Darkway
Members-
Posts
48 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Darkway
-
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!
-
@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.
-
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.
- 3,403 replies
-
- 1
-
- renaissance compilation
- visual enhancements
-
(and 1 more)
Tagged with:
-
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.
-
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.
-
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 ).
-
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.
-
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.
-
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Darkway replied to ferram4's topic in KSP1 Mod Releases
I know that it was reported, but didnt know if you found the bug or not. Trying the latest dev version now. Thanks! EDIT: Seems to be working nicely. Thanks again!- 14,073 replies
-
- aerodynamics
- ferram aerospace research
-
(and 1 more)
Tagged with:
-
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Darkway replied to ferram4's topic in KSP1 Mod Releases
Hello. I know that the problem happened to some before nuFAR got released, but now I have the bug too. FAR just dies. The whole aero simulation ends for some reason, and my craft just kisses the surface without losing any speed on reentry. Parts don't even heat up. The problem is hard to reproduce, because it happens totally randomly, once about every 5 reentries or so. Far dies all together when this happens, after an incident, in the VAB, while the FAR window can be brought up, it refuses to calculate stability derivatives, or voxels. I have ModuleManager, FAR (front page version), KW rocketry, and Crowd Sourced Science installed and nothing else. I have the Modular Flight Integrator, and playing on 32 bit default graphics mode. FAR works wonderfully until the bug happens. Some evidences: The bigger craft is about to come home from a flyby at the Mun, the smaller one is just coming down from a LKO. I dont know when FAR dies actually, cuz I get no feedback whatsoever, so i find the error only during reentry.- 14,073 replies
-
- aerodynamics
- ferram aerospace research
-
(and 1 more)
Tagged with:
-
Did the patch break your save? Im using it with no problems so far. My advice is to always keep a backup of your saves before changing anything, be it a new version of a mod, or any other big scale changes to the game. More than likely you used parts on your crafts that were moved to other RD nodes, and in your save you had parts on crafts that has become unavailable to you with the patch. The patch changes the cost, availability and heat generation properties on almost all of the KW parts, so i recommend it only for new saves.
-
No need to hurry Winston Anyways, I've got some serious advancements here. Changes in this patch (summed): Parts fully integrated into the techtree Tanks redistributed along the Fuel management branch Engines redistributed along the engines branch New node - Experimental Rocketry - for the huge engines Minor tweaks and bugfixes [*]Heat generation balanced along all engines Heat generation interpolated from stock engines, and tweaked where necessary [*]Engine costs rebalanced Engine costs recalculated to get in line with stock engine costs [*]Tank costs recalculated Tanks doesnt cost twice as much as stock tanks anymore, prices recalculated, and brought in line with stock tank costs. The patch can be downloaded from: https://www.dropbox.com/s/nqxy05hp3uhfgr0/KWPatch.cfg?dl=0 Just drop it into your KWRocketry folder, and have fun! ModuleManager is needed for the patch to work! WARNING! The patch breaks existing saves that use the mod! Only use it for new saves! Thanks to somnambulist for the help in making this patch! All feedback is welcome. EDIT : Reported bug about radial batteries connected to a nonexistent node fixed. EDIT2 : Fixed a bug reported by Demigod. Should not be a save breaker.
-
Nice. I tried to find a formula to work with, but could not come up with anything universally nice. So I started to run tests with engines and different configs to see heat generation in action. I have a roughly usable config, but some tested, nicely working config wold be nice, ill put it in my patch, so in the end, Winston or Kickasskyle can just use it/integrate it easily, while we can play with it until they fix other problems
-
Okey everyone. Ive created a beautiful little patch to integrate the KWRocketry parts into the stock R&D tree (with an extra node for huge engines). My next job is to balance heat generation on engines. In the meantime, here is the patch, just put it into the KW rocketry folder in GameData. You need ModuleManager for the patch to work! Any feedback is welcome. https://www.dropbox.com/s/nqxy05hp3uhfgr0/KWPatch.cfg?dl=0 EDIT : added fix for the bug reported by Sochin about the 3m SAS unit.
-
If there's a demand for it, (and the mod's maintainers dont mind it), i can create a patch that changes the heat generation to realistic levels based on stock parts and some calculations, and bring back the R&D nodes too. Well... mybe tomorrow, or the day after, I have to study for an exam now Well, Ill make it for my own use anyways.