Rohaq Posted February 7, 2015 Share Posted February 7, 2015 Anybody here have issues with parts returning to their default size when they switch scenes, such as returning to a previous vessel? Also sometimes when loading them in the VAB, or from subassemblies. Link to comment Share on other sites More sharing options...
fatcargo Posted February 7, 2015 Share Posted February 7, 2015 How can i turn off the function of automatically setting size of parts?There is a more permanent solution (that i prefer, even if it means a little bit more work on a craft) : find GameData\TweakScale\plugins\PluginData\Scale\config.xml file and edit "Autoscale" and/or "Scale chaining" items to 0 (i set both to 0, and it works for me). After that restart KSP and it will no longer rescale parts from component list after attaching them to the craft. Link to comment Share on other sites More sharing options...
inigma Posted February 7, 2015 Share Posted February 7, 2015 (edited) With fresh KSP .90 and only Tweakscale installed, Mk3 cargo bay texture does not load. Appears all white. Even with Module Manager removed. Edited February 7, 2015 by inigma Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted February 8, 2015 Share Posted February 8, 2015 With fresh KSP .90 and only Tweakscale installed, Mk3 cargo bay texture does not load. Appears all white.Stock bug in KSPs tga loader. Reloading from the debug menu or installing ATM fixes it. Link to comment Share on other sites More sharing options...
OopsThatNotWork Posted February 8, 2015 Share Posted February 8, 2015 For whatever reason, the tweakscale file for the B9 parts isnt working. None of the B9 parts are available to be scaled. Anyone else experienced this? Link to comment Share on other sites More sharing options...
inigma Posted February 8, 2015 Share Posted February 8, 2015 Stock bug in KSPs tga loader. Reloading from the debug menu or installing ATM fixes it.Thank you. I don't see a reload option in the current debug menu. Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted February 8, 2015 Share Posted February 8, 2015 I don't see a reload option in the current debug menu.It's under Database. Reload All, I think it's called. Link to comment Share on other sites More sharing options...
lextacy Posted February 9, 2015 Share Posted February 9, 2015 how do I add a MM config to a whole mod? I want to make all Laztek parts scaleable. His parts are not 3.75 like they should be Link to comment Share on other sites More sharing options...
ghimb2000 Posted February 9, 2015 Share Posted February 9, 2015 Anybody here have issues with parts returning to their default size when they switch scenes, such as returning to a previous vessel? Also sometimes when loading them in the VAB, or from subassemblies.I get this as well. Procedural Parts doesn't do that though. Link to comment Share on other sites More sharing options...
Biotronic Posted February 9, 2015 Author Share Posted February 9, 2015 I think it's time I realize I do not play KSP enough, and do not have the time necessary to continue this project. It hurts me to the core, but I believe it's better that I accept it and inform you guys. I'd love it if someone would be willing to carry the torch.The licence should be permissive enough for anyone to just pick it up, but since this is the official thread at the moment I'd like to add a link in the OP if anyone decides to continue the development.It's been great you guys, and it saddens me to do this, but it's better this way. Link to comment Share on other sites More sharing options...
UnanimousCoward Posted February 9, 2015 Share Posted February 9, 2015 It's under Database. Reload All, I think it's called.http://wiki.kerbalspaceprogram.com/w/images/8/8a/Debug_Toolbar.pngProbably worth noting that reloading the database screws up science progress in career mode: the tech tree vanishes completely. Link to comment Share on other sites More sharing options...
peadar1987 Posted February 9, 2015 Share Posted February 9, 2015 I think it's time I realize I do not play KSP enough, and do not have the time necessary to continue this project. It hurts me to the core, but I believe it's better that I accept it and inform you guys. I'd love it if someone would be willing to carry the torch.The licence should be permissive enough for anyone to just pick it up, but since this is the official thread at the moment I'd like to add a link in the OP if anyone decides to continue the development.It's been great you guys, and it saddens me to do this, but it's better this way.Thanks for all the time you've put into this, it's made my KSP experience so much better! Link to comment Share on other sites More sharing options...
MartGonzo Posted February 9, 2015 Share Posted February 9, 2015 I think it's time I realize I do not play KSP enough, and do not have the time necessary to continue this project. It hurts me to the core, but I believe it's better that I accept it and inform you guys. I'd love it if someone would be willing to carry the torch.The licence should be permissive enough for anyone to just pick it up, but since this is the official thread at the moment I'd like to add a link in the OP if anyone decides to continue the development.It's been great you guys, and it saddens me to do this, but it's better this way.Thanks for your work Biotronic, best of luck with your new job Link to comment Share on other sites More sharing options...
kcs123 Posted February 9, 2015 Share Posted February 9, 2015 Thanks for maintaining it and for all your time spend in development. And thanks for permission for anyone with enough skill, willpower and enough free time to continue development. I hope that someone will be able to continue this mod, until then we have to figure out how to manage without it.Cheers. Link to comment Share on other sites More sharing options...
diomedea Posted February 10, 2015 Share Posted February 10, 2015 Thanks Biotronic for all the efforts you did to let this great add-on available to the community. Pity time is never enough for all the things we love. Link to comment Share on other sites More sharing options...
