* make sure the exponents are applied before notifying other mods through the API (needed for interaction with FAR) They roll, are pretty close to touching the ground, and are able to bounce. * basic wheel scaling: scaled wheels work but still behave strange. * fix thrust for moduleRCS (new maxFuelFlow exponent like for moduleEngines) * don't interfere if other mods illegaly write part.mass. (so the range from 200-400% is usable again) * workaround for tweakable bug: extra scaleFactor 500% for the free scaletypes ![]() * small optimisation: disable partModule in flight if not scaled ![]() (B9, Squad including nasa and spacePlanePlus) * reorganize some patches into their own folder (did some reordering but still need to sort through the content) * some missing patches for B9 (thanks BlowFish) * support for HLAirships module (thanks SpannerMonkey) In any case mass/kerbal is hardcoded to be preserved. (not realistic but fits better to stock balance than 3). * Fix patches scale crewed parts with an exponent of 2 for crew and mass * scaling of crew capacity (hardcoded to use the mass exponent for now) * rewrite of chainScaling: propagate relative scaling factor to child parts * move workaround for stock UI_ScaleEdit bug into the plugin * fix scaling of input/outputResources (new stock "resHandler", e.g. * scaling support for and int values (for CrewCapacity) * scaling support for FloatCurve (for wheel torque) * CrewCapacity: additional seats are not shown in the editor (stock limitation) * CrewCapacity: has a configurable exponent now * fix wheelMotor torque and ec consumption * antennas: tweak exponent (so that downscaled antennas are a bit less overpowered) * fix for node positions reverting when cloning a part * exponent for groundHeightOffset (fixes landing gears clipping the runway at launch) (which is relaying signals when the antenna is part of an unloaded vessel) * remove patches for relay antennas since scaling of their main function does not work (ignore resource cost because FSfuelSwitch takes it into account) * functions to ask the prefab about stats of scaled parts (meant for KIS) * found a way to write dr圜ost of the prefab early enough (fixes a cost issue with KIS) the exponent for ModuleRCS also applies for ModuleRCSFX) * TWEAKSCALEEXPONENTS should now affect not only the mentioned module but also derived modules * Fix: don't scale mass if the part has a MFT module * scaling support for resource lists (for drills and converters) * set SRB thrust exponent to 3 (so both TWR and burntime are preserved now) * lots of player-submitted patches (thanks eberkain, mikeloeven, OliverPA77) * only complain about negative dry mass if the number is significant * support for new stock ModulePartVariants * unloaded relay antennas use their unscaled range * CrewCapacity: launch dialog of the pad/runway shows unscaled seats * CrewCapacity: removed seats in the editor sometimes reappear * stock upgrade mechanic not supported yet TweakScale was originally developed by Goodspeed and Biotronic. See also the development thread for the latest unreleased tinkering. ![]() Latest dev version ( WIP stuff, might contain bees) And if it's an engine, it will become more powerful by scaling it bigger, or weaker by scaling it smaller.ĭownload: SpaceDock / Curse Source: Github Not just that, but it will figure out how much fuel is in the resized part. TweakScale lets you change the size of a part.
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