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[0.90] TweakScale - Rescale Everything! (v1.50 - 2014-12-24 10:40 UTC)


Biotronic

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Is this what you meant?

Involve swamp_ig in this mod, already. It doesnt work. I want to see if it works for solar panels to make HUGE solar panels. Make the size limit infinite!

If not, you'll need to provide clear, concise information about what doesn't work. Try following the How to Get Support guide.

swamp_ig is busy and away from KSP at the moment, but taniwha and NathanKell have been keeping her/his mods working. In particular, swamp_ig's KSPAPIExtensions, which is used by TweakScale. To make the size limit larger for Gigantor Solar panels, just change this entry in KSP/TweakScale/Squad.cfg:

@PART[largeSolarPanel] // Gigantor XL Solar Array
{
MODULE
{
name = TweakScale
type = surface
scaleFactors = 0.25, 0.35, 0.5, 0.7, 1.0, 1.4, 2.0, 4.0
scaleNames = 25%, 35%, 50%, 70%, 100%, 140%, 200%, 400%
}
}

I've added 400% scaling by adding and modifying the scaleFactors and scaleNames lines from DefaultScales.cfg. You can do the rest on your own.

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I'm having a tremendous amount of problems with this mod since 0.25. If I switch to a vessel, it is either mostly missing, or all the engines fire in their standard direction as well as some perpendicular direction, while decouples repeatedly animate (this also happens with some assemblies in the VAB.) The textures of whatever body the vessel is orbiting or sitting on is also horribly skewed or missing altogether. It also seems to be the cause of an intermittent problem where my mouse locks when I try to move a vessel via the rout part in the VAB.

I have confirmed each of these problems with only this mod installed, I have version 1.44, running 32 bit KSP 0.25 on windows. (It was working perfectly before I updated to 0.25)

Have I messed up the installation somehow? Pretty sure you just pop it in the game data folder right? Any advice would be appreciated.

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I have this and TE installed (all its DLLs, which includes TweakableDecouplers.dll of course). I think TS and TE might be fighting over the decoupler strength. Has anyone else noticed this? I searched this thread for the term "TweakableEverything" and read every post that the search returned but saw no specific mention of incompatibilities. What I see in the game is that the decoupler strength does not change at all as I scale up and down. My exponent looks like this:


TWEAKSCALEEXPONENTS
{
name = ModuleDecouple
ejectionForce = 2
}

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I have this and TE installed (all its DLLs, which includes TweakableDecouplers.dll of course). I think TS and TE might be fighting over the decoupler strength. Has anyone else noticed this? I searched this thread for the term "TweakableEverything" and read every post that the search returned but saw no specific mention of incompatibilities. What I see in the game is that the decoupler strength does not change at all as I scale up and down. My exponent looks like this:


TWEAKSCALEEXPONENTS
{
name = ModuleDecouple
ejectionForce = 2
}

Felbourn/bob fitch.

Delete TE's Tweakscaledecoplers.dll

From bs1110101 post #200

Between this and tweakable everything after a few right clicks all right click menus in the vab at least stop working.

Edit: How does rescaling wings work with FAR? And will it brake anything with them normally sized?

Edit 2: I pulled out this plugin and i still get the right click menu not working, so i don't think its from this, any idea what's causing it?

One more! from stephm

hi

thank for the tip , I'm concerned by this :

in the first post, and I'm a big users of tweakable everything, if this problem are a solution I think I want to use the module.

tomorrow I'll try it with this two options :

1.25 and 2.5 (defaultScale = 1.25 , 2.5)

thank you very much

Edit : not tomorrow because I have to work on beautiful front landing gear ! :wink:

steph

Edited by Joshwoo69
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I'm having a tremendous amount of problems with this mod since 0.25. If I switch to a vessel, it is either mostly missing, or all the engines fire in their standard direction as well as some perpendicular direction, while decouples repeatedly animate (this also happens with some assemblies in the VAB.) The textures of whatever body the vessel is orbiting or sitting on is also horribly skewed or missing altogether. It also seems to be the cause of an intermittent problem where my mouse locks when I try to move a vessel via the rout part in the VAB.

I have confirmed each of these problems with only this mod installed, I have version 1.44, running 32 bit KSP 0.25 on windows. (It was working perfectly before I updated to 0.25)

Have I messed up the installation somehow? Pretty sure you just pop it in the game data folder right? Any advice would be appreciated.

