camlost Posted June 14, 2014 Share Posted June 14, 2014 The problem seems to be with RF. With RF6+TweakSable1.19, When I start a vessel with a part with RF, I can tweak it, save it, but cannot load it correctly. When it's loaded KSP doesn't know which is root part and the title becomes "vessel name". Cannot fly it either, as it starts somewhere in the space instead of on the ground. When I start with a vessel without any part with RF, it seems fine. Reverting to 1.9 everything's fine too.Still having the same problem, deleting the two "RF support" dlls fixed it. Link to comment Share on other sites More sharing options...
Biotronic Posted June 14, 2014 Author Share Posted June 14, 2014 (edited) Quick question - is there any documentation for the massFactors values used especially in things like scaletypes? Is 0 0 1 for volume, and 0 1 0 for surface area, or 1 0 0? What do the values correspond to? I'm attempting to rewrite things like LLL and B9 scales and create a scaletype for cargo bays (and other hollow parts) so they aren't ginormously heavy when scaled up. Couldn't find much of anything except 0 0 1 massFactors in the many cfgs I perused.0, 0, 1 is volume, 0, 1, 0 is surface, and 1, 0, 0 is... I don't know, for when something scales only with the length of a part. You can also combine them, so a part whose mass is defined by both its surface area and its volume could be 0, 0.5, 0.5, for instance. I've not tested how that works in practice, so... good luck, i guess.The values correspond to the coefficients of a polynomial - given massFactors = a, b, c, the mass will be scaled by the function M*(ax + bx^2 + cx^3), where M is the initial mass, and x is the scale.If you really want to, there's no actual limit to the number of factors you can put there - massFactors = 0, 0, 0, 0, 0, 1 works just as fine, but gives some ridiculous weight after scaling up. Edited June 14, 2014 by Biotronic Link to comment Share on other sites More sharing options...
Biotronic Posted June 14, 2014 Author Share Posted June 14, 2014 Still having the same problem, deleting the two "RF support" dlls fixed it.I'd love to help, but I'm going away on vacation until next sunday. I'm guessing the problem might be that it's RF6. I haven't updated the support module to that version. In the meanwhile, you can try this beta. If it works, whoo! If it doesn't, you'll either need to download and recompile TweakScale yourself, or just wait for next sunday. (of course, anyone else who wants to is also welcome to look at the code and try and fix this - please post pull requests!) Link to comment Share on other sites More sharing options...
Maelin Posted June 14, 2014 Share Posted June 14, 2014 Any plans to add scaling functionality to rover wheels? The stock wheels are all either too big or too small. I want something in-between! Link to comment Share on other sites More sharing options...
AccidentalDisassembly Posted June 14, 2014 Share Posted June 14, 2014 0, 0, 1 is volume, 0, 1, 0 is surface, and 1, 0, 0 is... I don't know, for when something scales only with the length of a part. You can also combine them, so a part whose mass is defined by both its surface area and its volume could be 0, 0.5, 0.5, for instance. I've not tested how that works in practice, so... good luck, i guess.The values correspond to the coefficients of a polynomial - given massFactors = a, b, c, the mass will be scaled by the function M*(ax + bx^2 + cx^3), where M is the initial mass, and x is the scale.If you really want to, there's no actual limit to the number of factors you can put there - massFactors = 0, 0, 0, 0, 0, 1 works just as fine, but gives some ridiculous weight after scaling up.Awesome, thanks! Cargo bay chunkiness solved. Link to comment Share on other sites More sharing options...
Apollo13 Posted June 14, 2014 Share Posted June 14, 2014 Any plans to add scaling functionality to rover wheels? The stock wheels are all either too big or too small. I want something in-between!Follow the examples in the first post and you can do this yourself. I did it with AIES parts pack. Link to comment Share on other sites More sharing options...
pellinor Posted June 14, 2014 Share Posted June 14, 2014 A few more Options on the tiny end of the spectrum would be useful. To make this little Plane, I gave the engine a 'free' scaling type. At 25%, it has about 3kN of Thrust, still almost 10 times what the plane needs to stay in the air. What do you think about the following proposals:* introduce a 0.31m scale to stack parts, i.e. half of the current minimum, and set the minimum free scale to something like 10%. Or even less, I really like how the length for procedural parts starts at 10mm, have used this several times to align or balance things. * allow continuous scaling for all scale types, like it is done in procedural parts. So there are arrow buttons for quick selection of standard sizes, and the bar inbetween allows free scaling. Why forbid odd-sized rockets if both the code and the user interface would easily allow it? Also, stack parts are often used other than flush on a stack part of the same size. Link to comment Share on other sites More sharing options...
