DerGolgo Posted March 30 Share Posted March 30 (edited) KSP: 1.12.5 (3190); Windows 11 64 Bit, manual install (no Steam), also manually modded (no CKAN). Problem: loading ships in interplanetary space, parts overheat and explode for no reason. On first load, some parts overheat and explode. The temperature bars in the screenshot suggest all is overheating, but with that particular screenshot, it was only some parts that ended up exploding (though those included the giant dish), the bulk of the vessel (including root part) remained. It completely obliterated itself on a second loading, also. Note that this has been orbiting Kerbol for over 7 game years. This here is another vessel, illustrating what happens when I load a ship a second time. First time, only four parts went boom. 2nd load, ALL parts overheat and ALL parts explode, ALL AT ONCE. This vessel here is my ongoing Eeloo flight, en route for over a year in game and about as long again from orbital insertion. Distance to Kerbol is about equal to Jool's orbit, so it's not just intense sunshine. I have been playing this save for a few months, the problem first manifested a few irl days ago with that crewed mission to Eeloo. Over a year in game time, launched a few weeks back in real time. Since then, I've been working on a flamboyant Duna mission (must have dumped $40 million on all support flights, test flights, installing a network of a dozen relay satellites around Duna, assembling and fueling two Brobdingnagian vessels in orbit, and a third after one had somehow started breaking apart in its parking orbit). Around the time I launch the two monsters out of the Kerbin SOI, I get an EC depletion warning for the Eeloo flight. I have tried resolving that after launching my two Duna ships out of Kerbin SOI, I've tried going back to an earlier save point and resolving it before launching them. The Eeloo ship explodes, every time. If I get my two Duna ships out of Kerbin SOI, leave them and then come back, they also start to explode. A little the first time, entirely the second. Positively ancient probes that had been sitting happy in Kerbol orbit, I switch to them, they start exploding. Since I can't play much KSP right now, I've instead made a video to illustrate the issue: Mods installed: A vast number I made a manual list of stuff in GameData and appended the list of DLLs from the log file. As near as I can tell, everything is up to date and installed correctly. Spoiler 000_AT_Utils 000_ClickThroughBlocker 000_FilterExtensions 000_FilterExtensions_Configs 000_Toolbar 000_USITools 001_ToolbarControl 002_CommunityPartsTitles 999_KSP-Recall Ablative-Airbrake AnimatedDecouplers AnyRes ASET AttitudeAdjuster AugmentedReality AutoAGL B9PartSwitch BehemothAerospaceEngineering BetterBurnTime BetterTimeWarp Bluedog_DB Bluedog_DB_Extras BurstAtomicThrustModule CameraFocusChanger ChopShop ComfortableLanding CommunityCategoryKit CommunityResourcePack CommunityTechTree ConfigurableContainers Contares Contares_EYE Contares_IND Contares_JPN Contares_KHI Contares_LEM Contares_MEU Contares_NAM Contares_NBS Contares_PROBES Contares_RUS CRERecolors CrewLight CryoEngines CryoEnginesExtensions CryoEnginesRestock CryoTanks DecouplerShroud DeployableBatteries DeployableEngines Diazo AGExt RCSLandAid TWR1 DistantObject DMagicOrbitalScience DMagicScienceAnimate DraggableAltimeter DraggableNavball DynamicBatteryStorage EasyVesselSwitch EditorExtensionsRedux Eisenhower-Astronautics ExceptionDetectorUpdated Firespitter FixDockingNodes FShangarExtender FuelTanksPlus GravityTurn HeatControl ImprovedSeaDragon InternalRCS InterstellarFuelSwitch JanitorsCloset JetSoundsUpdated JSI JX2Antenna KAS KeepItStraight KeR-7 KerbalAtomics KerbalEngineer