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Darkway

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    Rocketeer
  1. The last build fixed everything for me, too, both DX9 and 11. Everything is clean and bug free (except for the z fightin) The new fake ocean also fixed an ugly glich that happened to me regularly around 60-70km in the earlier build. (It was a major glich covering the whole scene with bits and pieces of the ocean shader). The mod is becoming absolutely fantastic, blackrack. One question tho, sorry if its been asked be4. Is there a way to add some ambient light to the ocean at night? Had a look at the config but couldnt figure it out. Thanks!
  2. If needed, I can create a new version of the Unofficial Patch tomorrow, including this change.
  3. @marchingknight11 If you just read back a single page, you would find the solution for your problems with the Unofficial Patch: Heat generation balanced among all engines Fuel tank costs balanced Engines, and fuel tanks integrated into the stock RD tree, compatible with CTT Numerous other bug fixes, like fixes for missing parts from the RD tree Don't use it with existing KW rocketry part using saves, cuz the RD changes can, and will break your save (you lose all crafts on flight that uses KW parts), for carreer mode its advisable to start a new save anyways. Download link : https://www.dropbox.com/s/nqxy05hp3uhfgr0/KWPatch.cfg?dl=0 Drop it into the KW Rocketry folder in GameData, and have fun. ModuleManager is needed for the patch to work! EDIT: ISP changes are not included in the patch, sorry for the false info. I removed those after the KW official ISP update.
  4. Okay, thanks very much. We can say then, that the current version works with, and without CTT too. (Im slowly learning how to create proper MM patches ) Have fun with the patch, guys
  5. Im lurking this thread every day too (along with Scatterer, and sometimes EVE). Im amazed by the dedication and love you, and other modders put in your work. What you are doing is art at its finest, and its meant to be enjoyed by both the artists, and the ones who consume it. Take your time, and have fun - thats what this game is all about. EDIT: The thread is officially 1337 now.
  6. Checked the MM wiki and the CTT thread, seems to be a feasible solution. Im updating the unofficial patch right now. If someone uses CTT with the unofficial patch, please test it for me, and report the results. The change should not be a save breaker, but until reports of success, please make a backup of your save, and your version of the patch before testing. The CTT compatible unofficial patch can be downloaded here: https://www.dropbox.com/s/nqxy05hp3uhfgr0/KWPatch.cfg?dl=0 Edit: Also fixed some possible loading order issues in this release. Nothing changed in my game, but its better be sure the loading order is always right.
  7. The parts are assigned to existing nodes, with experimental rocketry being the only new node made by the patch. Its ID is the very same Community Tech Tree uses, so its not conflicting, as far as i know. The problem (in my theory) emerges when people have ships in orbit that use parts that become unavailable to them with the patch.
  8. Okay Hope you like the changes, if anything unexpected happens, let me know so I can look in it. EDIT: for anyone looking for it, the patch can be found on p246 of this thread.
  9. If youve not read the last 2 pages, you should know that the unofficial patch breaks existing saves that use unpatched KW parts (cuz of the RD tree changes in the patch)! Only use it if you want to start new carreer save(s)!
  10. That is actually a bug young padawan . Thanks. Fixing it in the uploaded file, too.
  11. Okay. If anything unexpected happens, just tell us here. The following issues are out of scope of the patch, and Winston/KickS will hopefully fix them: If you limit the thrust on solid boosters to 0 (50%), the rocket works, but no smoke/flame comes out of the rocket. Rocket nozzles sometimes look as if they were hot red, even be4 starting them (mostly happens on SRBs again) Some problems can occur with interstage fairings not snapping onto nodes. If you encounter any problems with the RD tree, heat generation, or part prices, ill take a look at it (I know that unlock costs are too low, the patch doesnt affect those, but its not important if you start a new game with KW). When KW updates the part prices in the future, the patch will need a little editing (deleting of a node), but it doesnt break saves (tested it ).
  12. Well I dont know when Winston will fix everything the patch fixes right now, but its more than likely that a new KW version will break your saves anyways if it will address the same issues the patch does. If you start a new save with current KW + the unofficial patch, if KW updates BUT you keep the patch with the updated KW too, no problems should occur. (Problems can happen if parts are moved around in the RD tree I guess, but no matter what Winston/KickS change, if you keep the patch, parts wont move around). If you like the patch, and wanna play, use it. KW is not usabe for career games in its current state, so I play with the patch anyways . EDIT: Just to clarify: Ive seen no bugs wit the patch so far (apart from some FX bugs out of scope of the patch), and my saves are working nicely too.
  13. Yep, this is normal. If you are not using the unofficial patch, engines generate way too much heat tho. The patch can appearently break saves, so only apply it if you want to start a new save (its advisable for carreer mode, as original KW is not integrated into the redesigned stock RD tree yet). The patch can be found on the prev. page.
  14. TBH It sems to be necessary to post quick fixes to the front page for common bugs, and refresh the known issues list, so people dont post the same error, and wait for the same fixes over over and over again. I know that this should not be necessary, but this is really getting out of hand.
  15. Im glad you like it! I'll change the node generation to "Edit or Create" so it wont cause any troubles, but It's safer if you just delete the node generation from the patch tho.
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