nli2work Posted September 7, 2014 Share Posted September 7, 2014 when I set type = free; the slider snaps to 0.625; 1.25; 2.5; 3.75; and 5mis that how it works? Link to comment Share on other sites More sharing options...
AccidentalDisassembly Posted September 7, 2014 Share Posted September 7, 2014 when I set type = free; the slider snaps to 0.625; 1.25; 2.5; 3.75; and 5mis that how it works?It shouldn't. Free should give you lots and lots of increments - major and minor increments, I think - between whatever minimum and maximum are set in the scaletypes config distributed with TS... For those values specifically, use stack (or you can define your own with a greater range etc.) Link to comment Share on other sites More sharing options...
nli2work Posted September 7, 2014 Share Posted September 7, 2014 ah, I ssee what I'm missing. Link to comment Share on other sites More sharing options...
Ixonal Posted September 7, 2014 Share Posted September 7, 2014 Question! I've noticed that I can scale things huge too early... I looked back a ways and saw that 5m scaling should be unlocked at the Heavy Rocketry node, but I haven't researched it and can still scale stock tanks up to 5m. Any idea what's up? From what I can tell, it's version 1.43, and I'm not seeing anything weird in the output log, so I'm not really sure where to start in this.Also, and I'm not sure if it's just my tech tree for this save or what, but it seems kind of odd to me that I can unlock 3.75m parts (from Advanced Rocketry) with tweakscale before I unlock 2.5m parts (from Heavy Rocketry). This wouldn't be such an issue to me if it was just for fuel tanks, but since engines can be scaled as well, it seems to cheat the difficulty curve slightly. Just my thoughts on the matter, though. Link to comment Share on other sites More sharing options...
E.Nygma Posted September 7, 2014 Share Posted September 7, 2014 (edited) First of all, thanks for the quick replies!@ AccidentalDisassembly: 1. I tried, by using the Squad_TweakScale.cfg as a template, to insert this@PART[25MonoTankS2] { MODULE { name = TweakScale type = surface }} via MM, result: I can no longer attach the tank to anything in the VAB, the debug menu throws a NullReferenceException, I have to ALT+F4 the game2. Tried to insert the MODULE directly into the part.cfg of the tank (without the @PART and the outer brackets), results as above@nebuchadnezzarThey're beautiful (aren't they?) and work perfectly for my commsats (before trying TweakScale I rescaled via the rescale factor in the part.cfg). Thanks a bunch and no hurry! Edited September 7, 2014 by E.Nygma Link to comment Share on other sites More sharing options...
AccidentalDisassembly Posted September 7, 2014 Share Posted September 7, 2014 First of all, thanks for the quick replies!@ AccidentalDisassembly: 1. I tried, by using the Squad_TweakScale.cfg as a template, to insert this@PART[25MonoTankS2] { MODULE { name = TweakScale type = surface }} via MM, result: I can no longer attach the tank to anything in the VAB, the debug menu throws a NullReferenceException, I have to ALT+F4 the game2. Tried to insert the MODULE directly into the part.cfg of the tank (without the @PART and the outer brackets), results as above@nebuchadnezzarThey're beautiful (aren't they?) and work perfectly for my commsats (before trying TweakScale I rescaled via the rescale factor in the part.cfg). Thanks a bunch and no hurry!Sadly I don't know how to interpret the output_log, but I can tell you that if that is the only code you're using, and if you've installed the newest TweakScale and whatnot, it's not an issue with TweakScale per se - it might be that one of your other mods is out of date, conflicts with TweakScale, doesn't use updated KSPAPIExtensions.dll, etc. I don't know what the problem is, but I suspect if you did a second (clean) install, and only put TweakScale + that part in there, it would work fine. Link to comment Share on other sites More sharing options...
