Mihara Posted July 19, 2014 Share Posted July 19, 2014 (edited) How does that work with refunds? I thought resources were refunded 100%, in which case it's not ideal (though may well be the best you can do until Squad makes the needed changes).Resources are not refunded 100%, they are refunded based on total value and distance from KSC, as far as I can tell. Resource structures do not contain any specific instructions regarding how to refund their costs, so we can't control it anyway, and this is indeed the best thing we can do without Squad. Edited July 19, 2014 by Mihara ...incorrect statement excised. Link to comment Share on other sites More sharing options...
Voculus Posted July 19, 2014 Share Posted July 19, 2014 I was wondering if anyone could help me with this issue:I'm using the 64-bit version of KSP, and as far as I know, have everything up to date. I'm really stumped. The tweaking UI has vanished from everything, and I can't get it to appear. I'm using the same mods I had in 23.5, so I don't think there's any conflicts. Thanks for your help! Link to comment Share on other sites More sharing options...
Agathorn Posted July 19, 2014 Share Posted July 19, 2014 Does this update fix the volume bug with RealFuels or is that still no go?EDIT: words. Early morning. Link to comment Share on other sites More sharing options...
horndgmium Posted July 19, 2014 Share Posted July 19, 2014 I was wondering if anyone could help me with this issue:https://4q2bdq.bn1.livefilestore.com/y2pU9ha_nvslUGw-c_is4QPan7aRKsCjXOax6V6daITFJ8paZ8PBzKehh7ftljtbsxANkjGrjT4y-QU7t3YC9pAXAyoFJi7RWM5tbpqBG1l2R8/TweakScale.png?psid=1I'm using the 64-bit version of KSP, and as far as I know, have everything up to date. I'm really stumped. The tweaking UI has vanished from everything, and I can't get it to appear. I'm using the same mods I had in 23.5, so I don't think there's any conflicts. Thanks for your help!That's because the plugin currently does not work with 0.24. Link to comment Share on other sites More sharing options...
Agathorn Posted July 19, 2014 Share Posted July 19, 2014 That's because the plugin currently does not work with 0.24.Yes it does. Link to comment Share on other sites More sharing options...
Jasmir Posted July 19, 2014 Share Posted July 19, 2014 Yes it does.With annoying issues... (refill _every_ vessel on load) Link to comment Share on other sites More sharing options...
Voculus Posted July 19, 2014 Share Posted July 19, 2014 OK, I did a clean install of KSP, installing nothing but the Toolbar and Infernal Robotics. I know IR comes with it's own version of TweakScale, and now it's behaving. I'm too much of a simpleton to know exactly what was happening, but the standalone version of TweakScale wasn't playing nicely with IR. I think. Link to comment Share on other sites More sharing options...
dishycourier Posted July 19, 2014 Share Posted July 19, 2014 I was wondering if anyone could help me with this issue:https://4q2bdq.bn1.livefilestore.com/y2pU9ha_nvslUGw-c_is4QPan7aRKsCjXOax6V6daITFJ8paZ8PBzKehh7ftljtbsxANkjGrjT4y-QU7t3YC9pAXAyoFJi7RWM5tbpqBG1l2R8/TweakScale.png?psid=1I'm using the 64-bit version of KSP, and as far as I know, have everything up to date. I'm really stumped. The tweaking UI has vanished from everything, and I can't get it to appear. I'm using the same mods I had in 23.5, so I don't think there's any conflicts. Thanks for your help!Not sure if you're running Infernal Robotics, but I've just confirmed that IR definitely causes this behavior. Link to comment Share on other sites More sharing options...
Agathorn Posted July 19, 2014 Share Posted July 19, 2014 With annoying issues... (refill _every_ vessel on load)I'm just goign by the fact that the author said it does:Version History:1.21 (2014-07-18 18:47 UTC)Updated for 0.24! Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted July 19, 2014 Share Posted July 19, 2014 I'm just goign by the fact that the author said it does:Yes it works. And it also has annoying problems. The two aren't mutually exclusive. Link to comment Share on other sites More sharing options...