KerbalImprovedSaveSystem KerbalJointReinforcement KerbalReusabilityExpansion Kerbaltek KermangeddonIndustries InlineBallutes KIS KlockheedMartian KlockheedMartianLtd SpaceShuttleEngines Knes KourageousTourists KRASH KSP-AVC KspCraftOrganizer KWRocketry LandingHeight LonesomeRobots LShipPartsModern LShipPartsRequired MechJebForAll MinimumAmbientLightingUpdated Mk2Expansion Mk3Expansion MoarFilterExtensionConfigs ModActions ModPods ModularLaunchPads ModuleManagerWatchDog NavBallAdjustor NavBallDockingAlignmentIndicatorCE NearFutureAeronautics NearFutureConstruction NearFutureElectrical NearFutureExploration NearFutureLaunchVehicles NearFutureProps NearFuturePropulsion NearFutureSolar NearFutureSpacecraft NEBULA EVAHandRailsPack NecroBones LithobrakeExplorationTechnologies ModularRocketSystems SeaDragon NovaPunch OrbitalColony ParkingBrake PartInfo PartWizard PatchManager Pebkac PersistentRotation PreciseEditor PreciseManeuver ProceduralFairings PWBFuelBalancerRestored QuickMods QuickContracts QuickExit QuickGoTo QuickRevert QuickSearch QuickStart RCSBuildAid RealPlume RealPlume-Stock ReCoupler REPOSoftTech BackgroundResources DeepFreeze ReStock ReStockPlus RestockRigidLegs RestockWaterfallExpansion RetractableLiftingSurface RocketMotorMenagerie SCANsat ShipManifest SimpleAdjustableFairings SituationModuleInfo SmartDockingAid SmartParts SmokeScreen SpaceTuxLibrary SpaceY Squad SquadExpansion MakingHistory SSTUWaterfall StagedAnimation StationPartsExpansionRedux SteeringTweaker StockWaterfallEffects StructuralPanels SXT SystemHeat TacFuelBalancer TankLock Tantares TantaresLV TantaresSP TarsierSpaceTech TDProps TextureReplacer ThrottleControlledAvionics ThunderAerospace ToadicusTools TokamakIndustries TrackingStationEvolved Trajectories TriggerTech TransferWindowPlanner TundraExploration TundraTechnologies TweakableEverything TweakScale TweakScaleCompanion UmbraSpaceIndustries WarpEverywherePlus WasdEditorCamera Waterfall WaterfallRestock WildBlueIndustries 000WildBlueTools 001KerbalActuators ClassicStockResources DSEV KerbalKISItems MOLE ZeroMiniAVC zFinal_FilterExtensions 666_ModuleManagerWatchDog.dll 999_Scale_Redist.dll ModuleManager.4.2.3.dll ModuleManager.Physics ModuleManager.TechTree toolbar-settings.dat WBIPlayMode.cfg DLL List from Player.Log: Mod DLLs found: Name Assembly Version Assembly File Version KSPAssembly Version SHA256 Assembly-CSharp 0.0.0.0 0.0.0.0 1.12 d9e42483f25ee80a9c11d6c1c0a0d29b4ec78c1e08d76c971b71580c9cce51e4 ModuleManagerWatchDog 1.1.1.1 1.1.1.1 1.1 a448b8e5a34871b87512f7148da8937bba0d70de971882e6a530ac8a6aec16ce Scale_Redist 1.0.0.0 2.5.0.62 717da7153a0b3789e5f21d7605f21e2365c8d73c4adcc45de070144d98aae525 ModuleManager 4.2.3.0 4.2.3.0 2.5 95847827ab293b9e82a19b7efb97ffea3e98cc03b181862536ac8eb572e30d7d 000_AT_Utils 1.10.1.0 1.10.1.0 1.10 8067a1579c444d5c3cc87fe6fcf0ef05f23b43863af55e048eebab5f91cabaea 001_AnisotropicPartResizer 1.5.0.1 1.5.0.1 1.5 8121f05989a0e1ea562f62eaf7fb2f1beed7287229b63dcce077c6c038c8554a 0_00_AT_Utils_UI 1.0.0.0 1.0.0.0 ea38ee0f96c90783f076a3b88cb8ee0c9620919ada90ecf2971f7a8966fa25fa CC.UI 1.0.0.0 1.0.0.0 e4ae82a8540aa851c505e8fef0cbbb53d76de491e22c2ecdc9c34f51b9c02bb0 ConfigurableContainers 2.6.2.1 2.6.2.1 2.6 d5b8b24c0879e6ef44cea396983b55553ddf48785e9be5efaa02c1a5e0d770dd ClickThroughBlocker 2.1.10.21 2.1.10.21 2.1 4f2750c9b95b543392821a77a07a3564c300ead674380b15c5af2c9b9f0d7e69 FilterExtensions 3.2.9.0 3.2.9 3.2 db1e6d8e5ed2554908d1cdd0700c5495bca416dd2f077e556d62d293db9d6f2f aaa_Toolbar 1.8.1.1 1.8.1.1 1.8 926507fb1f6bc1cfdeb2f8ed418434b268481efdc5e60e1bb027f02d1ddf9a72 USITools 1.0.0.0 1.0.0.0 b67965e8c41a79634b17216e987222f57d4a5e1d584fa2ff92a803f72243fac0 USIToolsUI 1.0.0.0 