E.Nygma Posted September 7, 2014 Share Posted September 7, 2014 (edited) Actually, the install was fairly clean, but I just removed Ioncross, so just TweakScale (V1.43) and the Tanks in question are currently installed, same results Edited September 7, 2014 by E.Nygma Link to comment Share on other sites More sharing options...
nebuchadnezzar Posted September 7, 2014 Share Posted September 7, 2014 Question! I've noticed that I can scale things huge too early... I looked back a ways and saw that 5m scaling should be unlocked at the Heavy Rocketry node, but I haven't researched it and can still scale stock tanks up to 5m. Any idea what's up? From what I can tell, it's version 1.43, and I'm not seeing anything weird in the output log, so I'm not really sure where to start in this.I don't believe tweakscale scaling has ever been constrained by tech unlocks. Perhaps your thinking of procedural parts or procedural fairings? Both of those mods unlock larger parts as you progress through the tech tree. I believe this is done with MM configs so perhaps similar things could be adapted for tweak scale. Link to comment Share on other sites More sharing options...
E.Nygma Posted September 7, 2014 Share Posted September 7, 2014 (edited) D'Oh, found my error, a missing opening bracket in the MM cfg *facepalm* thanks again! Now to MFT integration... Edited September 7, 2014 by E.Nygma Link to comment Share on other sites More sharing options...
janiekh Posted September 7, 2014 Share Posted September 7, 2014 This mod is the only mod you need xD Link to comment Share on other sites More sharing options...
Alewx Posted September 7, 2014 Share Posted September 7, 2014 Wow almost 100 pages, there must be knowledge.Does maybe anyone know if/how it is possible to get the current scaling of an active Part as a vector3 or float?The transform.localScale is giving me just [1,1,1]. Link to comment Share on other sites More sharing options...
Ixonal Posted September 7, 2014 Share Posted September 7, 2014 I don't believe tweakscale scaling has ever been constrained by tech unlocks. Perhaps your thinking of procedural parts or procedural fairings? Both of those mods unlock larger parts as you progress through the tech tree. I believe this is done with MM configs so perhaps similar things could be adapted for tweak scale.Hmmm, guess that post I saw could've been in reference to procedural parts... I'm not horribly familiar with modulemanager, so no idea how to implement that, I might look into it. Would be nice to have some basic integration with the tech tree. Link to comment Share on other sites More sharing options...
frencrs Posted September 7, 2014 Share Posted September 7, 2014 I don't believe tweakscale scaling has ever been constrained by tech unlocks. Perhaps your thinking of procedural parts or procedural fairings? Both of those mods unlock larger parts as you progress through the tech tree. I believe this is done with MM configs so perhaps similar things could be adapted for tweak scale.TweakScale sizes ARE constrained by the TechTree, at least in the current version on GitHub. They require the SCALETYPE used by the part have "techRequired = " in the config specifying tech levels along with the scaleFactors and scaleNames. Link to comment Share on other sites More sharing options...
Ixonal Posted September 8, 2014 Share Posted September 8, 2014 TweakScale sizes ARE constrained by the TechTree, at least in the current version on GitHub. They require the SCALETYPE used by the part have "techRequired = " in the config specifying tech levels along with the scaleFactors and scaleNames.hmmmm, I'm not seeing anything in the DefaultScales config file pertaining to tech requirements. Would it be in a different config file? Link to comment Share on other sites More sharing options...
nebuchadnezzar Posted September 8, 2014 Share Posted September 8, 2014 Thanks a bunch and no hurry!Here's the MM code for the sphere tank. I delete the medium and large ones and only leave the small tank's cfg which I then modify with this MM file. @PART[SPHSmall]{ MODULE { name = TweakScale type = free }}TweakScale sizes ARE constrained by the TechTree, at least in the current version on GitHub. They require the SCALETYPE used by the part have "techRequired = " in the config specifying tech levels along with the scaleFactors and scaleNames.After some looking around I do see that it's possible, but I don't think I've seen any working examples for tweakscale. Can you provide an example? I'd love to see how it works. Link to comment Share on other sites More sharing options...
