Rehty77 Posted July 5, 2015 Share Posted July 5, 2015 I've got a problem: whenever I add an engine to the VAB with this mod installed, the engine fires inside the VAB! And not just out the nozzle, also out the side, too! Please help! Link to comment Share on other sites More sharing options...
toadicus Posted July 5, 2015 Author Share Posted July 5, 2015 That's never happened to me, and as you might imagine I use this mod all the time. I'll need a log if I'm going to be of any help to you. Link to comment Share on other sites More sharing options...
robson1000 Posted July 7, 2015 Share Posted July 7, 2015 I have a problem with TweakableSAS and HECS-2 Probe Core from AsteroidDay mod, option to tweak SAS is not showing.KSP.log: https://www.dropbox.com/s/bulyeqw0zla9hni/KSP.log?dl=0output_log.txt: https://www.dropbox.com/s/3pwa2buedsqicy4/output_log.txt?dl=0No other mods installed. Link to comment Share on other sites More sharing options...
toadicus Posted July 9, 2015 Author Share Posted July 9, 2015 robson1000, the SAS tweak only operates in Career mode. Link to comment Share on other sites More sharing options...
Enceos Posted July 11, 2015 Share Posted July 11, 2015 (edited) @toadicus Would you please tell me which files I need to keep to have only RCS and EVA thrust sliders? I'm cutting down my mod list. Edited July 11, 2015 by Enceos Link to comment Share on other sites More sharing options...
toadicus Posted July 11, 2015 Author Share Posted July 11, 2015 Enceos, you need the TweakableRCS and TweakableEVA cfg and dll files, along with ToadicusTools, EVAManager, and KSPAPIExtensions. Link to comment Share on other sites More sharing options...
Lexx Thai Posted July 11, 2015 Share Posted July 11, 2015 robson1000, the SAS tweak only operates in Career mode.But why? Link to comment Share on other sites More sharing options...
Chipper02 Posted July 15, 2015 Share Posted July 15, 2015 I just wanted to say a big THANK YOU for the continued effort on this mod. It has been a HUGE help to me and added significantly to the enjoyment I get from KSP! Link to comment Share on other sites More sharing options...
Svm420 Posted July 24, 2015 Share Posted July 24, 2015 Where and how do I use the tweakable EVA part of the mod? I right click on kerbals and there isn't anything there so I am confused. Link to comment Share on other sites More sharing options...
toadicus Posted July 24, 2015 Author Share Posted July 24, 2015 But why?It's been a while since I looked, but as I recall it's because all SAS is best SAS in non-career modes.I just wanted to say a big THANK YOU for the continued effort on this mod. It has been a HUGE help to me and added significantly to the enjoyment I get from KSP!You're welcome! I'm glad you're enjoying it. Where and how do I use the tweakable EVA part of the mod? I right click on kerbals and there isn't anything there so I am confused.If you've corrected installed the mod and all its dependencies, and don't have any faulty mod interactions present, there will be tweakable sliders in the action (right-click) menu for all EVA Kerbals. If you're confident everything's installed right, I'll need a log (Windows: \path\to\KSP_win\KSP_Data\output_log.txt; Linux: ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.log; Mac: ~/Library/Logs/Unity/Player.log) if I'm going to be any help to you. Link to comment Share on other sites More sharing options...
AccidentalDisassembly Posted July 24, 2015 Share Posted July 24, 2015 Toadicus, I've noticed an unusual interaction between TweakScale and TweakableEverything, and I don't know how to diagnose which mod is responsible. It's specifically to do with tweakable reaction wheels. What happens is that scaled-up reaction wheels are shown to have bizarre and/or negative values for their strength in the editor. I'm wondering whether this is purely an issue of display or whether tweakscale + tweakable reaction wheels is actually messing up the values, which it seems to be (based on what happens when I launch).To reproduce:1. Clean KSP, install tweakable everything & tweakscale2. Place something like the advanced inline stabilizer, right click on it, values normal.3. Scale up, now torques are negative, or at least a strange (wrong) number that very much does not correspond to whatever exponent TS is supposedly using. Values can still be changed, but unsure what actual torque is produced as a result on launch...Is this something to address from TweakScale's side of things or from TweakableEverything's? Link to comment Share on other sites More sharing options...
Svm420 Posted July 25, 2015 Share Posted July 25, 2015 If you've corrected installed the mod and all its dependencies, and don't have any faulty mod interactions present, there will be tweakable sliders in the action (right-click) menu for all EVA Kerbals. If you're confident everything's installed right, I'll need a log (Windows: \path\to\KSP_win\KSP_Data\output_log.txt; Linux: ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.log; Mac: ~/Library/Logs/Unity/Player.log) if I'm going to be any help to you.Well it seems to be the strangest incompatibility I have ever had. The mod Quickstart by Malah was the cause. Without that mod fast loading to the VAB the tweakable shows up. If I let the mod fast load to the VAB the tweakable never shows. Logs was entirely clean of errors so I don't have anything for you. Though with the cause found I should be able to avoid it. I will let malah know as well maybe something he can fix on his end. Link to comment Share on other sites More sharing options...