That sounds exactly like an installation problem, possibly by having multiple copies of it installed. If you can't sort it out yourself, post an output log, which will show where all KSP plugins are installed.

After some help, I think I have found the log: https://www./?4isdrni56qxxicf

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After some help, I think I have found the log: https://www./?4isdrni56qxxicf

No TweakScale errors pop out to me, however you do get a lot of errors from the contract system - is this a save where you previously had FinePrint installed? Also, the log says it couldn't load PotatoRoid and creates an error from that.

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I'm seeing some very odd things in that log, like a total lack of stock parts. :huh: I assume you would have mentioned that...

Can you confirm that the only mods you have installed are TweakScale 1.44 and ModuleManager 2.5.1 (included with TweakScale)?

Maybe you accidentally overwrote the GameData folder instead of merging? If the only folder in GameData is TweakScale, you'll need to either fully reinstall KSP or copy the Squad and NASAmission folders from another install of 0.25.

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No TweakScale errors pop out to me, however you do get a lot of errors from the contract system - is this a save where you previously had FinePrint installed? Also, the log says it couldn't load PotatoRoid and creates an error from that.

It is, I would still have Fine Print installed except that I wanted to isolate Tweak Scale to confirm it as the source of the problem. What's PotatoRoid? What should I do next?

I'm seeing some very odd things in that log, like a total lack of stock parts. :huh: I assume you would have mentioned that...

Can you confirm that the only mods you have installed are TweakScale 1.44 and ModuleManager 2.5.1 (included with TweakScale)?

Maybe you accidentally overwrote the GameData folder instead of merging? If the only folder in GameData is TweakScale, you'll need to either fully reinstall KSP or copy the Squad and NASAmission folders from another install of 0.25.

Oops, when I moved the other mods out to make sure the log would have no other mods installed I caught the squad folder and nasa mission folder by mistake, I will grab a new log with those back in place.

https://www./?4isdrni56qxxicf

Yes TweakScale 1.44 and ModuleManager 2.5.1 should be the only things still installed.

Edited by Cultist_O
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Hey,

Having a small issue, not going to flag it up as a bug, because I'm not totally sure it's even a problem.

Basically, I modified the tweakscale settings to add in a few extra sizes. No problems there, the parts appear, and scale exactly as they should.

However, this seems to cause far more lag than it otherwise would. I'm getting a slideshow with a 109 part ship.

I tried reinstalling KSP, and forgot to change the tweakscale settings to add my new sizes. The parts on this ship reverted to their original sizes, which gave me a weird, disjointed-looking ship, but the game speed was right back to where it should have been. I changed the default sizes.txt to add in my desired sizes, and was back to a slideshow again, even with no extra part count.

Is this a known issue with tweakscale, where having more sizes, or larger sizes, slows down the game, even if the part count stays low?

http://i786.photobucket.com/albums/yy142/peadar1987/Mods.png

https://www.dropbox.com/s/qhtj1ojkwbjx3kp/output_log.txt?dl=0

Edit: Ignore the outdated module manager, the same problem happens with the latest version, I tried rolling back to the one packaged with my version of tweakscale to see if that made a difference.

Sorry for the bump, but just curious to know if anyone else has experienced this issue when they add extra sizes to the tweakscale .cfg?

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It needs code to handle rescaling of wing/control surface parts; rescaling of other parts should be ok.

Incorrect. Tweakscale with isFreeScale = True mode is still broken as per the video in this issue post which is using a tweaked cubic strut. No wing tweaks used. It took me a number of days to isolate this problem and it is fully reproducable.

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I have this and TE installed (all its DLLs, which includes TweakableDecouplers.dll of course). I think TS and TE might be fighting over the decoupler strength. Has anyone else noticed this? I searched this thread for the term "TweakableEverything" and read every post that the search returned but saw no specific mention of incompatibilities. What I see in the game is that the decoupler strength does not change at all as I scale up and down. My exponent looks like this:


TWEAKSCALEEXPONENTS
{
name = ModuleDecouple
ejectionForce = 2
}

Great, here's a mod that requires TweakScale support. I have written code to make this work now, and am in the process of testing it. Expect an update today or tomorrow. I'm also looking at FAR support, but I will make no promises on when it appears.

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