Camacha Posted September 9, 2014 Share Posted September 9, 2014 Why are so many parts unscalable (command pods, wings, connector pieces et cetera)? And is FAR using the correct values of not? Link to comment Share on other sites More sharing options...
Al Mustafa- The Beloved Posted September 9, 2014 Share Posted September 9, 2014 (edited) Hello everyone.Sorry to interrupt but I can't seem to get TweakScale to work. I've been trying to solve the issue by myself but the lack of knowledge about editing Mods and Module Manager is not making it easy.I've been trying to solve the issue by working with different versions of KSPAPIExtension.dll and ModuleManagerx.x.x.dll with some success over making older versions of some mods work with new versions of currently updated mods, but TweakScale is the one that is missing, even for some parts that are currently compatible with them.The game is currently running on v2.3.4 of Module Manager and KSPAPIExtensions.dll from the current TweakScale package, IR is updated with the same KSPAPIExtensions and I'm also using updated B9, which they should trigger TweakScale by default but they don't. There is some old addons that add mainly science containers (non rescalable, from what I could figure from a working TweakScale version) so they shouldn't be interfering with TweakScale.Bottom Line:TweakScale not working on an install with too many addons. I am working on finding out which specific addon is interfering with TweakScale and am willing to test if given any directions. Please help.The output_log.txtUpdate: Seems the issue is with B9. Sad panda. Edited September 9, 2014 by Al Mustafa, The Beloved Link to comment Share on other sites More sharing options...
Nori Posted September 10, 2014 Share Posted September 10, 2014 Hello everyone.Sorry to interrupt but I can't seem to get TweakScale to work. I've been trying to solve the issue by myself but the lack of knowledge about editing Mods and Module Manager is not making it easy.I've been trying to solve the issue by working with different versions of KSPAPIExtension.dll and ModuleManagerx.x.x.dll with some success over making older versions of some mods work with new versions of currently updated mods, but TweakScale is the one that is missing, even for some parts that are currently compatible with them.The game is currently running on v2.3.4 of Module Manager and KSPAPIExtensions.dll from the current TweakScale package, IR is updated with the same KSPAPIExtensions and I'm also using updated B9, which they should trigger TweakScale by default but they don't. There is some old addons that add mainly science containers (non rescalable, from what I could figure from a working TweakScale version) so they shouldn't be interfering with TweakScale.Bottom Line:TweakScale not working on an install with too many addons. I am working on finding out which specific addon is interfering with TweakScale and am willing to test if given any directions. Please help.The output_log.txtUpdate: Seems the issue is with B9. Sad panda.It would appear you are running 64bit version of KSP. That version is rather buggy and sometimes just causes random issues. From the sounds of it, the more mods you use (and more memory you consume) the more buggy and unstable it gets.It is rather unlikely that the modders will be able to help you as they can't fix KSP/Unity bugs. Link to comment Share on other sites More sharing options...
E.Nygma Posted September 10, 2014 Share Posted September 10, 2014 Thanks for your MM.cfg, nebuchadnezzar, I very much much appreciate your help! As stated above, it was a simple mistyping on my part, my file also works now, I can share it if you want? Also my file for MFT-integration Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted September 10, 2014 Share Posted September 10, 2014 (edited) Why are so many parts unscalable (command pods, wings, connector pieces et cetera)? And is FAR using the correct values of not?Command pods don't make a lot of sense to scale - they won't be able to carry more kerbals, the IVA stays the same size etc.. Probes though, I think they should scale. Wings, I don't know, but adapters are pretty tricky to scale. 1.25 - 2.5 isn't the same proportions as 3 - 2.5 or 1.25 - 0.625. The ones that can scale sanely already do, but they're part of mods, no stock adapter can. Hang on a tick, I'll find the post here..Here it is: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:http://i.imgur.com/7f3VA0X.pngThe first column is default size, the top row is rescaled size. Only the green cells contain sensible adapter sizes.Also, as far as I know, FAR sees the parts as they are i.e. correctly. Edited September 10, 2014 by ObsessedWithKSP Link to comment Share on other sites More sharing options...
