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[1.02] KW Rocketry v2.7 Available - 1.02 Compatibility! - 16/05/2015


Kickasskyle

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Do you have any other mods or plugins installed that could interact with the shroud functionality?

I have a lot of mods for sure:


ModuleManager v2.2.0.0
aaa_Toolbar v1.0.0.0
ActiveStruts v1.0.0.0
ActiveTextureManagement v1.0.0.0
AdaptiveDockingNode v1.5.5311.28823
AviationLights v0.0.0.0
BDAnimationModules v0.0.0.0
Chatterer v0.5.9.4
ChopIt v2.0.1.0
CLSInterfaces v1.0.0.0
ConnectedLivingSpace v1.0.8.0
CrewManifest v0.5.8.0
DifferentialThrust v1.0.0.0
DeadlyReentry v5.1.5319.31493
DebRefund v1.0.12.31180
AGExt v1.0.0.0
EditorExtensions v1.3.5313.1464
FerramAerospaceResearch v0.14.1.1
ferramGraph v1.3.0.0
JsonFx v2.0.1209.2800
FinePrint v1.0.0.0
Firespitter v7.0.5320.35444
Pump v0.0.0.0
InfinitechTACGreenhouseLights v1.0.0.0
MechJeb2 v2.3.0.0
RasterPropMonitor v0.17.0.0
MechJebRPM v0.17.0.0
KAS v1.0.5325.39758
KerbalJointReinforcement v2.4.3.0
HyperEdit v1.2.4.1
MapShowNavBall v1.1.5254.4435
InfernalRobotics v0.18.4.0
KSPAPIExtensions v1.7.0.0
Scale_Redist v1.0.0.0
MechJebFARExt v1.0.0.0
NBody v1.0.0.0
FinalFrontier v1.0.0.0
OpenResourceSystem_1_1_0 v1.1.0.0
PartAngleDisplay v0.2.4.1
ProceduralFairings v0.0.0.0
ProceduralParts v0.9.18.0
QuantumStrutsContinued v1.0.1.30222
SCANsat v1.0.6.0
ScienceAlert v1.7.0.0
SelectRoot v0.0.0.0
SmokeScreen v0.9.0.0
StripSymmetry v1.3.0.0
SwitchVessel v0.0.0.0
MiniAVC v1.0.2.1
TacFuelBalancer v2.4.0.0
TacLifeSupport v0.9.0.0
ModuleDB v1.0.5338.38984
ToadicusTools v0.0.0.0
KerbalAlarmClock v2.7.8.2
KSPAlternateResourcePanel v2.5.1.0
TweakableAnimateGeneric v1.2.5338.38982
TweakableDecouplers v1.4.5338.38980
TweakableDockingNode v1.1.5338.38979
TweakableEngineFairings v1.0.5338.38983
TweakableEVA v1.4.5338.38983
TweakableGimbals v1.3.5338.38981
TweakableIntakes v1.4.5338.38984
TweakableLadders v1.2.5338.38981
TweakableRCS v1.3.5338.38982
TweakableReactionWheels v1.2.5338.38981
TweakableSolarPanels v1.2.5338.38980
TweakableStaging v1.4.5338.38979
Scale v1.41.0.0
Karbonite v1.0.0.0
KolonyTools v0.16.0.0
USITools v1.0.0.0
AirbagTools v1.0.0.0
WheelSounds v0.4.0.0
bounce v1.0.0.0

Shrouds are working for Stock & NovaPunch engines and I don't see any errors. Therefore I suspected a faulty KW install on my side at first.

