thutmose Posted June 3, 2014 Share Posted June 3, 2014 Suggestion: Allow Scaling of the adapter parts, Currently I can scale a tank to 5M, but then can't scale an adapter to make it fit nicely. Link to comment Share on other sites More sharing options...
Lack Posted June 3, 2014 Share Posted June 3, 2014 snipFor the time being, I'll go with the latter. Please chime in with suggestions.Next up: LLL.Mr Wizerd is helping with the LLL tweakscale config we've been working on, so I would recommend sending him a PM; it's in a pretty workable state although there were one or two parts missing and I hadn't been having much luck getting the custom scale to work. Link to comment Share on other sites More sharing options...
Biotronic Posted June 3, 2014 Author Share Posted June 3, 2014 Suggestion: Allow Scaling of the adapter parts, Currently I can scale a tank to 5M, but then can't scale an adapter to make it fit nicely.I'm working on adding scaling to existing adapters. Problem is, you can't just rescale a 5m:3.75m adapter to 3.75m:2.5m. Here's a diagram:The first column is default size, the top row is rescaled size. Only the green cells contain sensible adapter sizes. Link to comment Share on other sites More sharing options...
Biotronic Posted June 3, 2014 Author Share Posted June 3, 2014 Mr Wizerd is helping with the LLL tweakscale config we've been working on, so I would recommend sending him a PM; it's in a pretty workable state although there were one or two parts missing and I hadn't been having much luck getting the custom scale to work.Oooh. Kinda already done it, but if others have too, I'd love to compare. Link to comment Share on other sites More sharing options...
Biotronic Posted June 3, 2014 Author Share Posted June 3, 2014 (edited) I'm seeing the same "disappearing weirdness" as well;http://i.imgur.com/RXkSmgh.png?1The docking port is a space station and I can't normally see through the Mun.EDIT; Replaced the dll's in the Tweak Scale dir with 1.10 ver's and all is back as it should.http://i.imgur.com/ieCSlD2.jpgI have 91 items in my GameData folder so I'm not sure where the interaction is or if a save would be of any help.Great! Now I have a bit more to work from. If you send me a picture of your gamedata folder, I'm more than willing to take the time to piece together which mods they are and install and see if I can make things break here. Or, you know, just a craft file.And by Golly it's irritating to know there's a bug in your software and not being able to replicate it.btw, do you guys only get this behavior after loading a craft? i.e, making something in the VAB works fine, but loading a saved craft mucks things up? Edited June 3, 2014 by Biotronic Link to comment Share on other sites More sharing options...
Biotronic Posted June 3, 2014 Author Share Posted June 3, 2014 @mod author(s)Could you make engine sizing unlocked by default but restricted to multiples of 1.25? There might be other people who need ~7000 ton ascent vehicles for various purposes.http://i.imgur.com/I7hxhBl.jpgYou mean allow sizes above and beyond 5m? I will not. If you want to for your own game, you can edit DefaultScales.cfg in the TweakScale folder, and change this:SCALETYPE{ name = stack freeScale = false scaleFactors = 0.625, 1.25, 2.5, 3.75, 5.0 scaleNames = 62.5cm, 1.25m, 2.5m, 3.75m, 5m massFactors = 0.0, 0.0, 1.0 defaultScale = 1.25}to add more sizes:SCALETYPE{ name = stack freeScale = false scaleFactors = 0.625, 1.25, 2.5, 3.75, 5.0, 6.25, 7.5, 8.75, 10.0, 11.25, 12.5, 13.75m, 15, 16.25, 17.5, 18.75, 20.0 scaleNames = 62.5cm, 1.25m, 2.5m, 3.75m, 5m, 6.25m, 7.5m, 8.75m, 10m, 11.25m, 12.5m, 13.75m, 15m, 16.25m, 17.5m, 18.75m, 20m massFactors = 0.0, 0.0, 1.0 defaultScale = 1.25}If you want even more sizes, you should be able to figure out how. Link to comment Share on other sites More sharing options...