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110de668c94355a7c3116a0aed7b2347d07c71b7e4361b1d43332edbc7909421 AnyResContinued 2.0.9.1 2.0.9.1 2.0 b059af543ccec08f5413a0f9bb5baec5cdbd5c00611e7ee6b18ab7e9f1e04009 ASETPropsIdentifier 1.5.0.0 1.5.0.0 de67fa4b61ead19cab9dd48d24d2e2a265f7ad8ec930c9d2729ce8c06b9088f9 AttitudeAdjuster 1.0.0.0 1.0.0.0 d2e687103e88e4fdbef6d00a76a17903d5d6e6c8e07f8f4ee80c25995084433b AugmentedReality 0.2.2.5 0.2.2.5 3e82552e28f82926936a1b2952a8f1a497fe3067caeec5269d61fbabec997a20 AutoAGL 1.0.0.0 1.0.0.0 db6a1dd066a71384a26073738ccc98ae1c72a1f9c6f5d34e70c5fddd80d86a2a B9PartSwitch 2.20.0.0 2.20.0.0 2.20 dcac96c5274d797bb0be965b5b9b941196b3d75fe2af6f29cc0b4bb5335c3439 BetterBurnTime 1.0.0.0 1.0.0.0 fb54635e7b3e75efd59936dab593b710c9a974b9f4b038d5cd577f0c07c488ac BetterTimeWarpCont 2.3.13.0 2.3.13 2.3 6673bb8258601474baf44aaa5bed344a9c8a8ca44ba5e91f49c2b4cf28e92344 BDB 1.11.1.0 1.11.1.0 2aaba6241ea2855833ec73bfa7d24cbbfa4d54047f0beaa9bae3b688f1423629 BurstAtomicThrust 0.1.0.3 0.1.0.3 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24ebad539f29ae2b35bc6492c87301ea931ac62dff2e5596b3de15375b1f7e40 RCSLandAid 3.4.0.2 3.4.0.2 3.4 7b4bf160b048f7d9b410fd70f2699407471935509288cc2d1748a40e2278d029 TWR1 1.34.0.3 1.34.0.3 74bbca5809d6385600a76d4c7bd334f4e1dd2b2d225375282ff21b8725af2e46 DistantObject 0.0.0.0 0.0.0.0 8e19a20961714f583f7fd33d36b29a52112479ce234e95e5f48f266c5f68b86e KSPe.Light.DOE 2.4.2.9 2.4.2.9 2.4 67b549ac9d1f56bc767b0af8bc38d831c4a53a3dcfb485434c61438a44e00002 DMagic 1.4.3.0 1.4.3.0 1.4 4ee2ab771461e9601fe9492ed1a693daa70f03c39d79edf9086615315c955614 DMModuleScienceAnimateGeneric 0.23.0.0 0.23.0.0 0.23 95ef484f628a11050a2c2ae439f0b13b518e612b94ff76e7e2f4d1ae57a837cb DraggableAltimeter 0.0.0.0 0.0.0.0 20f78088c564a3c274a560770b62fd6b6c0628a6a3d2c552f87e7bc98b56a17d DraggableNavball 0.0.0.0 0.0.0.0 0a28f3161a51c7fb2a0a83bbdf66d9be3e385a31052e3e61c07591809262a69e DynamicBatteryStorage 1.0.0.0 1.0.0.0 a20ad8834c27611035f3495f9c4bd50cb5a62f11f0acd20768e15551ade2db46 EasyVesselSwitch 2.3.7852.41352 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Reproduction: load a vessel, regardless of elapsed mission duration, one that is outside the Kerbin SOI. Load once for partial explosion, load a second time for total obliteration. Logs: Here is Player.log: https://drive.google.com/file/d/12FZxQzGn-Yv5kPpsNl9GphnOUpTzIIl2/view?usp=drive_link Here is a .rar with Player.log, Player-prev.log, Exception Detector Updated log, logs from the SpaceTux mods, and Module Manager logs: https://drive.google.com/file/d/1-Se-ua349RbXGNXN0cV5bnCoEFhWDeaH/view?usp=drive_link Googling around, the only suggested solution that I found involved getting into my .sfs file and looking for a "ridiculously long number" in place of some temperature, and once located, replace it with a more reasonable number. Unfortunately, I found no such number. I don't expect anyone try to replicate my save, of course. I would however be incredibly grateful for any help in fixing this. In 2022, my motherboard died, and this set off a 2 year odyssey of disassembling and reassembling my gaming rig. Every time I have it running again, something else breaks. I somehow went through four motherboards (fun fact: water damage isn't covered by warranty), two radiators, and so much more. I live on a disability pension, and since most of my eyesight was taken from me, there are only so many games I can enjoy. FPS are right out. Please, I beseech thee. How can I fix this? I am not above using the debug console or hyperedit, or manually editing files. If there is no fix, and the only workaround would count as a cheat, I would try that in a pinch, too. Edited April 3 by DerGolgo marked solved Quote Link to comment Share on other sites More sharing options...