However, once I removed everything except KW the shrouds appeared, so yes there is a conflict. Do you see anything suspicous? Otherwise I'll do the ususl "add one mod and test" dance :confused:

EDIT: got it! It was my own foolishness of course... I had an old tweak lying around which fixed KW & TweakScale. Looks like it's not required anymore, but it messed up with the shroud models... :huh:

Edited by marce
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I have a lot of mods for sure:


ModuleManager v2.2.0.0
aaa_Toolbar v1.0.0.0
ActiveStruts v1.0.0.0
ActiveTextureManagement v1.0.0.0
AdaptiveDockingNode v1.5.5311.28823
AviationLights v0.0.0.0
BDAnimationModules v0.0.0.0
Chatterer v0.5.9.4
ChopIt v2.0.1.0
CLSInterfaces v1.0.0.0
ConnectedLivingSpace v1.0.8.0
CrewManifest v0.5.8.0
DifferentialThrust v1.0.0.0
DeadlyReentry v5.1.5319.31493
DebRefund v1.0.12.31180
AGExt v1.0.0.0
EditorExtensions v1.3.5313.1464
FerramAerospaceResearch v0.14.1.1
ferramGraph v1.3.0.0
JsonFx v2.0.1209.2800
FinePrint v1.0.0.0
Firespitter v7.0.5320.35444
Pump v0.0.0.0
InfinitechTACGreenhouseLights v1.0.0.0
MechJeb2 v2.3.0.0
RasterPropMonitor v0.17.0.0
MechJebRPM v0.17.0.0
KAS v1.0.5325.39758
KerbalJointReinforcement v2.4.3.0
HyperEdit v1.2.4.1
MapShowNavBall v1.1.5254.4435
InfernalRobotics v0.18.4.0
KSPAPIExtensions v1.7.0.0
Scale_Redist v1.0.0.0
MechJebFARExt v1.0.0.0
NBody v1.0.0.0
FinalFrontier v1.0.0.0
OpenResourceSystem_1_1_0 v1.1.0.0
PartAngleDisplay v0.2.4.1
ProceduralFairings v0.0.0.0
ProceduralParts v0.9.18.0
QuantumStrutsContinued v1.0.1.30222
SCANsat v1.0.6.0
ScienceAlert v1.7.0.0
SelectRoot v0.0.0.0
SmokeScreen v0.9.0.0
StripSymmetry v1.3.0.0
SwitchVessel v0.0.0.0
MiniAVC v1.0.2.1
TacFuelBalancer v2.4.0.0
TacLifeSupport v0.9.0.0
ModuleDB v1.0.5338.38984
ToadicusTools v0.0.0.0
KerbalAlarmClock v2.7.8.2
KSPAlternateResourcePanel v2.5.1.0
TweakableAnimateGeneric v1.2.5338.38982
TweakableDecouplers v1.4.5338.38980
TweakableDockingNode v1.1.5338.38979
TweakableEngineFairings v1.0.5338.38983
TweakableEVA v1.4.5338.38983
TweakableGimbals v1.3.5338.38981
TweakableIntakes v1.4.5338.38984
TweakableLadders v1.2.5338.38981
TweakableRCS v1.3.5338.38982
TweakableReactionWheels v1.2.5338.38981
TweakableSolarPanels v1.2.5338.38980
TweakableStaging v1.4.5338.38979
Scale v1.41.0.0
Karbonite v1.0.0.0
KolonyTools v0.16.0.0
USITools v1.0.0.0
AirbagTools v1.0.0.0
WheelSounds v0.4.0.0
bounce v1.0.0.0

Shrouds are working for Stock & NovaPunch engines and I don't see any errors. Therefore I suspected a faulty KW install on my side at first.

However, once I removed everything except KW the shrouds appeared, so yes there is a conflict. Do you see anything suspicous? Otherwise I'll do the ususl "add one mod and test" dance :confused:

EDIT: got it! It was my own foolishness of course... I had an old tweak lying around which fixed KW & TweakScale. Looks like it's not required anymore, but it messed up with the shroud models... :huh:

Well I'm glad you managed to fix it, hopefully your efforts will help anyone else that comes across a similar problem.

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Hello!

I made a quick MM patch to allow the interstage fairings to work with the stock engines (those that are stack-attachable). No more ugly stock engine shrouds that don't fit the diameter of the rocket!

