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


Kickasskyle

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With the info given here I got KW Rocketry working. But not quite as I am used to.

In the past all KW engines had their own shrouds/fairings but now they don't. I can vaguely remember there once was an option to switch this on/off but I can't seem to find it. Anybody know where to look for it?

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With the info given here I got KW Rocketry working. But not quite as I am used to.

In the past all KW engines had their own shrouds/fairings but now they don't. I can vaguely remember there once was an option to switch this on/off but I can't seem to find it. Anybody know where to look for it?

Delete KWPatch-2.cfg in /GameData/KWCommunityFixes, it's the file which disable the shrouds/fairings.

Edited by Albert VDS
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Delete KWPatch-2.cfg in /GameData/KWCommunityFixes, it's the file which disable the shrouds/fairings.

Thanks Albert. KWPatch-2.cfg is out the door. Hope that fixes it.

Edit: Sadly your fix did not work. The autoshrouds are still MIA.

Edited by Tex_NL
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Looks like it's still happening. And it's possible that it's because I forgot a small part of the patch. Try this:

@PART[KW*]:HAS[@MODULE[ModuleAnimateEmissive]]:[B]FINAL[/B]
{
@MODULE[ModuleAnimateEmissive]
{
@name = ModuleAnimateHeat
}
}

Still doesn't work...this is strange...

Is there a specific folder I'm meant to put it in?

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Still doesn't work...this is strange...

Is there a specific folder I'm meant to put it in?

As long as it's in a .cfg file, somewhere in GameData, and not in a PluginData folder it should work. If you post your output log I can see what's going on.

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As long as it's in a .cfg file, somewhere in GameData, and not in a PluginData folder it should work. If you post your output log I can see what's going on.

Ah, it wasn't working because it was called AnimateEmissiveTempFix.cfg.txt :P

I've fixed it now though! :D

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Thanks Albert. KWPatch-2.cfg is out the door. Hope that fixes it.

Edit: Sadly your fix did not work. The autoshrouds are still MIA.

The auto shroud removal was accidently left in the KWPatch.cfg when the KWPatch-2.cfg was made, and apparently never fixed in the download.

The line to change is posted several pages back now.

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Hi,

Can someone point me to what's needed to support 1.0.5? I'd like to get the community patch updated for 1.0.5

Thanks

LGG

Here's what I know so far:

Replace ModuleAnimateEmissive with FXModuleAnimateThrottle. ModuleAnimateEmissive is now redundant with stock modules and will no longer be updated.


MODULE
{
name = FXModuleAnimateThrottle
animationName = HeatAnimationEmissive
responseSpeed = 0.001
dependOnEngineState = True
dependOnThrottle = True
}

responseSpeed seems to vary between 0.001 for all engines except the Vector. EDIT: SRBs appear to have 0.002.

There are new CONSTRAINT nodes on ModuleTestSubject for some engines. I'm not sure why some have it and some don't. Possibly not worth worrying about.

EDIT: NathanKell informs me that all parts with ModuleTestSubject need to have CONSTRAINT nodes. For rocket engines, copying the stock ones is probably fine. Just make sure we don't get contracts to test vacuum engines at sea level or SRBs/heavy lift engines in a vacuum :P

Edited by blowfish
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The auto shroud removal was accidently left in the KWPatch.cfg when the KWPatch-2.cfg was made, and apparently never fixed in the download.

The line to change is posted several pages back now.

That did it. But saying the answer is 'several pages back' is just as much work as saying I also had to delete KWPatch-interstage.cfg.

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The line to change is posted several pages back now.

... and it's really hard to link ain't it?

Not knowing if KW Rocketry will be updated to 1.0.5 I suggest making a thread with all the community-made patches if there isn't one already. It would make everyone's lives a lot easier.

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... and it's really hard to link ain't it?

Not knowing if KW Rocketry will be updated to 1.0.5 I suggest making a thread with all the community-made patches if there isn't one already. It would make everyone's lives a lot easier.

You mean this?

Read the last page and you will discover that the community patches will be updated in due time.

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You mean this?

Read the last page and you will discover that the community patches will be updated in due time.

Thanks but I was asking about "The line to change posted several pages back now".

Also, the link on Kerbal Stuff for the page links back to this thread instead of the one you linked, that's why I assumed there probably isn't a forum thread already.

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Thanks but I was asking about "The line to change posted several pages back now".

Also, the link on Kerbal Stuff for the page links back to this thread instead of the one you linked, that's why I assumed there probably isn't a forum thread already.

Well the better solution is to just get it fixed in the community patches. Particularly with the new tweakables, there's no reason not to have engine shrouds.

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Thanks but I was asking about "The line to change posted several pages back now".

