sirkut Posted May 27, 2014 Share Posted May 27, 2014 Any news on a fix?I'll take a look at it but the fix is you have to scale by a different number due to the scale & rescaleFactor relationship. I had this problem with my Infernal Robotic parts that wouldn't scale correctly. Link to comment Share on other sites More sharing options...
sirkut Posted May 27, 2014 Share Posted May 27, 2014 Actually, which KW part is causing this so I can look at it? Link to comment Share on other sites More sharing options...
HoneyFox Posted May 27, 2014 Share Posted May 27, 2014 Actually, which KW part is causing this so I can look at it?all engines & decouplers, perhaps even more... Link to comment Share on other sites More sharing options...
sirkut Posted May 27, 2014 Share Posted May 27, 2014 Just as I suspected. The scaling is incorrect and needs to be figured out. The rocket motor on the left is a standard VR1 engine WITHOUT tweakscale applied to it (I renamed the engine so it wouldn't be affected) and the one on the right is a TweakScaled version of the VR1. Notice the size difference. In other words I don't think it's a bug specifically, it just needs to be factored correctly in order for the scaling to work right. Link to comment Share on other sites More sharing options...
HoneyFox Posted May 27, 2014 Share Posted May 27, 2014 Just as I suspected. The scaling is incorrect and needs to be figured out. The rocket motor on the left is a standard VR1 engine WITHOUT tweakscale applied to it (I renamed the engine so it wouldn't be affected) and the one on the right is a TweakScaled version of the VR1. Notice the size difference. In other words I don't think it's a bug specifically, it just needs to be factored correctly in order for the scaling to work right.http://i.imgur.com/ed08QTs.pngcheck the attach nodes and you will find out why this has been considered as a bug. Link to comment Share on other sites More sharing options...
sirkut Posted May 27, 2014 Share Posted May 27, 2014 check the attach nodes and you will find out why this has been considered as a bug.I see that now. Derp! Link to comment Share on other sites More sharing options...
sirkut Posted May 27, 2014 Share Posted May 27, 2014 Not sure if this helps or not but if I make the scale all 1's in the model references for the VR1 rocket they match up with the nonTweakScaled version:// --- asset parameters ---MODEL{model = KWRocketry/Parts/Engines/1mVestaVR1/KW_1mEngine_VestaVR1_Mscale = 1.0, 1.0, 1.0}scale = 0.1MODEL{model = KWRocketry/Parts/Structural/KWDecouplerShroud/KW_Auto_1mVestaShroudscale = 1.0, 1.0, 1.0} Link to comment Share on other sites More sharing options...
sirkut Posted May 27, 2014 Share Posted May 27, 2014 Further findings. Decouplers: 1.25m Stack Decoupler: scale = 1.0,1.0,1.0 for it's MODEL reference 2.5m Stack Decoupler: scale = 2.0,2.0,2.0 3.75m Stack Decoupler: scale = 3.0,3.0,3.0Image shows the fixed models and tanks of that scale accordingly: Link to comment Share on other sites More sharing options...
sirkut Posted May 27, 2014 Share Posted May 27, 2014 Now that I went back and read this thread(I knew there was some weird issues with using scale, rescaleFactor AND using MODEL scale references) I think Biotronic's solution would be to multiply the scale values by 1.25 and everything should scale correctly IF using MODEL references. Link to comment Share on other sites More sharing options...
Biotronic Posted May 27, 2014 Author Share Posted May 27, 2014 Now that I went back and read this thread(I knew there was some weird issues with using scale, rescaleFactor AND using MODEL scale references) I think Biotronic's solution would be to multiply the scale values by 1.25 and everything should scale correctly IF using MODEL references.Gods, yes! This has been bugging me so much, and I haven't had a sensible clue how to fix it, and then you just come here and say something sensible. Thanks! Link to comment Share on other sites More sharing options...
NathanKell Posted May 29, 2014 Share Posted May 29, 2014 Actually, the best fix is to wait for K&W to release the next, fixed version of KW which will enforce rescaleFactor = 1.0 Since having it non-1.0 and using MODEL nodes leads to size changing on revert. Link to comment Share on other sites More sharing options...
sirkut Posted May 29, 2014 Share Posted May 29, 2014 Actually, the best fix is to wait for K&W to release the next, fixed version of KW which will enforce rescaleFactor = 1.0 Since having it non-1.0 and using MODEL nodes leads to size changing on revert.Well Biotronic can now at least check for it in case any other people use weird rescaling of the MODEL nodes. Link to comment Share on other sites More sharing options...
NathanKell Posted May 29, 2014 Share Posted May 29, 2014 Oh, there definitely needs to be support for scale in MODEL nodes. And it's probably best to support scale-in-MODEL-node+rescaleFactor-not-1.0 stuff. I'm just saying there's *other* reasons why the latter is dangerous. Link to comment Share on other sites More sharing options...