Gaius Posted June 15, 2014 Share Posted June 15, 2014 (edited) I just wanted to say: Wow! Outstanding job taking my little hack and turning it into something great!Sorry, forgot about that. It's CC BY-NC-SA. I want to make it WTFPL (my favorite licence), but I've asked Gaius for permission to do that and haven't yet received an answer. (I'm not holding that against him, just clarifying)I was originally going to quibble (I tend to be on the GPL side of the "license wars"), but at this point I think it's fair to say it's more your mod than mine. Feel free to re-license it as you prefer with my blessing. Edited June 15, 2014 by Gaius Link to comment Share on other sites More sharing options...
Jahulath Posted June 16, 2014 Share Posted June 16, 2014 Hi, I did a search but couldn't find a mention so I'll ask, is it possible to apply this mod to an object that uses the Scale = X, Y, Z functionality of;MODEL{model = JonzCo/JonzCo_Bullet_RamJet/Models/JonzCo_Bullet_RamJetscale = 0.5, 0.5, 0.5texture = BulletJet_Diff , JonzCo/JonzCo_Bullet_RamJet/Textures/BulletJet_Diff_4texture = BulletJet_Emm , JonzCo/JonzCo_Bullet_RamJet/Textures/BulletJet_Emm}I don't need it to scale them seperately just to treat the xyz as one overall scale? (Sorry for the overly direct example) Link to comment Share on other sites More sharing options...
Biotronic Posted June 16, 2014 Author Share Posted June 16, 2014 Hi, I did a search but couldn't find a mention so I'll ask, is it possible to apply this mod to an object that uses the Scale = X, Y, Z functionality of;MODEL{model = JonzCo/JonzCo_Bullet_RamJet/Models/JonzCo_Bullet_RamJetscale = 0.5, 0.5, 0.5texture = BulletJet_Diff , JonzCo/JonzCo_Bullet_RamJet/Textures/BulletJet_Diff_4texture = BulletJet_Emm , JonzCo/JonzCo_Bullet_RamJet/Textures/BulletJet_Emm}I don't need it to scale them seperately just to treat the xyz as one overall scale? (Sorry for the overly direct example)That should work, yes. It was a problem as described in post 123, and fixed in version 1.10. As we're currently on 1.20, it shouldn't be a problem. Please do inform me if things don't work as you want it to. Link to comment Share on other sites More sharing options...
rkman Posted June 17, 2014 Share Posted June 17, 2014 Not sure if this is intended, however, from my brief experience with this mod, it appears that drag is being scaled incorrectly. For example, the terminal velocity of a craft with a MK1 command pod 1 jumbo X64 Orange fuel tank and a default sized Mainsail is ~ 100 m/s @ launch altitude. Scaling tank and engine up to 5 meters is ~ 60 m/s. This causes acceleration to peak quickly and drop down to ~1.06 G even with a TWR being significantly higher.Installed version 1.19This might be what i ran into when testing the 64bit ksp hack. Airplanes become impossible to get to take off, rockets require almost double delta-v to get into orbit (not always though). If the cause is indeed a tweakscale bug, it's still there in v1.2. Link to comment Share on other sites More sharing options...
ShimmyTheJJ Posted June 17, 2014 Share Posted June 17, 2014 This might be what i ran into when testing the 64bit ksp hack. Airplanes become impossible to get to take off, rockets require almost double delta-v to get into orbit (not always though). If the cause is indeed a tweakscale bug, it's still there in v1.2.I poked a little into the ScaleExponents.cfg file. After setting the angularDrag, maximum_drag , and minimum_drag to 0 I started getting consistent drag modeling again. I don't know if all of these need to be set, and what each of them do. I was hoping Biotronic might be able to take a look. Link to comment Share on other sites More sharing options...