I have dropped the patch to pastebin here.

I hope this doesn't violate any license. Do whatever you want with this patch.

I have also made similar patches for the 3 HGR rockets and Near Future Propulsion and I'm going to post those, too, if someone is interested. Actually, it's very easy to make them.

Have fun!

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Sorry, if this has been answered before, i went trough 10 pages of older posts, but got tired of repeating questions & answers about engine shrouds & shrinking parts.

Either there's something wrong the new 3.75 -> 2.5m petal adapter, or I'm doing something wrong myself.

Every time i decouple the top node, using the top decouple button from right click menu, my CSM gets catapulted at about 5-10m/s and before i manage to turn it around, I'm about 200m+ away. I'd prefer if the ejection force was close to zero, or none at all.

I built it this way:

CSM is a saved ship with CM as root part. Two 2.5 KW RCS tanks and KW SPS on the bottom.

Then petal adapter, it's top node is connected to (probably) SPS top node. SPS's top node isn't visible, but i guess it's there or ti wouldn't snap on it so nicely.

Then there is small probe core & bateries on top of the middle node, then small decoupler and LEM (saved as subassembly) on top of that.

Tank and engine of TLI stage is under, bolted to the bottom node of petal adapter.

Did I do something wrong, or is this some kind of bug? Hopefully it's not intended behaviour...

When I incorrectly mounted top node of the petal adapter to the bottom node of SPS, the catapult thing didn't happen, but there was SPS interstage in the way then.

I have latest version - 2.6c, deleted previous version before installing this one.

Thx for help.

BTW you asked for sugestions about this part, I've got one.

If it'S possible for you, tie petal opening animation with staging. Staging then would decouple top node and open petals. The bottom decoupler we can add ourselves manually. In my case I'd add probe core & batteries under that decoupler, so i can deorbit the stage (or hit Mun with it).

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BTW you asked for sugestions about this part, I've got one.

If it'S possible for you, tie petal opening animation with staging. Staging then would decouple top node and open petals. The bottom decoupler we can add ourselves manually. In my case I'd add probe core & batteries under that decoupler, so i can deorbit the stage (or hit Mun with it).

That was the idea to begin with but it just doesn't seem to be possible using the default part modules.

We might have it working a bit better for the next update as we've had a bit of help doing a plugin for it.

As for the ejection force, I never found it to be overly powerful but I'll reduce it for the next version as we've had a couple of complaints on that.

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That's really odd. Thrust limiting the Globe V SRB's to 0 actually doesn't set their thrust to 0, it just cuts the thrust in half. Is that supposed to happen?

This is actually happening with all my KW boosters.

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That's really odd. Thrust limiting the Globe V SRB's to 0 actually doesn't set their thrust to 0, it just cuts the thrust in half. Is that supposed to happen?

This is actually happening with all my KW boosters.

Yes, that's what's supposed to happen. Older versions of MechJeb and KER might be incompatible with this, but newer versions work fine.

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I missed the good ol days when I could use KW, with the recent patches to kerbal I have been unable to install KW without getting this stupid line 49 unity crash, I have been in denial about the fact its KW causing it, however, when I delete KW and run a steam integrity check the game runs great... Reinstall kw and it does the same thing.. both on my computer and my wifes, this is with 64 bit Win 8, I7 16gig ram, 2 high end dedicated graphics cards. So I'm going to assume its most likely due to trying to run 64 bit with KW, havnt tried to see if i can recreate the error with 32. (sigh) I need my KW

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I missed the good ol days when I could use KW, with the recent patches to kerbal I have been unable to install KW without getting this stupid line 49 unity crash, I have been in denial about the fact its KW causing it, however, when I delete KW and run a steam integrity check the game runs great... Reinstall kw and it does the same thing.. both on my computer and my wifes, this is with 64 bit Win 8, I7 16gig ram, 2 high end dedicated graphics cards. So I'm going to assume its most likely due to trying to run 64 bit with KW, havnt tried to see if i can recreate the error with 32. (sigh) I need my KW

I'm running KW on 64bit just fine. Are you sure you have the most recent version installed? And did you make sure you removed the old one completely before installing the latest update?