Also, the link on Kerbal Stuff for the page links back to this thread instead of the one you linked, that's why I assumed there probably isn't a forum thread already.

I just updated the kerbalstuff page with the correct link.

LGG

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I just updated the kerbalstuff page with the correct link.

LGG

'the kerbalstuff page'? What kerbalstuff page?

At this moment if I am looking for info I still have to search. If you refer to another page or site, how hard is it to put down a link?

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Here's what I know so far:

Replace ModuleAnimateEmissive with FXModuleAnimateThrottle. ModuleAnimateEmissive is now redundant with stock modules and will no longer be updated.


MODULE
{
name = FXModuleAnimateThrottle
animationName = HeatAnimationEmissive
responseSpeed = 0.001
dependOnEngineState = True
dependOnThrottle = True
}

responseSpeed seems to vary between 0.001 for all engines except the Vector. EDIT: SRBs appear to have 0.002.

There are new CONSTRAINT nodes on ModuleTestSubject for some engines. I'm not sure why some have it and some don't. Possibly not worth worrying about.

EDIT: NathanKell informs me that all parts with ModuleTestSubject need to have CONSTRAINT nodes. For rocket engines, copying the stock ones is probably fine. Just make sure we don't get contracts to test vacuum engines at sea level or SRBs/heavy lift engines in a vacuum :P

Ok,

I'm working on a new patch for 1.0.5

Here is my best guess of the KW engines by vacuum/SRB-hvy lift engine:

SRB/Heavy lift

KW1mengineMaverick1D

KW1mengineVestaVR1

KW1mengineWildCatV

KW2mengineGriffonG8D

KW2mengineMaverickV

KW3mengineGriffonXX

KW5mengineTitanV

KW5mengineGriffonC

Vacuum

KW2mengineSPS

KW2mengineVestaVR9D

KW3mengineTitanT1

KW3mengineWildcarXR

So, unless someone can define these better, I'm going to set it up so that the vacuum engines will have a constraint similar to the LV-909 (or ion) engine, (suggestions are welcome), and the SRB/heavy lift engines similar to the Mainsail.

Also, the patch is going to changeall ModuleAnimateEmissive to FXModuleAnimateThrottle, and add the following three lines to the FXModuleAnimateThrottle (formally ModuleAnimateEmissive ) module using this patch:

@PART[KW*]:HAS[@MODULE[ModuleAnimateEmissive]]:FINAL

{

@MODULE[ModuleAnimateEmissive]

{

@name = FXModuleAnimateThrottle

%responseSpeed = 0.001

%dependOnEngineState = True

%dependOnThrottle = True

}

}

This is the code I'll be adding for vacuum engines:

@PART

[KW2mengineSPS|KW2mengineVestaVR9D|KW3mengineTitanT1|KW3mengineWildcarXR]:FINAL

{

MODULE

{

name = ModuleTestSubject

useStaging = True

useEvent = True

situationMask = 112

CONSTRAINT

{

type = REPEATABILITY

value = ALWAYS

prestige = Trivial

}

CONSTRAINT

{

type = REPEATABILITY

value = BODYANDSITUATION

prestige = Significant

}

CONSTRAINT

{

type = REPEATABILITY

value = ONCEPERPART

prestige = Exceptional

}

CONSTRAINT

{

type = ALTITUDEENV

test = GT

value = 4000

prestige = Trivial

}

CONSTRAINT

{

type = ALTITUDEENV

test = LT

value = 8000

prestige = Trivial

}

CONSTRAINT

{

type = ALTITUDEENV

test = GT

value = 2000

prestige = Significant

}

CONSTRAINT

{

type = ALTITUDEENV

test = LT

value = 4000

prestige = Significant

}

CONSTRAINT

{

type = ALTITUDEENV

test = GT

value = 1000

prestige = Exceptional

}

CONSTRAINT

{

type = ALTITUDEENV

test = LT

value = 2000

prestige = Exceptional

}

CONSTRAINT

{

type = ALTITUDE

test = LT

value = 300000

situationMask = 16

body = _NotSun

}

CONSTRAINT

{

type = ALTITUDE

test = LT

value = 600000

situationMask = 32

body = _NotSun

}

}

}

and this is the code for surface engines:

@PART[KW1mengineMaverick1D|KW1mengineVestaVR1|KW1mengineWildCatV|KW2mengineGriffonG8D|KW2mengineMaverickV|KW3mengineGriffonXX|KW5mengineTitanV|KW5mengineGriffonC]:FINAL