Caelib Posted June 17, 2014 Share Posted June 17, 2014 Does this work with RADIAL-attached parts like the little mono-propellant tanks? Link to comment Share on other sites More sharing options...
rkman Posted June 17, 2014 Share Posted June 17, 2014 (edited) I poked a little into the ScaleExponents.cfg file. After setting the angularDrag, maximum_drag , and minimum_drag to 0 I started getting consistent drag modeling again. I don't know if all of these need to be set, and what each of them do. I was hoping Biotronic might be able to take a look.I'm not entirely sure but the maximum and minimum drag number in ScaleExponents.cfg look just wrong, might be off by a factor 10. In stock ksp those are much lower and independent of part size and mass. As far as i know they are drag coefficient numbers and the actual drag is calculated based on part mass. So for all i know TweakScale does not need to/should not scale the cfg drag numbers at all. Setting maximum and minimum drag in ScaleExponents.cfg to 0.2 and 0.3 respectively might just be the fix it needs. On second thought: obviously not. Should perhaps both be 1, as should angularDrag.After testing: "0" seems to work much more like "do not scale" than 1, so 0 it is.ScaleExponents.cfg:TWEAKSCALEEXPONENTS{ angularDrag = 2 maximum_drag = 2 minimum_drag = 2}stock:title = Rockomax Jumbo-64 Fuel Tankmass = 4maximum_drag = 0.2minimum_drag = 0.3angularDrag = 2title = PB-X150 Xenon Containermass = 0.05dragModelType = defaultmaximum_drag = 0.2minimum_drag = 0.3angularDrag = 2 Edited June 17, 2014 by rkman Link to comment Share on other sites More sharing options...
Apollo13 Posted June 17, 2014 Share Posted June 17, 2014 (edited) Does this work with RADIAL-attached parts like the little mono-propellant tanks?Best that you try it yourself on the parts you're interested in. Concerning the Mono-prop tanks; yes, it does work. Even works on the RCS jets as well. If a part is stock and it's logical to tweakscale it, then the mod-maker has probably added the functionality. You can add the functionality yourself; just follow the instructions in the orig post. I did so with the AIES parts pack. Edited June 17, 2014 by Apollo13 Link to comment Share on other sites More sharing options...
Mihara Posted June 18, 2014 Share Posted June 18, 2014 (edited) ...So I want to make the construction pack from NearFuture scale too.@PART[trusslrg] // Modular Octo-Girder XL{ MODULE { name = TweakScale type = stack defaultScale = 2.5 }}It's not working and I get a very interesting error message in the logs:InvalidOperationException: Operation is not valid due to the current state of the object at System.Linq.Enumerable.Single[ConfigNode] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) [0x00000] in <filename unknown>:0 at System.Linq.Enumerable.Single[ConfigNode] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0 at TweakScale.TweakScale.get_moduleNode () [0x00000] in <filename unknown>:0 at TweakScale.TSGenericUpdater..ctor (.Part part) [0x00000] in <filename unknown>:0 at TweakScale.TweakScaleUpdater+<createUpdaters>d__4.MoveNext () [0x00000] in <filename unknown>:0 at System.Collections.Generic.List`1[TweakScale.IRescalable].AddEnumerable (IEnumerable`1 enumerable) [0x00000] in <filename unknown>:0 at System.Collections.Generic.List`1[TweakScale.IRescalable]..ctor (IEnumerable`1 collection) [0x00000] in <filename unknown>:0 at System.Linq.Enumerable.ToArray[IRescalable] (IEnumerable`1 source) [0x00000] in <filename unknown>:0 at TweakScale.TweakScale.Setup () [0x00000] in <filename unknown>:0 at TweakScale.TweakScale.OnStart (StartState state) [0x00000] in <filename unknown>:0 at Part.ModulesOnStart () [0x00000] in <filename unknown>:0 at Part+ .MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1)Is that a bug or am I configuring something wrong?EDIT: Disregard that, they were already scalable and I was mistakenly under impression that they weren't.Still, you should probably account for mistakes like multiple copies of the module on a part. Edited June 18, 2014 by Mihara Link to comment Share on other sites More sharing options...
