Commissar Posted December 30, 2014 Share Posted December 30, 2014 i think this mod breaks much of KWrocketry. i couldn't place any of the non-5m parts from kw until I deleted the KW config from tweakscale.... same with mechjeb Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted December 30, 2014 Share Posted December 30, 2014 i think this mod breaks much of KWrocketry.Nope, I'm using both with no problem. I'll try that craft you posted later in tonight. Link to comment Share on other sites More sharing options...
Commissar Posted December 30, 2014 Share Posted December 30, 2014 (edited) Nope, I'm using both with no problem. I'll try that craft you posted later in tonight.i'm beginning to think it's a bug in stock, as i somehow reverted a flight from my career save to another my sandbox... Edited December 30, 2014 by Commissar Link to comment Share on other sites More sharing options...
Jim Starluck Posted December 30, 2014 Share Posted December 30, 2014 Has anyone else been noticing mass discrepancies? I've had problems a number of times now where I took a big part and downscaled it substantially. It looks like it scaled normally in the VAB, but when I go to launch the ship--or exit the VAB and re-enter--the mass of the part goes back up to its original value, despite the size of the model still being downscaled. I've seen this happen on at least two vanilla engine parts so far; not sure what else might be exhibiting it. Link to comment Share on other sites More sharing options...
ctrl2 Posted December 30, 2014 Share Posted December 30, 2014 (edited) I'm having some issues with tweakscale and AIES that perhaps y'all could help me with... it seems that when I use a scaled AIES probe core as my root part, the part resizes to its default size once i switch to another craft or change scenes. Here's my craft in the VABHere's my craft during ascentHere's my craft after circularization and switching back to the Space CenterIn the persistent.sfs file, the craft seems to have the correct tweakscale module with correct settings:VESSEL{ name = GSC 1...PART{ name = Maxurpod...MODULE{ name = TweakScale isEnabled = True tweakScale = 1.5 currentScale = 1.5 defaultScale = 1 isFreeScale = False version = 1.50.0.0 defaultTransformScale = (1, 1, 1) DryCost = 1687.5 tweakScale_UIEditor { controlEnabled = True minValue = 0.625 maxValue = 5 incrementLarge = 1.25 incrementSmall = 0.125 incrementSlide = 0.001 } EVENTS { } ACTIONS { }}As I say, this problem only seems to be with the AIES probe cores... the solar panels & batteries are all tweakscaled (some also from AIES) and their size remains fine. Does it have to do with the probe core being the root part?Also- mod list--Edit--This seems to extend to Squad probe cores as well, so that if the root part is resized it will not retain its shape. Edited January 2, 2015 by ctrl2 Link to comment Share on other sites More sharing options...
protoz Posted December 30, 2014 Share Posted December 30, 2014 Tweakscale is reverting the size back to original while keeping the stats scaled http://imgur.com/gIO4ExK any solution to this?The fuel tank in the middle of the picture is stock which i scaled to 5m, tweakscale decided to revert its graphics. Link to comment Share on other sites More sharing options...
mrBlaQ Posted January 1, 2015 Share Posted January 1, 2015 Having the new ModuleManager.2.5.6.dll stops Tweakscale from adjusting how many resources are in a part.I may be having this same problem. Link to comment Share on other sites More sharing options...
mrBlaQ Posted January 1, 2015 Share Posted January 1, 2015 The problem appears to be with TweakScale's interaction with Modular Fuel Tanks. Removing MFT fixes TS and B9. Link to comment Share on other sites More sharing options...
cat-the-cat Posted January 2, 2015 Share Posted January 2, 2015 Autoscale ruins docking ports from fustek as well as stock docking ports as (even when switched off with alt-L) it removes all the stats (grab range, torque, etc) randomly on stations and randomly affects different vehicles attached to stations. It's really making me not want to play because there exists no fixes for these problems with the autoscale. Link to comment Share on other sites More sharing options...