Haze-Zero Posted July 20, 2014 Share Posted July 20, 2014 (edited) Is anyone having an issue with loading craft with RTG's? I get a **[Exception]: ArgumentException: Field 'name' defined on type 'GeneratorResource' is not a field on the target object which is of type 'Tuple`2'.** and a **[Exception]: NullReferenceException: Object reference not set to an instance of an object** when I try to load a craft that has an RTG on it. I edited the Squad_TweakScale.cfg and omitted the RTG scaling and now my craft with RTGs seem to load properly. I was also looking the ScaleExponents.cfg and it seems that the field has:TWEAKSCALEEXPONENTS{ name = ModuleGenerator outputList { rate = 3 }}No other field in the file has { } surrounding the rate, for changing the 'rate' of something. Could this be the cause of the issue I am having? I have not tested removing the braces to see the effect of it, but it was something I noticed and thought I would bring it up. Edited July 20, 2014 by Haze-Zero Link to comment Share on other sites More sharing options...
Smurfalot Posted July 20, 2014 Share Posted July 20, 2014 (edited) Is anyone having an issue with loading craft with RTG's? I get a **[Exception]: ArgumentException: Field 'name' defined on type 'GeneratorResource' is not a field on the target object which is of type 'Tuple`2'.** and a **[Exception]: NullReferenceException: Object reference not set to an instance of an object** when I try to load a craft that has an RTG on it. I edited the Squad_TweakScale.cfg and omitted the RTG scaling and now my craft with RTGs seem to load properly. I was also looking the ScaleExponents.cfg and it seems that the field has:TWEAKSCALEEXPONENTS{ name = ModuleGenerator outputList { rate = 3 }}No other field in the file has { } surrounding the rate, for changing the 'rate' of something. Could this be the cause of the issue I am having? I have not tested removing the braces to see the effect of it, but it was something I noticed and thought I would bring it up.I am having the same trouble. Edit: Removing the RTG scaling in Squad_Tweakscale.cfg will solve the problem by not loading the tweakscale module onto that part-- The RTG will no longer scale and it will no longer break your game.Removing the brackets around the "rate =3" portion of the ScaleExponents.cfg will also fix the problem-- The RTG will still scale in size, but it appears to break the change in power generation associated with scaling. Edited July 20, 2014 by Smurfalot Link to comment Share on other sites More sharing options...
Haze-Zero Posted July 20, 2014 Share Posted July 20, 2014 (edited) I am having the same trouble. Edit: Removing the RTG scaling in Squad_Tweakscale.cfg will solve the problem by not loading the tweakscale module onto that part-- The RTG will no longer scale and it will no longer break your game.Removing the brackets around the "rate =3" portion of the ScaleExponents.cfg will also fix the problem-- The RTG will still scale in size, but it appears to break the change in power generation associated with scaling.Yes, I figured as much because there needs to be the specific format/syntax that scale.dll is expecting, which is why I didn't bother. I rather not be able to scale my RTGs then think I could scale them and get appropriate power. I am worried though that this bug in the cfg file might be breaking other parts and stuff that have generators. I know its not for solar panels because they are different modules, but as far as I know I think RTGs are the only stock parts that use generators. I could be wrong though. Edited July 20, 2014 by Haze-Zero Link to comment Share on other sites More sharing options...