Northstar1989 Posted June 18, 2014 Share Posted June 18, 2014 Engine thrust scales by cross-section surface area, with a small ISP bonus/penalty as you shrink/enlarge. Mass also does so, regardless of how it would be IRL, with the same bonus/penalty. I've never actually curve-fitted it, but it seems to be about 5% penalty in both ISP and TWR when going from 1.25m to 2.5m.Just a thought, but IRL, shouldn't ISP and TWR *INCREASE* when going to a larger diameter, regardless of what they do in-game?This would seem intuitive, since the amount of mass to make some parts of a rocket engine, such as the rocket nozzle, would decrease relative to the mass of the rocket engine when going to a larger size (a 2 meter circle has only twice the circumference of a 1 meter circle, but encloses 4 times the area), and the exhaust column of a wider rocket nozzle should be less subject to pinching or pluming compared to that of a smaller nozzle (see this article for a simple explanation of what I'm talking about), once again due to its better ratio of cross-sectional area to circumference...Regards,Northstar Link to comment Share on other sites More sharing options...
Northstar1989 Posted June 18, 2014 Share Posted June 18, 2014 (edited) Well, as always, the truth is more complex than I initially anticipated. Here's what I found after doing some research: it might be interesting to this mod:It turns out that, in vacuum and high-altitude flight, you want a LARGER nozzle cone relative to the enclosed area of the rocket nozzle and the size of the engine. To the point that there are actually patents for "extendable rocket nozzles" specifically designed to enlarge rocket nozzles as a rocket climbs in altitude...However, at lower altitude, a SMALLER nozzle is desirable, so as to prevent atmospheric pinching of the exhaust column.Aerospike engines use shock waves rather than changes in nozzle size to obtain optimal ISP throughout an ascent.What all this means for rescaling engines:Larger rocket engines of the same nozzle design have relatively smaller nozzles (as area of a circle = pi * radius^2, whereas circumference = 2 * pi * radius), and thus should obtain better ISP near sea-level, but inferior ISP at altitude.Smaller rocket engines of the same nozzle design have relatively larger nozzles, and thus should obtain better ISP in vacuum, but inferior ISP near sea-level.IN SUMMARY: What seems most appropriate (accurate/realistic) is not to blanket-cut ISP across-the-board for scaled-up rocket engines, but rather to shift their ISP curves slightly so they perform relatively better at sea-level and relatively worse in vacuum.As it so happens, that also corresponds best to how players will normally use larger rocket engines- for lower stages of atmospheric launches. Isn't it nice when things just work out the way they should? Tough luck for people looking to use a mod like this to scale up engines for reusable rockets in vacuum conditions, like I am for my planned Mun base, though. Regards,NorthstarP.S. For those of you who didn't catch it, there following link was embedded in the post: http://www.google.com/patents/US4787559 Edited June 18, 2014 by Northstar1989 Link to comment Share on other sites More sharing options...
curiousepic Posted June 20, 2014 Share Posted June 20, 2014 (edited) How is compatibility with Realism Overhaul? Is there a DefaultScales.cfg available for the 0.5m/1m/2m/etc scaling? If so, could we get it mentioned in the OP?EDIT: Well, here's one I think is right... One question though, it looks like the "surface" type isn't showing the additional scale factors I added, does it even support more than the default?SCALETYPE{ name = stack freeScale = false scaleFactors = 0.5, 1, 2, 3, 4, 5 scaleNames = 0.5m, 1m, 2m, 3m, 4m, 5m massFactors = 0.0, 0.0, 1.0 defaultScale = 1}SCALETYPE{ name = surface freeScale = false scaleFactors = 0.25, 0.5, 0.75, 1.0, 1.25, 1.5, 1.75, 2.0, 2.5, 3, 4, scaleNames = 25%, 50%, 75%, 100%, 125%, 150%, 175%, 200%, 250%, 300%, 400% massFactors = 0.0, 0.0, 1.0 defaultScale = 1.0}SCALETYPE{ name = free freeScale = true massFactors = 0.0, 0.0, 1.0 minScale = 25 maxScale = 400 defaultScale = 100 suffix = %}SCALETYPE{ name = adapter_2_1 freeScale = false scaleFactors = 1, 2, 4 scaleNames = 1m to 0.5m, 2m to 1m, 4m to 2m defaultScale = 1}SCALETYPE{ name = adapter_4_1 freeScale = false scaleFactors = 2, 4 scaleNames = 2m to 0.5m, 4m to 1m defaultScale = 2}Also, RO makes so many MM changes that it looks like the tweakscale module gets stripped out of most new parts, so not many actually end up scalable in-game. I'm hoping Nathan ends up supporting this plugin in earnest to reduce part count. Edited June 20, 2014 by curiousepic Link to comment Share on other sites More sharing options...