Azimech Posted May 29, 2014 Share Posted May 29, 2014 Thank you Biotronic and Gaius, for making this possible:http://forum.kerbalspaceprogram.com/threads/81401-WIP-Full-scale-%28305-meter%29-TMP-Enterprise-NCC-1701-A Link to comment Share on other sites More sharing options...
MelancholyFlapper Posted May 29, 2014 Share Posted May 29, 2014 Is there a MM patch for the KSO? I'd like to scale it up to fit 2.5m payloads, as the 2.5m designed shuttle isn't out yet. Link to comment Share on other sites More sharing options...
Aknar Posted May 29, 2014 Share Posted May 29, 2014 Strange, I thought this would already have been asked... I'm trying to add this functionality automatically to all parts in order to include any mod parts. I started off with the basic: @PART[*]{ MODULE { name = TweakScale type = free }}But as expected, it wasn't adapted for engines and fuel tanks (bugged out). I tried "type = stack" expecting the contrary and that was what happened. It was pretty obvious I had to group them in categories. Problem is, there are two different type of categories: Sub categories: Pods, Propulsion, Control, Structural, Aero, Utility, and ScienceOr, more likely, file categories: Command, Electrical, Engine, FuelTank, Science, Structural, Utility, WheelI tried a few different ways but nothing worked. I know how to attribute it to parts that have a same module but I need simpler for now.So to sum up my question: What's the code to attribute a module to all parts of a category? Link to comment Share on other sites More sharing options...
Dirt_Merchant Posted May 29, 2014 Share Posted May 29, 2014 Strange, I thought this would already have been asked... I'm trying to add this functionality automatically to all parts in order to include any mod parts. I started off with the basic: @PART[*]{ MODULE { name = TweakScale type = free }}But as expected, it wasn't adapted for engines and fuel tanks (bugged out). I tried "type = stack" expecting the contrary and that was what happened. It was pretty obvious I had to group them in categories. Problem is, there are two different type of categories: Sub categories: Pods, Propulsion, Control, Structural, Aero, Utility, and ScienceOr, more likely, file categories: Command, Electrical, Engine, FuelTank, Science, Structural, Utility, WheelI tried a few different ways but nothing worked. I know how to attribute it to parts that have a same module but I need simpler for now.So to sum up my question: What's the code to attribute a module to all parts of a category?@PART[*]:HAS[#category[nameofcategory]]{ MODULE { name = ... }} Link to comment Share on other sites More sharing options...
Aknar Posted May 29, 2014 Share Posted May 29, 2014 @PART[*]:HAS[#category[nameofcategory]]{ MODULE { name = ... }}It doesn't seem to work... I tried both categories I mentioned Link to comment Share on other sites More sharing options...
AccidentalDisassembly Posted May 30, 2014 Share Posted May 30, 2014 There seems to be some kind of problem with interaction between TweakScaled and procedural parts - not sure if it's just some strange mix of the mods I am using, but when I place a tweakscaled part in a stack connected to a procedural part (like a tank), on reloading the craft in the VAB or coming back to a save game, the position of the elements is off - one is somewhat inside the other. It looks pretty close to where the procedural part would have been if the tweakscaled thing were its original size...Anyone else experience this? Does not appear to happen with Tweakscale-Tweakscale part interaction, or with a PP part connected to either another PP or something not TweakScaled. Link to comment Share on other sites More sharing options...
Azimech Posted May 30, 2014 Share Posted May 30, 2014 Confirmed, I have the same issue. Link to comment Share on other sites More sharing options...
Biotronic Posted May 30, 2014 Author Share Posted May 30, 2014 It's one of two issues I'm currently looking into. Link to comment Share on other sites More sharing options...
Biotronic Posted May 30, 2014 Author Share Posted May 30, 2014 New version here.Fixed this time (hopefully): KW Rocketry parts rescaling.Added: (limited) support for Kethane parts (only rescaling, no efficiency changes for generators, drills and whatnots).Enjoy. Link to comment Share on other sites More sharing options...
marce Posted May 30, 2014 Share Posted May 30, 2014 Fixed this time (hopefully): KW Rocketry parts rescaling.yes!Enjoy.I'll certainly do, thank you! Link to comment Share on other sites More sharing options...
Biotronic Posted May 30, 2014 Author Share Posted May 30, 2014 Ferk. I managed to sneak in a bug just before compiling and zipping this. Please download 1.8.1 instead. Link to comment Share on other sites More sharing options...
ZodiusInfuser Posted May 30, 2014 Share Posted May 30, 2014 Ferk. I managed to sneak in a bug just before compiling and zipping this. Please download 1.8.1 instead.Darn you. I just updated IR Rework to 1.7 a few hours ago! Anything urgent in this release that it's worth me doing an immediate update for? Link to comment Share on other sites More sharing options...
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