{

MODULE

{

name = ModuleTestSubject

useStaging = True

useEvent = True

situationMask = 127

CONSTRAINT

{

type = REPEATABILITY

value = ALWAYS

prestige = Trivial

}

CONSTRAINT

{

type = REPEATABILITY

value = BODYANDSITUATION

prestige = Significant

}

CONSTRAINT

{

type = REPEATABILITY

value = ONCEPERPART

prestige = Exceptional

}

CONSTRAINT

{

type = ALTITUDEENV

test = GT

value = 4000

prestige = Trivial

}

CONSTRAINT

{

type = ALTITUDEENV

test = LT

value = 8000

prestige = Trivial

}

CONSTRAINT

{

type = ALTITUDEENV

test = GT

value = 2000

prestige = Significant

}

CONSTRAINT

{

type = ALTITUDEENV

test = LT

value = 4000

prestige = Significant

}

CONSTRAINT

{

type = ALTITUDEENV

test = GT

value = 1000

prestige = Exceptional

}

CONSTRAINT

{

type = ALTITUDEENV

test = LT

value = 2000

prestige = Exceptional

}

CONSTRAINT

{

type = ALTITUDE

test = GT

value = 0 // this just registers altitude as something to care about

situationMask = 8

}

CONSTRAINT

{

type = ALTITUDE

test = LT

value = 300000

situationMask = 16

body = _NotSun

}

CONSTRAINT

{

type = ALTITUDE

test = LT

value = 600000

situationMask = 32

body = _NotSun

}

CONSTRAINT

{

type = SPEED

test = GT

value = 0

situationMask = 8

prestige = Trivial

}

CONSTRAINT

{

type = SPEED

test = LT

value = 600

situationMask = 8

prestige = Trivial

}

CONSTRAINT

{

type = SPEED

test = GT

value = 300

situationMask = 8

prestige = Significant

}

CONSTRAINT

{

type = SPEED

test = LT

value = 1200

situationMask = 8

prestige = Significant

}

CONSTRAINT

{

type = SPEED

test = GT

value = 600

situationMask = 8

prestige = Exceptional

}

CONSTRAINT

{

type = SPEED

test = LT

value = 2500

situationMask = 8

prestige = Exceptional

}

CONSTRAINT

{

type = SPEEDENV

test = LT

value = 200

prestige = Trivial

}

CONSTRAINT

{

type = SPEEDENV

test = GT

value = 100

prestige = Trivial

}

CONSTRAINT

{

type = SPEEDENV

test = LT

value = 100

prestige = Significant

}

CONSTRAINT

{

type = SPEEDENV

test = GT

value = 50

prestige = Significant

}

CONSTRAINT

{

type = SPEEDENV

test = LT

value = 50

prestige = Exceptional

}

CONSTRAINT

{

type = SPEEDENV

test = GT

value = 20

prestige = Exceptional

}

}

}

I need to either finish this soon, or it will wait until the end of Nov., which is my timeline because I then am going away for another week. So, any help is greatly appreciated.

I'll update this thread with any progress I make.

Here is a link to the complete patch: KWPatch-1-0-5

I need other people to test this and verify that it is correct. Changes and suggestions are welcome.

I'm hoping to add this to the Community Patches and upload on Sunday, if possible. This is dependent on reports from other people, since I don't have the time right now to do extensive testing.

LinuxGuruGamer

Edited by linuxgurugamer
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I'm not at home right now so I can't check, but is there any difference in the stock scenario modules between SRBs and lifters? Also, I'd argue that there's definitely a third category, sustainer engines that are designed to be used into the upper atmosphere. The Titan V and T1 definitely fall into this category, and possibly a few others too. If the scenario module for the Swivel looks any different, it's probably worth using for these.

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I've been doing some testing, and the only thing I've found so far is that the thermal animation wasn't working.

I fixed it with this change to the patch:


@PART[KW*]:HAS[@MODULE[ModuleAnimateEmissive]]:FINAL
{
@MODULE[ModuleAnimateEmissive]
{
@name = FXModuleAnimateThrottle
!ThermalAnim = GriffonEmissiveAnim
animationName = GriffonEmissiveAnim
%responseSpeed = 0.001
%dependOnEngineState = True
%dependOnThrottle = True
}

I deleted ThermanAnim, and added animationName

Dropbox link

LGG

Edited by linuxgurugamer
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I've been doing some testing, and the only thing I've found so far is that the thermal animation wasn't working.

I fixed it with this change to the patch:

I deleted ThermanAnim, and added animationName

You can batch copy the value with ModuleManager


@PART[KW*]:HAS[@MODULE[ModuleAnimateEmissive]]:FINAL
{
@MODULE[ModuleAnimateEmissive]
{
@name = FXModuleAnimateThrottle
animationName = #$ThermalAnim$
!ThermalAnim = DELETE
...
}

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