Rabada Posted June 21, 2014 Share Posted June 21, 2014 I have been testing this mod and so far it has been working quite excellently! I have noticed one small typo. In your config for Interstellar, you have the default size of the anti-matter collector set as 1.25 when it should be 2.5. Link to comment Share on other sites More sharing options...
AccidentalDisassembly Posted June 21, 2014 Share Posted June 21, 2014 (edited) Noticing something strange - maybe - wondering if anyone else has this issue: some engines just won't scale (meaning the option to TweakScale at all doesn't appear when right clicking), where others from the same pack will. I cannot for the life of me figure out why. TweakScale 1.20.Here is the code I'm using for the Klockheed OMS engine - this first one will not scale in the VAB:@PART[km_se0-oms]{MODULE { name = TweakScale type = stack defaultScale = 0.625}}In the exact same cfg file, here's the code I'm using for the klockheed linear aerospike:@PART[km_se4L]{MODULE { name = TweakScale type = stack defaultScale = 2.5}}This is on a clean install of KSP, clean TweakScale, clean Klockheed. WTF am I doing wrong?Config file for the non-scaling OMS:PART{// Kerbal Space Program - Part Config// Shuttle Engine// // --- general parameters ---name = km_se0-omsmodule = Partauthor = dtobi// --- asset parameters ---mesh = x0-oms.muscale = 1.0rescaleFactor = 0.75// --- FX definitions ---//fx_exhaustFlame_blue_small = 0.0, -3.0, 0.0, 0.0, 1.0, 0.0, running//fx_exhaustLight_blue = 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, running//fx_smokeTrail_light = 0.0, 4.0, 0.0, 0.0, 1.0, 0.0, running//fx_exhaustSparks_flameout = 0.0, 4.0, 0.0, 0.0, 1.0, 0.0, flameout// --- Sound FX definition ---sound_vent_medium = engagesound_rocket_hard = runningsound_vent_soft = disengagesound_explosion_low = flameout// --- editor parameters ---TechRequired = precisionEngineeringentryCost = 4200cost = 620category = Propulsionsubcategory = 0title = FSX0-OMS Micro Shuttle Enginemanufacturer = Klockheed Martiandescription = Initially a shuttle engine. Now an OMS. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollisionattachRules = 1,0,1,0,1node_stack_top = 0.0, 0.31, 0.0, 0.0, -1.0, 0.0, 0node_stack_bottom = 0.0, -0.47, 0.0, 0.0, -1.0, 0.0, 0// --- standard part parameters ---mass = 0.40dragModelType = defaultmaximum_drag = 0.2minimum_drag = 0.2angularDrag = 2crashTolerance = 7maxTemp = 2400stagingIcon = LIQUID_ENGINE EFFECTS { powerflame { MODEL_MULTI_PARTICLE { name = flamethrust modelName = Klockheed_Martian/FX/engine/x0OMSflame transformName = exhaust emission = 0.0 0.1 emission = 0.5 0.25 emission = 0.75 0.75 emission = 1.0 1.0 speed = 0.0 0.40 speed = 1.0 1.0 size = 0.0 0.3 size = 1.0 0.7 localOffset = 0, 0, -3 } AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } } powersmoke { PREFAB_PARTICLE { name = flamethrust2 prefabName = fx_smokeTrail_light transformName = smokePoint emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 0 } } engage { AUDIO { channel = Ship clip = sound_vent_medium volume = 1.0 pitch = 2.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } MODULE { name = ModuleEnginesFX //engineID = rocketengine runningEffectName = powersmoke directThrottleEffectName = powerflame thrustVectorTransformName = exhaust exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 85 heatProduction = 360 fxOffset = 0, 0, 0 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 380 key = 1 330 }}MODULE{ name = KM_PreLaunchEffect effectName = PreLaunchEffectEngine0 isActive = false}MODULE{ name = KM_Gimbal gimbalTransformName = gimbal debug = true yawGimbalRange = 5 pitchGimbalRange = 5} MODULE{ name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 4.0 }}MODULE{ name = ModuleAnimateHeat ThermalAnim = x0-heat}RESOURCE{ name = ElectricCharge amount = 0 maxAmount = 0 isTweakable = false hideFlow = true}MODULE{ name = ModuleJettison jettisonName = fairing bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 5 jettisonDirection = 0 0 1}}Config for the yes-scaling spike:PART{// Kerbal Space Program - Part Config// Shuttle Engine// // --- general parameters ---name = km_se4Lmodule = Partauthor = dtobi// --- asset parameters ---mesh = x4l.muscale = 1.0rescaleFactor = 1.25// --- FX definitions ---//fx_exhaustFlame_yellow_small = 0.0, -10.0, 0.0, 0.0, 1.0, 0.0, running//fx_exhaustFlame_blue_small = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, running//fx_exhaustLight_yellow = 0.0, 4.0, 0.0, 0.0, 0.0, 1.0, running//fx_smokeTrail_light = 0.0, 4.0, 0.0, 0.0, 1.0, 0.0, running//fx_exhaustSparks_flameout = 0.0, 4.0, 0.0, 0.0, 1.0, 0.0, flameout// --- Sound FX definition ---sound_vent_medium = engagesound_rocket_hard = runningsound_vent_soft = disengagesound_explosion_low = flameout// --- editor parameters ---TechRequired = veryHeavyRocketryentryCost = 24000cost = 2320category = Propulsionsubcategory = 0title = FSX4L Linear Aerospikemanufacturer = Klockheed Martiandescription = The epitome of kerbal rocket engineering. This wonder of technology can power shuttles of any color. Has an extreme gimbal range and is very efficient.// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollisionattachRules = 1,0,1,0,1//node_stack_top = 0.0, 0.47, 0.0, 0.0, -1.0, 0.0, 0// --- standard part parameters ---mass = 6dragModelType = defaultmaximum_drag = 0.2minimum_drag = 0.2angularDrag = 2crashTolerance = 12maxTemp = 3600breakingForce = 200breakingTorque = 200stagingIcon = LIQUID_ENGINENODE{ name = top transform = node_top} //MODULE//{// name = ModuleEngines// thrustVectorTransformName = exhaustEFFECTS { powerflamel { MODEL_MULTI_PARTICLE { name = flamethrustl modelName = Klockheed_Martian/FX/engine/airflamel transformName = exhaustl emission = 0.0 0.1 emission = 0.5 0.25 emission = 0.75 0.75 emission = 1.0 1.0 speed = 0.0 0.40 speed = 1.0 1.0 size = 0.0 0.1 size = 1.0 0.25 localOffset = 0, 0, 0 } AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } } powersmokel { PREFAB_PARTICLE { name = flamethrust2 prefabName = fx_smokeTrail_light transformName = smokePoint emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 1 } } engage { AUDIO { channel = Ship clip = sound_vent_medium volume = 1.0 pitch = 2.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } MODULE { name = ModuleEnginesFX //engineID = rocketengine runningEffectName = powersmokel directThrottleEffectName = powerflamel thrustVectorTransformName = exhaustl exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 775 heatProduction = 275 fxOffset = 0, 0, 0.0 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 390 key = 1 385 }}EFFECTS { powerflamer { MODEL_MULTI_PARTICLE { name = flamethrustr modelName = Klockheed_Martian/FX/engine/airflamer transformName = exhaustr emission = 0.0 0.1 emission = 0.5 0.25 emission = 0.75 0.75 emission = 1.0 1.0 speed = 0.0 0.40 speed = 1.0 1.0 size = 0.0 0.1 size = 1.0 0.25 localOffset = 0, 0, 0 } AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } } powersmoke { PREFAB_PARTICLE { name = flamethrust2 prefabName = fx_smokeTrail_light transformName = smokePoint emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 1 } } engage { AUDIO { channel = Ship clip = sound_vent_medium volume = 1.0 pitch = 2.