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Kyle, Winston -

Test craft that suffers from the engine fuel flow / flame out problem. It looks like the engine is connected to the shroud, not the fuel tank. Oddly the engine doesn't decouple with the shroud.

I loaded up your craft file and it didn't fire first time, then I took off the shroud and put it back on it the same place and it worked fine.

I missed the good ol days when I could use KW, with the recent patches to kerbal I have been unable to install KW without getting this stupid line 49 unity crash, I have been in denial about the fact its KW causing it, however, when I delete KW and run a steam integrity check the game runs great... Reinstall kw and it does the same thing.. both on my computer and my wifes, this is with 64 bit Win 8, I7 16gig ram, 2 high end dedicated graphics cards. So I'm going to assume its most likely due to trying to run 64 bit with KW, havnt tried to see if i can recreate the error with 32. (sigh) I need my KW

I did a bit of poking around and you don't seem to be the only person experiencing this error regardless of mods installed, so I'd imagine it might have something to do with 64bit. Trying on 32bit might be a good idea.

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I did a bit of poking around and you don't seem to be the only person experiencing this error regardless of mods installed, so I'd imagine it might have something to do with 64bit. Trying on 32bit might be a good idea.

There are definitively some crashes caused by Unity 64 bit. I had some cases where a mod would reliably produce crashes (including the error log pointing to the mod), even after adding and removing it multiple times. And then i would try the mod later again, and everything works fine. Happened e.g. with module manager, even if it didn't actually update anything.

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Kyle, Winston

since you are planing next update, may I suggest to add some additional tuning to engine sound volume levels.

Using this, you need to throttle to almost one third to hear any sound


EFFECTS
{
running_closed
{
AUDIO
{
channel = Ship
clip = KWRocketry/Soundbank/sound_altloop
volume = 0.0 0.0
volume = 1.0 1.0

while adding one or two additional levels of "volume" you can have something that don't sound like throttling electric engine and make your engines (and neighbors) scream when you throttle above 80%.


EFFECTS
{
running_closed
{
AUDIO
{
channel = Ship
clip = KWRocketry/Soundbank/sound_altloop
volume = 0.0 0.0
volume = 0.1 0.6
volume = 0.8 1.0
volume = 1.0 1.6

I forgot to tell, changing pitch also helps with screaming neighbors.


pitch = 0.0 0.2
pitch = 0.8 1.0
pitch = 1.0 1.6

Edited by uraa
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Is there a fairing only download? I love the fairings and I'd like them in my space program.

Download and install the whole thing. Go into the parts folder, delete everything except 'FairingBases' and 'Fairings'. There don't seem to be texture dependencies outside of those folders.

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Is there a fairing only download? I love the fairings and I'd like them in my space program.
Download and install the whole thing. Go into the parts folder, delete everything except 'FairingBases' and 'Fairings'. There don't seem to be texture dependencies outside of those folders.

I was writing a reply and he beat me to it, the only thing you'd be missing of things somewhat 'related' to fairings would be the 3m petal adapter and the adapter shroud decouplers.

Kyle, Winston

since you are planing next update, may I suggest to add some additional tuning to engine sound volume levels.

Using this, you need to throttle to almost one third to hear any sound

...

I honestly didn't know what the exact arguments were in the sound/effects system, but now that I look at it with what you've said it does seem pretty obvious. We'll no doubt have another look at them before the next version, so we'll see how that goes. Cheers by the way.

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I was writing a reply and he beat me to it, the only thing you'd be missing of things somewhat 'related' to fairings would be the 3m petal adapter and the adapter shroud decouplers.

I'd quote both of you, but mobile interwebs doesn't let me :). Thanks, I shall do that when I can. If I want the shrouds, I can just delete everything but them and the fairings I'm guessing. Thanks again!

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