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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. I know I _can_ do that, the real question is do I want to? I need to know the difference between the two, the differences may indicate separate folders from a logic point of view.
  2. @Felbourn What happens if both this and FAR is installed? Will this automatically disable itself?
  3. Can you please explain the difference? I don't have time to get into the game, it almost sounds like I need to create another directory for these rather than integrating them, especially if another mod will need to be installed to support them
  4. I just uploaded a new version of KWRocketryRedux for manual installs. It is available on SpaceDock: http://spacedock.info/mod/633/KWRocketryRedux%20-%20For%20Manual%20Installs This includes the original GraduatedPowerResponse configs already installed, so should avoid install issues in the future
  5. Probably my fault in not explaining: The power configurations are in .cfg files. Their proper installed location is:KWRocketry/Parts/Engines/engineDirectory, where the engineDirectory is one of: 1mMaverick1D 1mWildcat5 2mGriffonG8D 2mMaverickV 3mGriffonXX 3mTitanl 5mEngines In the zip file, they are packaged up in the Extras directory: GraduatedPowerResponseConfigs InstantPowerResponseConfigs The config files are stored inside these two directories in identical directory structures/files. When followed correctly, the files are placed in the correct locations. CKAN will not overwrite files. So if I put in (as was originally) cfg files for the GraduatedPowerResponseConfigs, as it was packaged originally, CKAN won't work. So I'm looking at one of two options right now: Create a package and put up on Spacedock for NON-CKAN installs which would have the default configs Write some code which will check for a proper install. and if someone wishes to help by rewriting the instructions so that they make more sense, I'd be extremely happy to use it.
  6. Because CKAN will not overwrite files. I wish it could Ok. Waiting for the email message with the link to the files
  7. In my gaming install (as opposed to the dev install) I have 9 mods which put buttons on the toolbar. So far I haven't run out of space, but only because I've combined 4 mods into one in EditorExtensionsRedux Wow! It's gratifying that you said that, thanks. Unfortunately, I don't have a clue.
  8. I understand that, but I can't put in a default, otherwise CKAN won't be able to install it I'm working on a solution.
  9. I understand, but the reason I'm asking you to do this, is that I know that CKAN installs KWRedux properly, and this could help determine if it is a bad install or not. The only thing I want you to install via CKAN is KWRedux, nothing else anyway, it's late for me, I'll look for your email in the morning
  10. It really sounds like a bad install. I'm assuming you installed by hand. If you have CKAN available, could you just try loading KWRedux via CKAN and try again?
  11. I need to be able to identify all parts which are engines (of any type). I have identified the following three modules to look for: ModuleEngines ModuleEnginesFx MultiModeEngine (??? where I see this, i also see one of the two above) Are there any other types that I need to look for? Also, can someone explain the difference between the first two? If you are aware of mods which have their own definition of an engine module, please let me know Thanks LGG
  12. Yes, but as you can imagine, not much info. Please zip up your entire GameData directory, along with your entire save directory, and put it in a dropbox or google drive, then email me the link. You can also put images into the zip.
  13. I think I'm going to spend a little time to write some code which will be included with KW, all it will do is to verify that the install is correct. I've gotten too many of these since I released the Redux version
  14. You didn't follow the instructions: These are the instructions to install the KWRocketryRedux. IMPORTANT: You MUST install one of the two power response directories, otherwise the engines will not work. How to install: Firstly, Insure any older version of KW has been removed. (GameData/KWRocketry) ----MAIN INSTALLATION---- Now, for a normal install simply unpack the GameData folder included in the download >> MERGING << the folders when prompted. ----POWER RESPONSE ---- There are two different power response configs. One is an instant response, similar to stock, and the second is a graduated power response, where it takes the engines a few seconds spool up to full thrust ----GRADUATED POWER RESPONSE ---- For the graduated power response on engines you have to extract the GameData folder contained within the Extras/GraduatedPowerResponseConfigs folder after having previously installed KW Rocketry as above.You should merge and overwrite the parts files when prompted and this should mean your engines have instant power response. ----INSTANT POWER RESPONSE ---- For alteratively instant power response on engines you have to extract the GameData folder contained within the Extras/InstantPowerResponseConfigs folder after having previously installed KW Rocketry as above.You should merge and overwrite the parts files when prompted and this should mean your engines have instant power response.