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } MODULE { name = ModuleEnginesFX //engineID = rocketengine runningEffectName = powersmoker directThrottleEffectName = powerflamer thrustVectorTransformName = exhaustr exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 775 heatProduction = 275 fxOffset = 0, 0, 0.0 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 390 key = 1 385 }}MODULE{ name = KM_Gimbal gimbalTransformName = gimbal yawGimbalRange = 1 pitchGimbalRange = 30 responseSpeed = 50}MODULE{ name = KM_PreLaunchEffect effectName = PreLaunchEffectEngine} MODULE{ name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 14.0 }}MODULE{ name = ModuleAnimateHeat ThermalAnim = x0-heat}RESOURCE{ name = ElectricCharge amount = 0 maxAmount = 0 isTweakable = false hideFlow = true}} Edited June 21, 2014 by AccidentalDisassembly Link to comment Share on other sites More sharing options...
AccidentalDisassembly Posted June 21, 2014 Share Posted June 21, 2014 Second weird thing - it seems that the exponents in ScaleExponents.cfg only apply to Squad parts - I modified it (separately from last post) so that the ModuleEngines bit was 2.5 instead of 2. This ended up making Squad parts more than 4x as powerful when they doubled in radius, but other parts (like the one Klockheed engine that would scale) remained at 4x... Link to comment Share on other sites More sharing options...
raxo2222 Posted June 21, 2014 Share Posted June 21, 2014 When fission/antimatter-initiated/antimatter reactors and vista engine will be supported? Link to comment Share on other sites More sharing options...
AccidentalDisassembly Posted June 23, 2014 Share Posted June 23, 2014 (edited) Third bizarre thing happening that I can't figure out how to duplicate: sometimes on loading in the vab, tweakscaled parts placed in symmetry (doesn't seem to happen with non-symmetrical parts) have a huge amount more mass than they ought. I can (sometimes) get this to happen too by placing a part in symmetry in the VAB, then scaling it, then simply removing it from the ship and re-placing it right back where it was. Only happens on parts that have been scaled. Upon re-placing the part, it gains a lot of mass. Sometimes it gained mass every time I picked up the part off the ship and put it back on - ultimately up to millions of tons for something like a landing leg.Can't figure out the circumstances it happens under though...EDIT: After a godawful process of elimination, I think (probably?) the problem stems from Infernal Robotics + TweakScale combination. Infernal robotics installed: problem. Removing MSI's scale.dll seems to resolve some of it for some parts, not others...EDIT 2: Crazy theory posted in MSI thread too: Even with MSI folder removed from GameData the shifty mass problem (more mass on re-placement or on load/launch) occurs, but seems maybe less severe. I think it MIGHT have something to do with parts not scaled using massFactors = 0.0, 0.0, 1.0. I had set custom scales for certain parts to scale based on surface area or whatever - this also is the case with the trusses etc. from the IR rework structural pack (I think). Perhaps therefore a general problem in all scale.dll files, somehow made worse when there are 2 of them in gamedata? No clue. Wish I could be more helpful. I am to take a wild flailing guess that having 2 scale.dll files somehow applies the polynomial massFactors function you mentioned before, but twice; though errors occur with only one copy too. Not sure how to confirm math on that. Edited June 24, 2014 by AccidentalDisassembly Link to comment Share on other sites More sharing options...
MrWizerd Posted June 24, 2014 Share Posted June 24, 2014 Squad_Probes_Tweak_Scale.cfgThought this could be handy for some folks. Link to comment Share on other sites More sharing options...
Recommended Posts