2 (Harmony2 2.2.1.0)
Hide Empty Tech Tree Nodes (HideEmptyTechNodes 1.3.2)
Improved Tree Engine Placement (ImprovedTreeEnginePlacement v1.4.0)
Interstellar Fuel Switch (InterstellarFuelSwitch 3.30.0)
Interstellar Fuel Switch Core (InterstellarFuelSwitch-Core 3.30.0)
Interstellar Redistributable  (InterstellarRedistributable 1.4)
Kerbal Engineer Redux (KerbalEngineerRedux 1.1.9.0)
Kerbal Joint Reinforcement Continued (KerbalJointReinforcementContinued v3.7.4.0)
KSP Community Fixes (KSPCommunityFixes 1.35.2)
KSP Interstellar Extended (KSPInterstellarExtended 1.29.6)
Making History (MakingHistory-DLC 1.12.1)
Module Manager (ModuleManager 4.2.3)
Patch Manager (PatchManager 0.0.17.6)
PersistentRotation (PersistentRotation 1.8.7)
SpaceTux Library (SpaceTuxLibrary 0.0.8.6)
Textures Unlimited (TexturesUnlimited 1.5.10.25)
Toolbar Controller (ToolbarController 1:0.1.9.11)
TweakScale Rescaled (TweakScaleRescaled 3.2.3)
TweakScale Rescaled Redistributable (TweakScaleRescaled-Redist 3.2.3)
Waterfall Core (Waterfall 0.9.0)

 

Reproduction steps:

pick for example sphere phased array scale it and lunch, then check the part with right click

Log:

Player log

ksp log

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17 hours ago, Mystos said:

Problem: while scaling the phased arrays from ksp interstelar the values of maxpower for transmitter and receiver are changing but after lunch only size of part is correct rest is default, also the changes in config for those parts are only partially visible in game, i have seen it only affect the phased arrays.

Thanks for the report.  I’ve filed an issue on github and will check it out next time I do a tweakscale update.

I *think* kspie has its own scaling configs? But if the value is showing up in the VAB and then resetting something is probably going wrong at a deeper level than just the cfg.

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  • 2 weeks later...
8 hours ago, dave1904 said:

Would it be possible for costs to be scaled up for science parts? If I want a smaller and lighter science jr for example it should come at a higher price tag. 

That should already be happening..?

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On 6/13/2024 at 6:02 AM, JonnyOThan said:

That should already be happening..?

I thought so because in old versions of Tweak scale it was the the case. Maybe there is some conflicting mod. Ive over 200. I will look into it and tell you if I find it. 

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The original Tweakscale has some awful incompatibility issues I've been put up to, thanks for your contribution!

I do have some questions which needs some help.

1. In the OG TS, the tweakscale function will be disabled when ModularFuelTank and B9PartSwitch are both present. With Tweakscale Rescaled, is this still the case? Cause sometimes I wish to have B9PartSwitch to manage the models and textures while ModularFuelTank do the tank part.

2. When RF is installed, will the engine specifications be changed alone with the sizes? I remember back in the old days TS itself supported RF engines, but later on it was dropped for reasons I don't know. What will Tweakscale Rescaled behave if I change the scale of a RF engine?

3. My own part mod already have TS patches, if I wish to adapt to or change to Tweakscale Rescaled, do I need to make some changes?

Edited by mark7
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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

 

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