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tweakscale's Issues

1.1 support?

I'd love me some 1.1 support for this, how will I be able to fataly crash my rockets without it?

limits of tweakables are not updated correctly

When scaling a part in the editor, if a scaled value is also tweakable, the tweakable does not update correctly (example: RESOURCE nodes, i.e. tanks).

Right after scaling it still shows the old values, which can lead to clipping of the content against the old limit.

It seems to update correctly when

  • right clicking the part again
  • attaching/detaching a part on the vessel
  • launching right after the rescale

The rescale does fire a "onEditorShipModified" event, which probably triggered the update in 1.0.5 and before but that seems not to work anymore.

ModuleRCSFX support

Scaling for RCS thrusters is broken because ModuleRCS has been superseded by ModuleRCSFX; their size can be changed, but the thrust stays the same.

The fix seems to be straightforward. Just add a new TWEAKSCALEEXPONENTS block to ScaleExponents.cfg:

TWEAKSCALEEXPONENTS
{
    name = ModuleRCSFX
    maxFuelFlow = 2.5
    thrusterPower = 2.5
    -ignore = ModuleEngineConfigs
}

Support for FSEngine Module

Looking at the FSPROpeller part from firespitter, there are a couple of other modules that seem connected and may also need support for the part to scale well: FSpropellerTweak, FSalternator.

If I remember right, maxThrust only limits how much energy the motor produces. There is another limit how much energy the propeller can convert into thrust (probably in FSPropellerTweak).

How does fuelConsumption work? Do we need to scale that?

investigate interactions with fuelSwitch mods

There seem to be problems with several fuel switch mods lately, probably something changed in the base game. MFT applies resource costs twice (even when on its own), interaction with CC (configurable containers) also seems broken.

If FSfuelSwitch is present, I now ignore resource costs when calculating GetModuleCost. It might make sense to also do that for other fuelSwitch modules.

I recently changed to look at prefab-cost and prefab-resources when calculating dryCost (before: part-resources). This fixes things with FSFuelSwitch but might break something else. Overall it seems the more consistent thing to do.

List of fuel switch mods with TweakScale interaction:

  • FSFuelSwitch
  • configurableContainers
  • MFT (/realFuels)
  • B9PartSwitch
  • IFS

Not working on Linux

Playing with the latest version of KSP TweakScale doesn work. I'm using TweakScale 1.2.2.

new tweakables

Stock has two new tweakables for float values now: UI_FloatEdit and UI_ScaleEdit. Since the old UI_FloatRange treated explicitely in the code, we need adaptions for the other two.

Add support for fission reactors

Type of issue: Feature request

Problem: to get to another planet fast I use vast amount of fission reactors (to support tweak scaled ion engines), it increases part count and add lags on high speed physics warp (>=20x). It will be cool if fission reactors can be scaled too.

redesign chainscaling

There is a demand of chainscaling across all sorts if nodes, not just along a stack (mainly for artistic building).

The current hardcoded requirement of 'same scaletype' probably makes the current implementation quite unusable since the introduction of the "stack_square" scaletype.

New requirements:

  • needs to work across surface attachments
  • propagate relative rescaling (before: make nodes the same size)

MemoryLeak ?

I've encountered memory leak 2 times in 1.2 which took 13 and 16 GB ram, and the common characteristic of the two vehicle is that they are big truck consist of big up-scaled parts.

After checking my output.log, I found that these logs keep appearing, maybe it's related to TweakScale and the 1*6 deployable solar panel installed on the truck?

[TweakScale Warning] No valid member found for panelMass in ModuleDeployableSolarPanel
TweakScale.Tools:LogWf(String, Object[])
TweakScale.MemberUpdater:Create(Object, String)
TweakScale.ScaleExponents:UpdateFields(Object, Object, ScalingFactor, Part)
TweakScale.ScaleExponents:UpdateObject(Part, Part, Dictionary`2, ScalingFactor)
TweakScale.TSGenericUpdater:OnRescale(ScalingFactor)
TweakScale.TweakScale:CallUpdaters()
TweakScale.TweakScale:Setup()
TweakScale.TweakScale:OnLoad(ConfigNode)
PartModule:Load(ConfigNode)
Part:LoadModule(ConfigNode, Int32&)
ShipConstruct:LoadShip(ConfigNode)
AtHangar.PackedConstruct:LoadConstruct()
AtHangar.<convert_constructs_to_vessels>c__Iterator0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

Brake torque on scaled LY-10 not saved

I wondered why my spaceplane kept imploding when I touched the brakes!
It appears that the break torque setting is back to default both on VAB/SPH load and quickload ingame.