DerGolgo Posted April 2 Author Share Posted April 2 I don't usually use the debug menu, but some more close study of some very old google results suggested that by checking the box for "No Crash Damage", the overheat-explosions could be averted. I tested it out, along side "No Max Temperature". As evident in the video, the former is no help, while the latter does prevent explosions - yet leaves my vessels glowing in the dark, even if I turned off the heat bars. I'd still prefer a fix to this workaround and would greatly appreciate any assistance. Quote Link to comment Share on other sites More sharing options...
DerGolgo Posted April 2 Author Share Posted April 2 On further consideration, the game remains broken. Deep space missions depending on fission reactors don't play nice even when "Max Temperature" is being ignored. I switch to a vessel, first thing I must do is turn off the fission reactors before they take damage. Followed right by opening hyperedit, and manually adjusting the electric charge until the radiators etc. have cooled down enough. Which really requires timewarp, and several minutes of me spamming the electric charge slider, lest a lack of electric charge interfere with my frozen kerbals. Yes, I did try playing around with the various "thermal" sliders in the debug menu. Couldn't really affect the problem significantly. There must be some value in some cfg or sfs file that can fix this. Anybody? Quote Link to comment Share on other sites More sharing options...
Krakatoa Posted April 2 Share Posted April 2 (edited) I definitely don't know if I can help you, but I have seen in the past (and possibly currently) a notice on the Kopernicus thread warning about interstellar overheating. You also have quite a few mods, so any of them could be a problem. I don't think you've posted your ksp.log file mentioned in the how to get support thread. Add that to this thread and perhaps someone that can understand them better will be able to help or explain what's going on. Edit: Ah, I see the player.log. That has most of the info, but the KSP.log one might help folks, too. My first inclination is something with System Heat, but on looking again at the video, do those craft have reactors but no radiators? Edited April 2 by Krakatoa Quote Link to comment Share on other sites More sharing options...
DerGolgo Posted April 2 Author Share Posted April 2 16 minutes ago, Krakatoa said: I definitely don't know if I can help you, but I have seen in the past (and possibly currently) a notice on the Kopernicus thread warning about interstellar overheating. You also have quite a few mods, so any of them could be a problem. I don't think you've posted your ksp.log file mentioned in the how to get support thread. Add that to this thread and perhaps someone that can understand them better will be able to help or explain what's going on. Thanks. I was sure I had read somewhere some warning to absolutely not post ksp.log, for confuddling reasons. I just tried to upload my ksp.log to my Google Drive and... ehm... it's 1.4 GB. Even if I get it uploaded. Is such a gigantic pile of data going to be any help to anyone? 20 minutes ago, Krakatoa said: My first inclination is something with System Heat, but on looking again at the video, do those craft have reactors but no radiators? The big one (not the one with the huge exploding dish) has reactors, and each reactor has a surfeit of radiator cooling capacity. A pair of graphene radiators which, between them, have a few hundred kW more cooling than needed, if memory serves. Until last week, when this overheating problem manifested out of noplace, those reactors were running all kinds of content and happy at 800K and 100% core health. Quote Link to comment Share on other sites More sharing options...