Al Mustafa- The Beloved Posted September 11, 2014 Share Posted September 11, 2014 It would appear you are running 64bit version of KSP. That version is rather buggy and sometimes just causes random issues. From the sounds of it, the more mods you use (and more memory you consume) the more buggy and unstable it gets.It is rather unlikely that the modders will be able to help you as they can't fix KSP/Unity bugs.Thanks for the info. I am aware of the instability of x64 version.I am, however, also making progress towards a clean install. It is working so far. Link to comment Share on other sites More sharing options...
SuccessPastaTime Posted September 11, 2014 Share Posted September 11, 2014 Hi all, I have a question about sizes lower than default with the mod.I added a scale which is half of 62.5cm or 31.25cm in the stack scale type. I'm doing this mainly for engines for smaller probes, which are engines that normally are no bigger then 1.25m, but I just need smaller for looks, but in the editor, as soon as I scale an engine down to this size, it glows red as though it had been burning for a while. Now, I think this might have to do with the scale exponents of its max temp, but I am not sure why this would happen in the editor too. Before I got into the exponents in the mod, I wanted to ask you guys, because I honestly don't know how I'd edit the number anyway. Does anyone know what the issue is, and how I might be able to fix it, or is scaling something this small just a bad idea to begin with?I searched through the thread, but I just couldn't find anything, or really think of good terms to search for. Thanks in advance. Link to comment Share on other sites More sharing options...
Camacha Posted September 11, 2014 Share Posted September 11, 2014 Command pods don't make a lot of sense to scale - they won't be able to carry more kerbals, the IVA stays the same size etc.. Probes though, I think they should scale. Wings, I don't know, but adapters are pretty tricky to scale. 1.25 - 2.5 isn't the same proportions as 3 - 2.5 or 1.25 - 0.625. The ones that can scale sanely already do, but they're part of mods, no stock adapter can. Hang on a tick, I'll find the post here..Thanks for the info. I updated today and see that a lot of the parts that I wanted to scale are by now scaling. Very nice! Is there a way of getting a part to scale below 1.25, or any other scale that is not available? Link to comment Share on other sites More sharing options...
AccidentalDisassembly Posted September 11, 2014 Share Posted September 11, 2014 Hi all, I have a question about sizes lower than default with the mod.I added a scale which is half of 62.5cm or 31.25cm in the stack scale type. I'm doing this mainly for engines for smaller probes, which are engines that normally are no bigger then 1.25m, but I just need smaller for looks, but in the editor, as soon as I scale an engine down to this size, it glows red as though it had been burning for a while. Now, I think this might have to do with the scale exponents of its max temp, but I am not sure why this would happen in the editor too. Before I got into the exponents in the mod, I wanted to ask you guys, because I honestly don't know how I'd edit the number anyway. Does anyone know what the issue is, and how I might be able to fix it, or is scaling something this small just a bad idea to begin with?I searched through the thread, but I just couldn't find anything, or really think of good terms to search for. Thanks in advance.I suspect - SUSPECT! - that it's the heatproduction or temperature or what have you exponent in scaleexponents.cfg. I used to regularly turn that down very low in order to not have insta-overheats when scaling engines up, and if it's the wrong exponent, it would also need to be changed in order to make scaling down work right, I believe. Link to comment Share on other sites More sharing options...
NoMrBond Posted September 12, 2014 Share Posted September 12, 2014 Working over the KOSMOS stuff and while fixing the EC related NaN cost errors I noticed that for TweakScale the KOSMOS_TweakScale.cfg has defaultScale = 1 for@PART[Kosmos_Angara_RD-0146N2]@PART[Kosmos_Angara_RD-0146]@PART[Kosmos_Angara_RD-275K]@PART[Kosmos_Angara_RD-33NK]These should be defaultScale = 1.25A few other parts (like the Balka trusses) also seem to be set for defaultScale = 1 Link to comment Share on other sites More sharing options...
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