Drag seems to be unscaled

(copied from Biotronic#35 )

Build a 1.25m rocket body, and put a KS-25x4 "Mammoth" engine on it, tweakscaled to 1.25m. Sea level thrust should be 1/9 of 3746kN = ~416kN. Fly the rocket, observe it can't accelerate past about 300m/s at low altitudes despite the high thrust. F12 to see a very long red drag line.

Replace the scaled mammoth with an LV-T30, observe that with half the thrust it has no trouble accelerating past 1000m/s. F12 to see no substantial drag line from the engine.

It seems like the drag model still has the engine being 3.75m diameter, so you're trying to fly a supersonic piston head.

Scaling for the new anntennae

We need:

  • mass
  • cost
  • range

Maybe worth a discussion. I see two ways:
A) scaling like science parts (small = light and expensive), range is preserved
(problem: only works well if mass/size is significant)
B) large = better range and more expensive
(problem: breaks the gane mechanic that ranges are limited by technology)

0.625m tweakscaled fueltank causing explosion

I am not sure if this is TweakScale's fault but I might as well throw it your way.
This is on 1.2.1 with the 1.2.0 TweakScale version, though I had problems with it on 1.2.0 as well but didnt catch them on log. Also using a ton of other mods so might not be TweakScale's fault, as said. All mods except MechJeb are installed through ckan.

I'm using two TweakScale'd fueltanks, FL-T200 with an FL-T400 on top of it, both scaled to 0.625m. On the top is a Probodobodyne along with a ton of other things and on the bottom is an LV-1 Engine. The setup works fine for the first burn but on the second one it blows up and before it does you can see the bottom fueltank sortof drifting into the top one. Whether it's the fuel going low enough for the center of mass to change to some critical point or it's timewarp messing it up I do not know.

KSP.zip
Lines 22988, 35379

ksp

Stock editor mass display does not update correctly

The stock display does not react to scaling. KER and mechjeb show the correct mass.

When I scale a full fuel tank, the content is scaled but the stock display does not change at all. If afterwards I touch the fuel slider, the fuel weight updates but the dry weight does not.

Is there some "ship modified" event that I am supposed to call? If so, how do KER/Mechjeb detect the change?

[NF-solar] power of curved solar panels

Power generation does not scale. This is the exponent I use:

TWEAKSCALEEXPONENTS:NEEDS[NearFutureSolar]
{
    name = ModuleCurvedSolarPanel
    TotalEnergyRate = 2
}

scale of landing gear ignored at launch

When launching a plane with scaled landing gear, the game uses the unscaled gear for doing the initial placement. This means that downscaled gears are up in the air, and upscaled gears are clipping the runway (exploding of breaking off if the initial shock on physics load is too high).

This seems to happen mainly to landing legs and landing gear (rover wheels seem unaffected). Those parts have rather large suspensions and small wheels, so my guess is that the problem is suspension-related.

More information from the prefabPart?

In principle, the prefabPart has enough information to know the properties of scaled parts.

It should be able to answer questions like
"What is the moduleMass for this part when scaled to 2.5m?"

Or even
"by what factor would you multiply property 'xyz' if the scale was 5m?"

This could be useful for mods that handle parts without physically creating them, like KIS or KCT. The interface would probably be public methods that can be called via reflection.

[Near Future] 1.2 Reactors

If the Near Future reactors are rescaled, both heat generation and EC/s remain the same as the original scale. As a result, reactors scaled down to 50% burn out within seconds, and take a long time to gain temperature if scaled up to 200%. EC/s remains fixed for all sizes. Can't see any other issues with the rest of NF Electrical, Propulsion or Solar.