  15. Thanks, I was able to figure it out and just released a new version of KWRedux with the fix.
  16. I made the mass a little higher than 0.15, but still reasonable. just released 3.0.3
  17. Please try this out. Put the file anywhere in the Gamedata directory. This includes a reduction in mass for the two fins as well as what is needed for FAR. The far settings are mostly an educated guess, but it does work: KW_FAR.cfg: @PART[KWFin] { @mass = 0.075 } @PART[KWFinGC] { @mass = 0.078 } @PART[KWFin]:FOR[FerramAerospaceResearch] { @module = Part @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 @dragCoeff = 0 @deflectionLiftCoeff = 0 @ctrlSurfaceRange = 0 @ctrlSurfaceArea = 0 !MODULE[ModuleLiftingSurface] {} MODULE { name = FARControllableSurface nonSideAttach = 0 MAC = 1.311 MidChordSweep = 29.375 maxdeflect = 15 b_2 = 1.2 TaperRatio = 0.5 ctrlSurfFrac = 0.3 } } @PART[KWFinGC]:FOR[FerramAerospaceResearch] { @module = Part @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 @dragCoeff = 0 @deflectionLiftCoeff = 0 @ctrlSurfaceRange = 0 @ctrlSurfaceArea = 0 !MODULE[ModuleLiftingSurface] {} MODULE { name = FARControllableSurface nonSideAttach = 0 MAC = 1.311 MidChordSweep = 23.84 maxdeflect = 20 b_2 = 1.2 TaperRatio = 0.6 ctrlSurfFrac = 0.3 } }
  18. We need some more information. Just saying that it's broken doesn't really help: Log file Description of what's happening Description on how you installed this Did you properly install one of the power curve configs?
  19. Given the new stock functionality, I don't see the need to keep this mod going. My plate is full right now, but if I get some time (unlikely) I'll take a look at the High Contract nav Ball
  20. @ferram4 It turns out that there are missing cfgs patches for the KWFin and KWFinGC (in KW Rocketry). I'm trying to come up with reasonable values, was wondering if you could help. This is what I have so far (no pun intended): @PART[KWFin]:FOR[FerramAerospaceResearch] { @module = Part @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 @dragCoeff = 0 @deflectionLiftCoeff = 0 @ctrlSurfaceRange = 0 @ctrlSurfaceArea = 0 !MODULE[ModuleLiftingSurface] {} MODULE { name = FARControllableSurface nonSideAttach = 0 MAC = 1.311 MidChordSweep = 27.6 maxdeflect = 15 b_2 = 1.388 TaperRatio = 0.611 } } @PART[KWFinGC]:FOR[FerramAerospaceResearch] { @module = Part @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 @dragCoeff = 0 @deflectionLiftCoeff = 0 @ctrlSurfaceRange = 0 @ctrlSurfaceArea = 0 !MODULE[ModuleLiftingSurface] {} MODULE { name = FARControllableSurface nonSideAttach = 0 MAC = 1.311 MidChordSweep = 27.6 maxdeflect = 15 b_2 = 1.388 TaperRatio = 0.611 } } thanks
  21. I have this figured out, but need to get the right values. Will get out an update later today
  22. Ok, I figured it out, but still have to figure out the correct values
  23. Are you possible referring to something like this (from B9): @PART[B9_Aero_Wing_Procedural*]:AFTER[FerramAerospaceResearch] { @MODULE[GeometryPartModule] { %forceUseMeshes = True } } Oh, I think I see. In FAR, they have a patch for the KW3mPetalAdapter, but nothing else.
  24. I'm not sure I know what you are referring to. I've never looked at the MM cache, so to help me, what should I be seeing there? would this be a FAR patch? Be sure you followed the instructions, the install isn't complete until they have been followed.
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