Biotronic Posted June 3, 2014 Author Share Posted June 3, 2014 I'm seeing the same "disappearing weirdness" as well;http://i.imgur.com/RXkSmgh.png?1The docking port is a space station and I can't normally see through the Mun.EDIT; Replaced the dll's in the Tweak Scale dir with 1.10 ver's and all is back as it should.http://i.imgur.com/ieCSlD2.jpgI have 91 items in my GameData folder so I'm not sure where the interaction is or if a save would be of any help.Crud. I tried replicating the ship using TweakScale 1.10 and loading it with 1.13. Still no problems. G'dangit. Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted June 3, 2014 Share Posted June 3, 2014 (edited) Hey, just thought I'd let you know three things:1 - excellent plugin, I've been just using it for the IR rework, but realised it's immensely helpful getting 5m things without installing Novapunch or pFairings. Hooray!2 - (though now I think about it, that's likely related to the adapter problem you already mentioned)3 - (at least I'm pretty it's TweakScale... The fairings were working fine last time I checked and the only thing I've changed since is removing CoolRockets and updating TweakScale)EDIT: Yep, confirmed, it's this breaking the fairings. Note that no fairings were tweaked at all, in both instances, the 3.75m expanded fairings were used and unchanged. Oh, and this is with 1.13. Edited June 3, 2014 by ObsessedWithKSP Link to comment Share on other sites More sharing options...
Lack Posted June 3, 2014 Share Posted June 3, 2014 Oooh. Kinda already done it, but if others have too, I'd love to compare.We've also have it set up to disable some parts since this handily removes the need for a re-scaled lines of parts.e.g.@PART[4x2*] { !TechRequired = DELETE !entryCost = DELETE category = -1}The next version of LLL will have this as a 'required' (well, strongly recommended) mod, I think. Link to comment Share on other sites More sharing options...
angstrom Posted June 3, 2014 Share Posted June 3, 2014 btw, do you guys only get this behavior after loading a craft? i.e, making something in the VAB works fine, but loading a saved craft mucks things up?Yes, that's exactly it (for me, anyway).In the aforementioned session, when I loaded a pre-1.13 craft it was missing parts as I described. As an experiment, I immediately loaded a new control module from the sidebar (the one I loaded with the craft did not seem to be acting as a root part) and once I did that, I was able to attach all the existing components to that part and all seemed well.Of course, you can imagine my hesitation with loading anything already flying!Again, once I reverted to 1.11, the saved craft loaded normally.Here's my gamedata dir:Good luck with finding the problem! Link to comment Share on other sites More sharing options...
Biotronic Posted June 3, 2014 Author Share Posted June 3, 2014 (edited) Hey, just thought I'd let you know three things:1 - excellent plugin, I've been just using it for the IR rework, but realised it's immensely helpful getting 5m things without installing Novapunch or pFairings. Hooray!Thanks a lot!2 - (though now I think about it, that's likely related to the adapter problem you already mentioned)Yeah, it is. I think I'll go through and add adapters in 1.15.3 - EDIT: Yep, confirmed, it's this breaking the fairings. Note that no fairings were tweaked at all, in both instances, the 3.75m expanded fairings were used and unchanged. Oh, and this is with 1.13. (at least I'm pretty it's TweakScale... The fairings were working fine last time I checked and the only thing I've changed since is removing CoolRockets and updating TweakScale)Thanks for noticing! This is actually a bug that has been present since TweakScale 1.0 (and exists in Gaius Goodspeed's original GoodspeedTweakScale). The problem triggers due to these two lines in the .cfg for the fairing bases:node_stack_top = 0.0, 0.217, 0.0, 0.0, 1.0, 0.0node_stack_top = 0.0, 0.588, 0.0, 0.0, 1.0, 0.0Because the two nodes have the same name, the plugin moves both to the same position, so it's not actually gone, they're just overlapping.Anyways, this problem has now been solved, and 1.14 is available for download!Sadly, this brings me no closer to resolving the problems that people report. Edited June 3, 2014 by Biotronic Link to comment Share on other sites More sharing options...
Kolago Posted June 3, 2014 Share Posted June 3, 2014 MechJeb_TweakScale.cfg is breaking rockets with MechJeb 2 (AR202 case) in the VAB, only a few parts of the original rocket are loaded. Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted June 3, 2014 Share Posted June 3, 2014 <look at all the snip>Excellent news! Thanks for fixing it so quickly! I don't really mind about the adapters (yet), I was just trying to make a mock up of some 2.5m-5m-2.5m heavy modules I'm planning on lifting soon. I was actually just making the skycrane for it, so yeah, it's not a big problem. However, I would like it if, when you sort them out, you add in compatibility for Near Future Construction too, as that has some excellent structural pieces I'd like to tweak in size, including adapters. Not too fussed about the propulsion/solar/electrical side of things, as it already has a good range of sizes, but the structural side of things would be nice.To be honest with you, I don't know why the fairings have that additional attach node in the middle there. I might as Kyle or Winston next time I see them.Thanks again! Link to comment Share on other sites More sharing options...