Smurfalot Posted July 20, 2014 Share Posted July 20, 2014 Yes, I figured as much because there needs to be the specific format/syntax that scale.dll is expecting, which is why I didn't bother. I rather not be able to scale my RTGs then think I could scale them and get appropriate power. I am worried though that this bug in the cfg file might be breaking other parts and stuff that have generators. I know its not for solar panels because they are different modules, but as far as I know I think RTGs are the only stock parts that use generators. I could be wrong though.Well according to the format instructions on the OP for Tweakscale, it was formatted correctly. I have no idea what is wrong with it, but I have tried several variations and none have worked.Fortunately, that generator module is not used very often (that is the only stock part with it) and it is not really necessary to scale the RTG in order to do 95% of anything you would normally want to do. Link to comment Share on other sites More sharing options...
sirkut Posted July 20, 2014 Share Posted July 20, 2014 OK, I did a clean install of KSP, installing nothing but the Toolbar and Infernal Robotics. I know IR comes with it's own version of TweakScale, and now it's behaving. I'm too much of a simpleton to know exactly what was happening, but the standalone version of TweakScale wasn't playing nicely with IR. I think.I have a clean install, IR and TweakScale (both latest versions) only and I'm not experiencing this behavior. I am however having issues with TweakScale not changing values for me. That's what is broken for IR. Link to comment Share on other sites More sharing options...
Biotronic Posted July 20, 2014 Author Share Posted July 20, 2014 Well according to the format instructions on the OP for Tweakscale, it was formatted correctly. I have no idea what is wrong with it, but I have tried several variations and none have worked.Fortunately, that generator module is not used very often (that is the only stock part with it) and it is not really necessary to scale the RTG in order to do 95% of anything you would normally want to do.It's a bug in TweakScale. Working on fixing it as we speak. Link to comment Share on other sites More sharing options...
Kolago Posted July 20, 2014 Share Posted July 20, 2014 Nodes are still scaling up or down to the size of the unscaled part in VAB when I alt-click a scaled a part to duplicate it!Anybody else with this problem? Link to comment Share on other sites More sharing options...
Biotronic Posted July 20, 2014 Author Share Posted July 20, 2014 Anybody else with this problem? I'm aware of the problem, but have had enough other things on my table that it hasn't gotten priority yet. Link to comment Share on other sites More sharing options...
Kolago Posted July 20, 2014 Share Posted July 20, 2014 I'm aware of the problem, but have had enough other things on my table that it hasn't gotten priority yet.Ok, I thought my comment gets overlooked. Thanks! Link to comment Share on other sites More sharing options...
nebuchadnezzar Posted July 20, 2014 Share Posted July 20, 2014 Not sure if this is something that'll be fixed in a future update, but TweakScale 1.21 breaks Procedural Fairings 3.06. The issue that occurs is the Procedural Fairing parts loose their scaling menus. TweakScale itself functions normally on parts modified by TweakScale. Removing TweakScale fixes the issue. Link to comment Share on other sites More sharing options...
Nowater Posted July 20, 2014 Share Posted July 20, 2014 (edited) I installed Tweakscale, but cant scale nothing. If i rightklick the parts, i just can see the data of the part and "ISshieldedfalse", where the scale slider should be Edited July 20, 2014 by Nowater Link to comment Share on other sites More sharing options...
TeeGee Posted July 20, 2014 Share Posted July 20, 2014 Its also screwy with procedural fairings. When I put the fairing base on, the scale slider for the base/fairing sizes disappears. So I uninstalled this mod for now if/when it gets resolved. Link to comment Share on other sites More sharing options...
Kamuchi Posted July 20, 2014 Share Posted July 20, 2014 I installed Tweakscale, but cant scale nothing. If i rightklick the parts, i just can see the data of the part and "ISshieldedfalse", where the scale slider should beThat comes from FAR Link to comment Share on other sites More sharing options...
Biotronic Posted July 20, 2014 Author Share Posted July 20, 2014 Problems with Procedural Fairings noted.For now, here's 1.22, fresh outta the factory. Technology requirements should now be much faster, and tanks no longer seem to refill at onload. Link to comment Share on other sites More sharing options...
Kamuchi Posted July 20, 2014 Share Posted July 20, 2014 Problems with Procedural Fairings noted.For now, here's 1.22, fresh outta the factory. Technology requirements should now be much faster, and tanks no longer seem to refill at onload.Thank you for the quick and hard work!Will test if it works in the x64 as it just didn`t show at all Link to comment Share on other sites More sharing options...
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