Krakatoa Posted April 2 Share Posted April 2 44 minutes ago, DerGolgo said: Thanks. I was sure I had read somewhere some warning to absolutely not post ksp.log, for confuddling reasons. I just tried to upload my ksp.log to my Google Drive and... ehm... it's 1.4 GB. Even if I get it uploaded. Is such a gigantic pile of data going to be any help to anyone? The folks that are good at troubleshooting can use the find feature to look for specific flags, so yes, possibly. You may need to zip the file to put it on your drive. Those logs can get large, but the fact it's that big may be the first clue that there's something afoot, as it might be bloated with NullReferenceExceptions. Quote Link to comment Share on other sites More sharing options...
Gotmachine Posted April 3 Share Posted April 3 A 1.4 GB ksp.log is a sure sign that there is something very wrong and that can at least help identify which one of your billions of mods you should remove. Just zip the file before uploading it. Quote Link to comment Share on other sites More sharing options...
DerGolgo Posted April 3 Author Share Posted April 3 (edited) 10 hours ago, Krakatoa said: The folks that are good at troubleshooting can use the find feature to look for specific flags, so yes, possibly. You may need to zip the file to put it on your drive. Those logs can get large, but the fact it's that big may be the first clue that there's something afoot, as it might be bloated with NullReferenceExceptions. 2 hours ago, Gotmachine said: A 1.4 GB ksp.log is a sure sign that there is something very wrong and that can at least help identify which one of your billions of mods you should remove. Just zip the file before uploading it. Thanks guys! The file zips down to 21.6 MB, which to my limited understanding of compression suggests a lot of those 1.4 gig is indeed just repeats. ksp.log: https://drive.google.com/file/d/1z9I_8Mo1Zp2SK6Z3sC98hYWA31r5tjEV/view?usp=drive_link Since last I uploaded player.log, I played around some more with the thermal options in the debug menu. So here's a new player.log: https://drive.google.com/file/d/1XuEjyn-g5HXVnHTLLKJGIrl1sA4t8GMx/view?usp=drive_link [EDIT: since I was in there, I also grabbed the contents of Kerbal Space Program\Logs\, with AVC, SpaceTux, and ModuleManager logs. https://drive.google.com/file/d/1R3rfkxKz65o-iDpsgnlsuPALYzHHvF96/view?usp=drive_link ] Not that that last round of fettling helped at all, though with "ignore max temperature" preventing explosion, I was able to convince a ship to cool down, given enough timewarp. This did require shutting down my fission reactors immediately, since with all parts overheating, the radiators were overheated, also. So a lot of spamming the "electric charge" slider in hyperedit while timewarping. But after switching away from the vessel and then coming back, the overheating had returned, also, so that's not a feasible workaround, either. Not sure about relevance, but a day or two before the overheating first manifested, I started getting "out of EC" errors for the REPOSoftech Cryo modules I have on my Eeloo ship. The rest of the ship wasn't out of EC, and even dialing up the reactors before the countdown ran out didn't help. Googling around suggested an old bug in the mod. Workaround that fixed it was to either have a Kerbal do an EVA, switching to another ship or Tracking Station and coming back, or using Hyperedit's Orbit Editor tool in complex mode, simply setting it to "current orbit" and hitting apply on that, resetting the ship's orbit to what it had already been. That warning also still comes up when everything overheats, on first visit, though only after a small number of parts has already exploded. Edited April 3 by DerGolgo Quote Link to comment Share on other sites More sharing options...