Proof of issue:
[Near Future] Reactor Issue.pdf

Note: Can only show EC/s being same for three sizes in file. For the heat generation issue, note that it takes 10+ mins to reach operational temp on the launchpad for 200% scale, ~1-2mins for 100% scale, and ~10secs at 50% for reference.

Root part reverting, and the "camera bug"

These things seem to have a common cause, so I'll list them as one issue.

This is most likely a KSP bug, related to differences in the loading process between launch, quickload and revert. On load/quickload and revert to launch, scale changes in the transform of the root part are ignored/overwritten by KSP. Setting the change flag for this transform triggers the camera bug.

These are the code lines that trigger the bug (from Scale.cs):

part.transform.GetChild(0).localScale = newScale;
part.transform.GetChild(0).hasChanged = true;
part.transform.hasChanged = true;

  • The reverting affects only the visual model. All properties, resources and attachments are unaffected.
  • There is no corruption. If the part ceases to be the root part (e.g. by docking vessels), it will get the correct scale when loaded the next time. The save file always lists the correct scale.
  • The bug probably appeared in KSP 0.25.
  • My guess is a problem in the order of execution. It seems like something in the global scane/camera infrastructure is not correctly set up when the part module code is called. Then TweakScale touches the transform, and then the infrastructure code gets called and assumes that nobody touched this transform yet.

Post about reproduction:
http://forum.kerbalspaceprogram.com/threads/94844-View-zoom-out-on-camera-mode-change?p=1441712&viewfull=1#post1441712

EC consumption of reaction wheels does not change

Changing the size of a reaction wheel changes its torque, but not the ElectricCharge consumption. Tested with stock small 0.625m reaction wheel. Not only the consumption displayed in the VAB (middle-click) stays the same, but also the actual consumption measured during flight.

partMessage API

message with absolute scale for realEngines, generic so that others can also use it. Something like OnPartScaled / OnPartScaleChanged.

Also add relativeScale (needed in IR for example).

Scaled wheels are broken

Downscaled wheels consider themselves blocked, upscaled wheels seem to work (tested TR-2L at 50% and 200%).

If i set the exponent ModuleWheelBase::radius to 1, the 200% wheel still works but floats above the surface. The small wheel does not consider itself blocked anymore but still sinks into the runway and does not work.

Ideas:

  • is there a transform we should scale? try ModuleWheelBase.wheelTransform [no, seems to inherit from the scaled model transform]

Scaling crew capacity

There was a point in some KSP changelog about changing crew capacity in flight. Maybe this allows to scale it.
We might still be limited to the number of seats in the IVA, but at least we can put less seats in downscaled parts.

Cloned fuel tanks' volume reverting

sp161024_164132
sp161024_164112

sp161024_170700
sp161024_170720

Nothing related found in log, only the ones I reported earlier about Hangar.

Since it's related to container, I'm thinking about the Configurable Container mod, I've seen that the author said he had provided support to TweakScale, though.

output_log.txt

IVAs are unscaled

This was always the case but becomes much more obvious with the new overlay.

The least breaking thing to do is probably to scale the IVAs - with the side effect of scaled kerbals.

There is the obvious solution of "then don't do it" but there are legitimate uses of scaled crew parts (like aircraft form factors that only offer a cockpit for the front). And generally the plugin needs to work if a TweakScale module ends up on a part with an IVA.

[Procedural Parts] Displaced Parts in 1.1.1 VAB

Did some testing with KSP 1.1.1: Parts dont place correctly in save files. Have an look on the gap between the rounded tank and the reaction wheel as well the "sunken" isru. replacing them prior launch fixes the problem for the given ship, but it saves and loads wrong. The gaps increase with every load/save cycle.

scaling displacement

VAB 039 - Hopper Two.craft.zip

Drag scaling is broken

A small 1.25m rocket has a terminal velocity of about 100m/s when using a stock tank. When I use a downscaled version of the largest Kerbodyne tank, this drops to about 30m/s. So something broke with dragcube scaling, probably drag is not scaled at all at the moment.

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