Kolago Posted June 3, 2014 Share Posted June 3, 2014 Looking forward to a RLA - Stockalike CFGhttp://forum.kerbalspaceprogram.com/threads/24593-WIP-RLA-Stockalike-0-9-4-released-27th-November Link to comment Share on other sites More sharing options...
Kolago Posted June 3, 2014 Share Posted June 3, 2014 (edited) Rescaled Kethane tank nodes moving inside the tanks on reload in VAB.Squad tank nodes moving inside the tanks on reload in VAB.Nodes of scaled Engine moving outside of Engine.Up and down direction. Locks like the nodes are on the position of the unscaled part. Edited June 3, 2014 by Kolago Link to comment Share on other sites More sharing options...
Biotronic Posted June 3, 2014 Author Share Posted June 3, 2014 MechJeb_TweakScale.cfg is breaking rockets with MechJeb 2 (AR202 case) in the VAB, only a few parts of the original rocket are loaded.Thanks! That seems to be the culprit. Fixed in 1.15.I would like it if, when you sort them out, you add in compatibility for Near Future ConstructionAdded to the list. Expect a .cfg in a few hours, and that it's included in 1.16.To be honest with you, I don't know why the fairings have that additional attach node in the middle there. I might as Kyle or Winston next time I see them.Thanks again! Yeah, me neither. But that's how it is. And sure, it's a pleasure. Link to comment Share on other sites More sharing options...
sirkut Posted June 3, 2014 Share Posted June 3, 2014 You are a beast!I'll be releasing IR really soon using it. Link to comment Share on other sites More sharing options...
Kolago Posted June 3, 2014 Share Posted June 3, 2014 Rescaled Kethane tank nodes moving inside the tanks on reload in VAB.Squad tank nodes moving inside the tanks on reload in VAB.Nodes of scaled Engine moving outside of Engine.Up and down direction. Locks like the nodes are on the position of the unscaled part.Looks like some problem with another mod. Checking... Link to comment Share on other sites More sharing options...
Biotronic Posted June 3, 2014 Author Share Posted June 3, 2014 Rescaled Kethane tank nodes moving inside the tanks on reload in VAB.Squad tank nodes moving inside the tanks on reload in VAB.Nodes of scaled Engine moving outside of Engine.Up and down direction. Locks like the nodes are on the position of the unscaled part.God damnit. This seems to be caused by the 'fix' I made for the KW nodes.Looks like some problem with another mod. Checking...It's not. At least, I have the same with only Kethane and TweakScale. Link to comment Share on other sites More sharing options...
Kolago Posted June 3, 2014 Share Posted June 3, 2014 God damnit. This seems to be caused by the 'fix' I made for the KW nodes.It's not. At least, I have the same with only Kethane and TweakScale.Ok, so I don't feel stupid any more. Link to comment Share on other sites More sharing options...
Biotronic Posted June 3, 2014 Author Share Posted June 3, 2014 Think I got it. 1.16 out.Sorry, ObsessedWithKSP. It seems you'll have to wait for 1.17 before you see NFT supported. Link to comment Share on other sites More sharing options...
Kolago Posted June 3, 2014 Share Posted June 3, 2014 (edited) Think I got it. 1.16 out.Sorry, ObsessedWithKSP. It seems you'll have to wait for 1.17 before you see NFT supported.I don't think so. Try to up and down scale some more and it still happens in VAB. But the MechJeb problem is gone for now. Edited June 3, 2014 by Kolago Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted June 3, 2014 Share Posted June 3, 2014 Sorry, ObsessedWithKSP. It seems you'll have to wait for 1.17 before you see NFT supported.Seriously dude, don't sweat it. Bugfixing is way more important, you concentrate on that Link to comment Share on other sites More sharing options...
Biotronic Posted June 3, 2014 Author Share Posted June 3, 2014 (edited) I don't think so. Try to up and down scale some more and it still happens in VAB. But the MechJeb problem is gone for now. Yeah. It was a simple typo. The exact same use case was tested, others were not. Man, I'd love to have a system for automated tests in KSP....maybe I'll have to write one.Anyways, 1.17 fixes this. Also, it includes NFT support. And now, RLA support is available here. Will also be included in 1.18. Edited June 3, 2014 by Biotronic Link to comment Share on other sites More sharing options...
Kolago Posted June 3, 2014 Share Posted June 3, 2014 Now its working as designed! Thanks!!! Link to comment Share on other sites More sharing options...
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