Gotmachine Posted April 3 Share Posted April 3 (edited) Hard to say what is going on. I see 3 potential issues : 1. There are a few plugins erroring out in minor ways, but for whatever reason DeepFreeze is having a really bad time. I don't see any obvious link between that and your issue, but I would still recommend removing it, as playing with unstable plugins isn't a good idea in general. 2. It seems you have updated some plugins between the last time you used that save. There are tons of module index reordering happening when you're loading your vessels, caused by the "Refunding" module from the KSP-Recall plugin to have been removed, I guess following some update. This can potentially cause some data loss that could in theory cause weird issues like you're having, but it's difficult to establish a relation with your specific issue. (On a side note, for whatever reason, you have some MM patch trying to put a non-existent "TestPersistentId" from KSP-Recall module on every part, not much of an issue, but there is something weird happening with that plugin in your install) 3. What seems to happen is something applying unrealistic temperatures before the vessel is even fully loaded, as things are starting to explode before the flight integrator has a chance to apply the initial analytic temperature to your vessel. This could be due to some game loop interleaving problem caused by heavy CPU load on scene switches that didn't happen previously. If I understood your previous posts correctly, the issue doesn't always happen, which is a hallmark of such problems. If that isn't already the case, I would suggest reducing the "max physics delta-time per frame" main menu setting to its minimum value of 0.03, which can help with such issues. Assuming you still have a backup of your save from before the problem started to appear, I would suggest installing KSPCommunityFixes, which has some mitigation fixes for issues 2 and 3, as well as allowing a lower 0.02 "max physics delta-time per frame" value, which is guaranteed to eliminate every problem linked to game loop interleaving. It might not help at all, but it's worth a try. Note that in general, similar issues as yours (vessel overheating on load) aren't unheard of in unmodded KSP, especially when converters, drills and radiators are involved, so you might "just" be hitting that stock bug for whatever reason. It would be nice to be able to reproduce it with a minimal setup in terms of installed mods, as TBH, externally diagnosing such issues in heavily modded installs is near impossible, even more when mods were installed manually and not through CKAN. Edited April 3 by Gotmachine Quote Link to comment Share on other sites More sharing options...
DerGolgo Posted April 3 Author Share Posted April 3 1 hour ago, Gotmachine said: 1. There are a few plugins erroring out in minor ways, but for whatever reason DeepFreeze is having a really bad time. I don't see any obvious link between that and your issue, but I would still recommend removing it, as playing with unstable plugins isn't a good idea in general. DeepFreeze was being buggy before the overheating thing manifested. Removing it would kill my Eeloo mission, so that would be something I try later, but good to have more info. 1 hour ago, Gotmachine said: 2. It seems you have updated some plugins between the last time you used that save. There are tons of module index reordering happening when you're loading your vessels, caused by the "Refunding" module from the KSP-Recall plugin to have been removed, I guess following some update. This can potentially cause some data loss that could in theory cause weird issues like you're having, but it's difficult to establish a relation with your specific issue. (On a side note, for whatever reason, you have some MM patch trying to put a non-existent "TestPersistentId" from KSP-Recall module on every part, not much of an issue, but there is something weird happening with that plugin in your install) I do update mods when updates are out. I know I updated KSP Recall after the problem had manifested, trying to make sure all my mods were up to date. But it's been updated a few times recently, I think I'll go back to an earlier version. 1 hour ago, Gotmachine said: Assuming you still have a backup of your save from before the problem started to appear, I would suggest installing KSPCommunityFixes, which has some mitigation fixes for issues 2 and 3, as well as allowing a lower 0.02 "max physics delta-time per frame" value, which is guaranteed to eliminate every problem linked to game loop interleaving. It might not help at all, but it's worth a try. I will try that, too, thanks! Quote Link to comment Share on other sites More sharing options...
DerGolgo Posted April 3 Author Share Posted April 3 Found it! Community Fixes and reducing physics delta didn't do it, problem persisted. I downdated KSP Recall back to 4.0.1.0, released a year ago, and nothing explodes. Deep Freeze is still buggy, though. I will spend the next couple of hours trying to nail down which version of KSP Recall got explosive. Thank you, @Gotmachine, thank you, @Krakatoa! I really should have figured this out myself, thank you for sticking with me regardless! Quote Link to comment Share on other sites More sharing options...
Gotmachine Posted April 3 Share Posted April 3 Well, if you keep having issues with KSP-Recall (which I assume you got only because of TweakScale), notice that there is a new fork of TweakScale dubbed "TweakScale Rescaled". It is basically a ground up rewrite of that mod that consequently doesn't need the KSP-Recall thing to work, is way less buggy, and has a few nice QoL addtions. Quote Link to comment Share on other sites More sharing options...
DerGolgo Posted April 3 Author Share Posted April 3 Haha! Here is how dense I am. When I updated Recall last, I had decided I wanted to try out the "Extras". The folder structure therein had not been entirely clear, so I chucked the _LOCAL folder just into GameData. Without it, the latest Recall version makes no boom. With it. BigBaddaBoom! I will give rescaled a whirl, though. I've been unhappy with TweakScale for a while. Quote Link to comment Share on other sites More sharing options...
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