toadicus Posted July 25, 2015 Author Share Posted July 25, 2015 AccidentalDisassembly, thanks for the report. Better integration with TweakScale is on my "to do" list. I'm hoping to get to it in the next month or so. Svm420, EVAManager does all of its changes to EVAs in the Main Menu scene. If you skip that it won't work at all. There are a lot of mods that depend on doing specific actions at the main menu or spacecenter; skipping those scenes -- while expedient and I completely understand the desire to do so -- is rarely safe in modded installs. Link to comment Share on other sites More sharing options...
gilflo Posted July 27, 2015 Share Posted July 27, 2015 HiMaybe it's somewhere in this 51 pages, but what factor for Thrust, Fuel and Oxy flow when an engine is rescalled from 1.25m to 2.5m ? Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted July 27, 2015 Share Posted July 27, 2015 what factor for Thrust, Fuel and Oxy flow when an engine is rescalled from 1.25m to 2.5m ?Probably better to ask the Tweakscale guys. Link to comment Share on other sites More sharing options...
smjjames Posted July 31, 2015 Share Posted July 31, 2015 Hey Toadicus, just reporting a minor bug here, the tweakable fuel pump (which is called a true pump, what's that anyway?) is being applied to the karbonite engine, however, from the output log entry, it looks like TE thinks it contains monoprop.[ModuleManager] Applying node TweakableEverything/TweakableFuelPumps/@PART[*]:HAS[@RESOURCE[MonoPropellant]]:FOR[TweakableEverything] to UmbraSpaceIndustries/Karbonite/Parts/KA_Engine_250_01/KA_Engine_250_01 Link to comment Share on other sites More sharing options...
RoverDude Posted July 31, 2015 Share Posted July 31, 2015 FYI - it does contain monoprop. All Karbonite rocket engines have a monoprop alternator instead of an EC alternator. Link to comment Share on other sites More sharing options...
smjjames Posted July 31, 2015 Share Posted July 31, 2015 FYI - it does contain monoprop. All Karbonite rocket engines have a monoprop alternator instead of an EC alternator.Oh right. I guess that's what's confusing the plugin a bit. Link to comment Share on other sites More sharing options...
tg626 Posted August 2, 2015 Share Posted August 2, 2015 I discovered that my engine fairings were vanishing when I staged... I found that it stopped happening if I removed TweakableEngineFairings.dll and cfg.Duh forgot to say, if that's a KnownThing then cool, but if you want more info let me know.List-o-mod (folders)000_ToolbarALaCartePartsAntennaRangeAsteroidDayBoulderCoChattererCoolRocketsCrewPortraitsDPSoundFXEngineLightEnvironmentalVisualEnhancementsFASAFederalProductionsHGRHullCameraVDSKerbaltekKronalUtilsKSEAKSP-AVCMechJeb2NavyFishNereidProceduralFairingsRCSBuildAidRcsSoundsScienceAlertSmokeScreenSquadStageRecoveryStockBugFixModulesStockClamshellFairingsTacFuelBalancerTelemachusTextureReplacerToadicusToolsTurboNisuReloadedTweakableEverything Link to comment Share on other sites More sharing options...
toadicus Posted August 2, 2015 Author Share Posted August 2, 2015 tg626, that's not a known thing. It also doesn't happen to me, so I'll need logs, at least, in order to help you. Link to comment Share on other sites More sharing options...
tg626 Posted August 2, 2015 Share Posted August 2, 2015 Ok, find em at http://sourcebox.federalproductions.com/KSP%20Logs%208-2-15_/output_log.txtI loaded a Kerbal X, removed all the radial boosters, launched then after a few seconds cut the thrust and staged - whereupon the fairing vanished. Link to comment Share on other sites More sharing options...
LostOblivion Posted August 12, 2015 Share Posted August 12, 2015 I discovered that my engine fairings were vanishing when I staged... I found that it stopped happening if I removed TweakableEngineFairings.dll and cfg.This also happens to me almost always. Should be easy to repro. I'll find logs. Link to comment Share on other sites More sharing options...
toadicus Posted August 27, 2015 Author Share Posted August 27, 2015 Sorry for my absence! I'm trying to get back into the swing of things here as my kids get back to school. New versions of everything -- with basically no changes in front of the scenes at all -- should be coming soon.So I sat down to test based on your report, and after a few tries of being completely baffled why my debug code was saying the poodle didn't have a part underneath it anymore, I actually looked at what was happening in the game screen instead of in my log and... there's no part under the poodle anymore. Following your instructions exactly, assuming that "launched" implies you staged once to activate the mainsail and then staged again to decouple the launch clamps, the next time you press stage is when you drop the decoupler under the poodle. Is that somehow not when the fairing is supposed to go away? Link to comment Share on other sites More sharing options...
eLDude Posted August 28, 2015 Share Posted August 28, 2015 your mod is AWESOMEi tried Crzyrndms interesting Mod (Semi-)Saturatable Reaction Wheelsnow i wonder if you can easily add his MODULE to TweakableReactionWheelsmaybe you can take a look at it... thx Link to comment Share on other sites More sharing options...
toadicus Posted August 28, 2015 Author Share Posted August 28, 2015 Glad you like it, eLDude! I've had a quick look over Crzyrndm's module, and my reaction wheel throttle won't work quite right with his module, because we both clobber the same parts of ModuleReactionWheel. The best way to get throttling functionality in his mod would be to ask him for it. It'd be a pretty easy addition; he just needs a tweakable field for it and then needs to multiply that into his assignments in updateTorque. Link to comment Share on other sites More sharing options...
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