SMILIE Posted January 2, 2015 Share Posted January 2, 2015 I got lots of those errors while in flight, although nothing seems to be broken!NullReferenceException: Object reference not set to an instance of an object at TweakScale.Hotkeyable.op_True (TweakScale.Hotkeyable a) [0x00000] in <filename unknown>:0 at TweakScale.TweakScale.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1)Full log can be found here: https://www.dropbox.com/sh/gqzmqedx8tc63ke/AABxZW7e6YSPHGMdw-tTnfa2a?dl=0(yeah it crashed at the end, was an out of memory error, although I had some non memory related crashes lately)TweakScale 1.50, KSP 0.90, quite some mods installed, 32 Bit Windows Link to comment Share on other sites More sharing options...
orfest Posted January 2, 2015 Share Posted January 2, 2015 Scaling some parts down makes them have a negative cost.For example, pod "AIES C1 'Orbiter'" from mod "AIESAerospace-Unofficial (1.5.1)" has cost -450 when scaled down to 62.5cm. Link to comment Share on other sites More sharing options...
trekfan42 Posted January 2, 2015 Share Posted January 2, 2015 im getting an issue with several SXT parts. basicaly for instance if i scale the Kossak command cockpit down to 1.25 and if i at any point do a "revert to launch" it rescales the part to 2.5unsure if its is just visual or also mass and resources.anybody encouter this issue? Link to comment Share on other sites More sharing options...
Captain Thunder Thighs Posted January 2, 2015 Share Posted January 2, 2015 I love this mod (especially when combined with a welding mod to make make HUGE structures). But I have noticed a problem. When I reload the database (for adding extra parts ingame), the entire TweakScale mod stops working and I have to close KSP and reopen it again to get the mod working.Before reloadinghttps://drive.google.com/file/d/0B7ImypfLVyCcUHI1ZktOSzN1RE0/view?usp=sharingAfter reloading, note the context menuhttps://drive.google.com/file/d/0B7ImypfLVyCcVVRKakpqZGdzX0E/view?usp=sharing(sorry about the links, I have no idea how to use actual pictures) Link to comment Share on other sites More sharing options...
Popeholden Posted January 2, 2015 Share Posted January 2, 2015 Tweakscale is reverting the size back to original while keeping the stats scaled http://imgur.com/gIO4ExK any solution to this?The fuel tank in the middle of the picture is stock which i scaled to 5m, tweakscale decided to revert its graphics.I'm having this issue as well, it seems to happen when reverting the flight or loading a quicksave. it remains functional, but last time the kraken eventually hit me Link to comment Share on other sites More sharing options...
Agathorn Posted January 3, 2015 Share Posted January 3, 2015 Tweakscale is reverting the size back to original while keeping the stats scaled http://imgur.com/gIO4ExK any solution to this?The fuel tank in the middle of the picture is stock which i scaled to 5m, tweakscale decided to revert its graphics.I'm having this issue as well, it seems to happen when reverting the flight or loading a quicksave. it remains functional, but last time the kraken eventually hit meI'm having a SIMILAR but not exactly the same issue. Though not with all parts. I have two stock radial chutes and a structural I-Beam on my sounding rocket. All three parts are TweakScaled down in size to make them fit. The I-Beam works fine, but the Parachutes reset their WEIGHT when I move from VAB to Launchpad. The size remains correct but they gain 20kg of weight which makes my entire real scale rocket go to crap Like I said though the I-Beam remains correct. Link to comment Share on other sites More sharing options...