drtedastro Posted February 10, 2015 Share Posted February 10, 2015 Hello to all, and thanks for this mod....I am trying to use this with a docking port and need some help. I have created a new MM config, example from top;SCALETYPE{ name = CMES_Parts freeScale = false scaleFactors = 0.25, 0.35, 0.5, 0.55, 0.59, 0.6, 0.65, 0.7, 1.0, 1.4, 2.0, 2.8, 4.0 scaleNames = 25%, 35%, 50%, 55%, 59%, 60%, 65%, 70%, 100%, 140%, 200%, 280%, 400% defaultScale = 1.0}@PART[PC_InflateHeatshieldLxx] { MODULE { name = TweakScale type = CMES_Parts defaultScale = 1 }}But when I rescale, the part sizes as it should but all values (Roll - Pitch - Yaw Torque, and all of the Acquire range, force , etc) values get thrashed / corrupted.The default size has correct values, but when the 'tweak' happens they get corrupted and never go back to original values.any hints, ideas or comments?????thanks again for mod and help.cheers. Link to comment Share on other sites More sharing options...
greydragon70 Posted February 12, 2015 Share Posted February 12, 2015 I'm having a problem with tweakscale... when I load a tweaked craft from the tracking station and sometimes loading from the launch pad or runway, the craft disintegrates. No explosions, it just flies apart. I figured this out by removing 1 mod at a time until the problem went away. Tweakscale is one of my favorite mods... please help!!! These are the other mods I was using with Tweakscale:MechjebMovie TimeProcedural FairingsImpossible InovationsKerbal FoundriesFuel Tanks PlusBD ArmoryI hope someone can help me since Biotronic no longer supports this mod. Link to comment Share on other sites More sharing options...
FreeThinker Posted February 13, 2015 Share Posted February 13, 2015 Question, how to make mass scale faster/slower than default exponent 3 ? Link to comment Share on other sites More sharing options...
inigma Posted February 13, 2015 Share Posted February 13, 2015 I think it's time I realize I do not play KSP enough, and do not have the time necessary to continue this project. It hurts me to the core, but I believe it's better that I accept it and inform you guys. I'd love it if someone would be willing to carry the torch.The licence should be permissive enough for anyone to just pick it up, but since this is the official thread at the moment I'd like to add a link in the OP if anyone decides to continue the development.It's been great you guys, and it saddens me to do this, but it's better this way.It's been an awesome mod, Bio! Sorry to hear, but real life is real life. Hope you can make it back someday soon!Sorry to hear. I wonder if any of the other mod makers whos mods are dependent on Tweakscale will adopt this orphaned project. I informed the Infernal Robotics thread. Link to comment Share on other sites More sharing options...
FreeThinker Posted February 14, 2015 Share Posted February 14, 2015 (edited) Question, is there anyway I can modify an existing TWEAKSCALEEXPONENTS using module manager?Edit, also is there anyway to repond to a tweakscale resize? Edited February 14, 2015 by FreeThinker Link to comment Share on other sites More sharing options...
Joshwoo70 Posted February 15, 2015 Share Posted February 15, 2015 Anybody care to maintain this? Link to comment Share on other sites More sharing options...
Biotronic Posted February 15, 2015 Author Share Posted February 15, 2015 Question, is there anyway I can modify an existing TWEAKSCALEEXPONENTS using module manager?@TWEAKSCALEEXPONENTS[MyModuleKind] { floopRate = 3 MyStructure { !ambulation = 2 }}Just the same as with any other cfg. If there are specific problems you want addressed, Edit, also is there anyway to repond to a tweakscale resize?The opening post contains information on how a mod can be informed of TweakScale rescaling, in the 'Advanced Features' section. I was also toying with the idea of simply looking for functions called TweakScalePrescale and TweakScalePostScale, but no code has been written to support this idea. Link to comment Share on other sites More sharing options...
BavarianBozzz Posted February 15, 2015 Share Posted February 15, 2015 (edited) I don't know if TweakScale is supposed to do this, but everytime I add a part of the "wrong" size, it automatically scales the part which I would really like it to not do. Is there any way to disable this?EDIT: Nevermind. Was digging in the TweakScale directory and found the thing in the config. Edited February 15, 2015 by BavarianBozzz Link to comment Share on other sites More sharing options...
BlackSoldierB Posted February 15, 2015 Share Posted February 15, 2015 (edited) After i docked with my space station i saw this a lot in the log. [EXC 17:26:47.582] NullReferenceException: Object reference not set to an instance of an object TweakScale.Hotkeyable.op_True (TweakScale.Hotkeyable a) TweakScale.TweakScale.Update ()Anyone also had this behavior?EDIT: After reloading the game, this error doesn't show up anymore. Edited February 15, 2015 by BlackSoldierB Link to comment Share on other sites More sharing options...
AccidentalDisassembly Posted February 15, 2015 Share Posted February 15, 2015 After i docked with my space station i saw this a lot in the log. Anyone also had this behavior?EDIT: After reloading the game, this error doesn't show up anymore.I've had 100,000+ instances of that error (I think) when messing around with KAS stuff, but couldn't pin down the exact circumstances... Link to comment Share on other sites More sharing options...
Recommended Posts