DianonForce Posted January 3, 2015 Share Posted January 3, 2015 I'm having a SIMILAR but not exactly the same issue. Though not with all parts. I have two stock radial chutes and a structural I-Beam on my sounding rocket. All three parts are TweakScaled down in size to make them fit. The I-Beam works fine, but the Parachutes reset their WEIGHT when I move from VAB to Launchpad. The size remains correct but they gain 20kg of weight which makes my entire real scale rocket go to crap Like I said though the I-Beam remains correct.I have the same issue. Two RCS Fuel Tanks on my vessel are scaled down to 0.625. After i switched the vehicle one of the tanks looks like stock the other is still scaled down. Link to comment Share on other sites More sharing options...
fatcargo Posted January 4, 2015 Share Posted January 4, 2015 Hi! I've found one minor issue with duplicate entries for structural intake in "SpaceplanePlus_TweakScale.cfg" and "Squad_TweakScale.cfg", named "IntakeRadialLong". Before i manually fixed this duplication by removing one of the definitions, intake part was properly scaled in editor from scaling menu and after loading a craft, but it was reset to 100% size in flight scene.I've (hopefully correctly, i'm new to github) posted an issue on Biotronic's github repo.Ah yes, i've found the cause by looking at debug log with ALT+F12. Link to comment Share on other sites More sharing options...
viperwolf Posted January 7, 2015 Share Posted January 7, 2015 (edited) Im sure this has been covered somewhere, can someone give me the link to the post talking about adding TS to a part that does not have it already. I was trying the old way of creating a rescalefactor= x but when i load to the screen to launch it goes back to stock size. Edited January 7, 2015 by viperwolf Link to comment Share on other sites More sharing options...
SquaredSpekz Posted January 7, 2015 Share Posted January 7, 2015 I'm wondering if there's a way I can tweakscale compatibility with the mk3 parts. adding each part to the squad config in tweakscale but that doesn't work. Any suggestions or fixes? Maybe help? Link to comment Share on other sites More sharing options...
Mecripp Posted January 7, 2015 Share Posted January 7, 2015 I'm wondering if there's a way I can tweakscale compatibility with the mk3 parts. adding each part to the squad config in tweakscale but that doesn't work. Any suggestions or fixes? Maybe help?What you mean ? If you pretty much just want to go bigger, I have a patch that go's one down scale and pretty much all upscale and works on all parts if you want to try here https://dl.dropboxusercontent.com/u/72893034/TweakScale_All.cfg.zip Link to comment Share on other sites More sharing options...
SquaredSpekz Posted January 7, 2015 Share Posted January 7, 2015 I've added each part to the Tweakscale Squad Config and will post them here for anyone else. I see what you did and its simpler and clever but ive doen this now so yeah... Link to comment Share on other sites More sharing options...
Zeenobit Posted January 8, 2015 Share Posted January 8, 2015 I noticed other are also having issues with using Revert to Launch or Quick Loading with TweakScale. Is there as work around for this?I love this mod, it's been so buggy as of late. Link to comment Share on other sites More sharing options...
viperwolf Posted January 9, 2015 Share Posted January 9, 2015 I've added each part to the Tweakscale Squad Config and will post them here for anyone else. I see what you did and its simpler and clever but ive doen this now so yeah...If you added a non supported part? how did you do this. This is what i was asking in my earlier post 1493 Link to comment Share on other sites More sharing options...
Camacha Posted January 9, 2015 Share Posted January 9, 2015 I am noticing an issue where nodes would be some distance from where they should be. It seems to happen when you copy a scaled part. The new part does not have the right nodes. Loading a craft in the VAB sometimes causes this behaviour too.The workaround is to delete the part, attach a new one and then scale, but that can become a bit tedious after a while, especially with craft that cannot use symmetry for one reason or another.I noticed other are also having issues with using Revert to Launch or Quick Loading with TweakScale. Is there as work around for this?I love this mod, it's been so buggy as of late.What kind of problems do you have? Link to comment Share on other sites More sharing options...
Zeenobit Posted January 9, 2015 Share Posted January 9, 2015 What kind of problems do you have?What I just mentioned.When I do a flight, and then revert to Launch, my aircraft parts all have incorrect scales. Even if I don't scale any of the parts.I've been having lots of other issues with TweakScale too since v1.44, but thankfully, most of those are solved. I think v1.44 was the most stable version. Link to comment Share on other sites More sharing options...
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