jakll Posted February 15, 2016 Share Posted February 15, 2016 (edited) 1 hour ago, Thorbane said: Kerbalstuff is down, is there a github I can download this from? https://github.com/linuxgurugamer/KW-Rocketry-Community-Fixes edit* manual fixes here: https://www.reddit.com/r/KerbalSpaceProgram/comments/3s95vz/kw_rocketry_broken_in_105_for_anyone_else/ Edited February 15, 2016 by jakll More Research Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 15, 2016 Author Share Posted February 15, 2016 (edited) 1 hour ago, Thorbane said: Kerbalstuff is down, is there a github I can download this from? see the above post I just read the notice that kerbalstuff is shutting down. So you can expect a lot of mods to fail to load via CKAN until everyone gets their stuff updated. I wish there had been some notice so that authors could have moved their stuff elsewhere. Edited February 15, 2016 by linuxgurugamer Link to comment Share on other sites More sharing options...
Yemo Posted February 15, 2016 Share Posted February 15, 2016 2 hours ago, linuxgurugamer said: see the above post I just read the notice that kerbalstuff is shutting down. So you can expect a lot of mods to fail to load via CKAN until everyone gets their stuff updated. I wish there had been some notice so that authors could have moved their stuff elsewhere. There was: But most of the community (me included, since I was on hiatus for similar reasons) did not notice (or care) as long as it was still working. Link to comment Share on other sites More sharing options...
Thorbane Posted February 17, 2016 Share Posted February 17, 2016 If anyone else runs into a problem where loading a craft with engines from a 1.0.4 version of KW Rocketry causes the editor to freeze up, but newly placed engines work fine, check the attach node (attN) the engine is using in the craft file. I was having some problems because some engines in old craft files were using a node that no longer exists, "top2", instead of just "top". Link to comment Share on other sites More sharing options...
Uace24 Posted March 4, 2016 Share Posted March 4, 2016 Will this be updated to KSP 1.0.5 Link to comment Share on other sites More sharing options...
blowfish Posted March 4, 2016 Share Posted March 4, 2016 (edited) 2 hours ago, Uace24 said: Will this be updated to KSP 1.0.5 Has already, @linuxgurugamer It might be a good idea to update the OP. Edited March 4, 2016 by blowfish Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 4, 2016 Author Share Posted March 4, 2016 27 minutes ago, blowfish said: Has already, @linuxgurugamer It might be a good idea to update the OP. Done, I missed this one when I did all my others. thanks Link to comment Share on other sites More sharing options...
sp1989 Posted March 5, 2016 Share Posted March 5, 2016 forgive me but there are a few .cfg files in the download. Which ones exactly do we put in to get KW to work. According to the readme its the kwpatch.cfg. But again there a quite a few in the download. Sorry if this is an obvious answer. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 6, 2016 Author Share Posted March 6, 2016 1 hour ago, sp1989 said: forgive me but there are a few .cfg files in the download. Which ones exactly do we put in to get KW to work. According to the readme its the kwpatch.cfg. But again there a quite a few in the download. Sorry if this is an obvious answer. I gather you are installing by hand rather than through CKAN. Put the whole directory in the GameData directory. You will probably want to delete the KWPatch-interstage.cfg file, it really isn't needed. LGG Link to comment Share on other sites More sharing options...
Tommy59375 Posted March 6, 2016 Share Posted March 6, 2016 (edited) Hello! Today I have decided to install KW rocketry again after a while of playing without it, and so I installed it with CKAN. Automatically installed were these community fixes. However I am having a problem! When playing in career mode, the 5 metre rocket engines and most powerful SRBs are not in any tech tree nodes! I think I read something about compatibility with B9 but I am playing without B9 or community tech tree installed so I don't see how there would be any clashes! I think they are supposed to come in the "Experimental rocketry" node (1000 science, top row) but this node is simply not showing up when I enter the R+D building. The other KW parts are in their proper nodes just fine. Is this an issue with the mod, the fixes, my installation, or is it intended? Is there a suggested fix? Thanks very much, -Tom p.s. here is my entire mod list as seen through CKAN Spoiler here is my tech tree (the science values, reputation, money values were cheated by increasing them to max upon starting the new game, but no I do not really play with this) Spoiler EDIT: I also have another problem Both in the editor and in flight mode, my KW engines are glowing red hot (before they are even lit!) I think this is not particulaly serious (maybe they would overheat quicker?) but mainly it doesn't look very pretty. It doesn't affect the stock engines. But it does affect ALL KW solid and liquid engines. Spoiler Edited March 6, 2016 by Tommy59375 screen shots Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 6, 2016 Author Share Posted March 6, 2016 (edited) 2 hours ago, Tommy59375 said: Hello! Today I have decided to install KW rocketry again after a while of playing without it, and so I installed it with CKAN. Automatically installed were these community fixes. However I am having a problem! When playing in career mode, the 5 metre rocket engines and most powerful SRBs are not in any tech tree nodes! I think I read something about compatibility with B9 but I am playing without B9 or community tech tree installed so I don't see how there would be any clashes! I think they are supposed to come in the "Experimental rocketry" node (1000 science, top row) but this node is simply not showing up when I enter the R+D building. The other KW parts are in their proper nodes just fine. Is this an issue with the mod, the fixes, my installation, or is it intended? Is there a suggested fix? Thanks very much, -Tom p.s. here is my entire mod list as seen through CKAN Hidden Content here is my tech tree (the science values, reputation, money values were cheated by increasing them to max upon starting the new game, but no I do not really play with this) Hidden Content EDIT: I also have another problem Both in the editor and in flight mode, my KW engines are glowing red hot (before they are even lit!) I think this is not particulaly serious (maybe they would overheat quicker?) but mainly it doesn't look very pretty. It doesn't affect the stock engines. But it does affect ALL KW solid and liquid engines. Hidden Content The glowing engines is fixed in the current community patches. It looks like you may not have it installed properly. The animation module needed to be changed. The glowing is merely a bad animation, shouldn't affect anything. I just installed KW via CKAN, and both the animation was ok, and by manually adding science, i was able to research science all the way, and the 5m engines DID show up. That being said, I did notice that when filtering by size, the 5m stuff did not show up. But if you go into the engine selection, filter by manufacturer KW, you will see the engines. BTW, filtering by size in stock only goes up to 3.75m parts. Using Filter Extensions, there is more and 5m is listed there, although nothing seems to show up. Also, the tech tree you show doesn't show any tech being researched. Edited March 6, 2016 by linuxgurugamer Link to comment Share on other sites More sharing options...
blowfish Posted March 6, 2016 Share Posted March 6, 2016 The Experimental Rocketry node existed in previous versions of KSP but has since been removed. The community fixes should probably be updated for this, but in the mean time, there is a workaround - install Community Tech Tree, which adds that node back in. Link to comment Share on other sites More sharing options...
Tommy59375 Posted March 6, 2016 Share Posted March 6, 2016 2 hours ago, linuxgurugamer said: The glowing engines is fixed in the current community patches. It looks like you may not have it installed properly. The animation module needed to be changed. The glowing is merely a bad animation, shouldn't affect anything. I just installed KW via CKAN, and both the animation was ok, and by manually adding science, i was able to research science all the way, and the 5m engines DID show up. That being said, I did notice that when filtering by size, the 5m stuff did not show up. But if you go into the engine selection, filter by manufacturer KW, you will see the engines. BTW, filtering by size in stock only goes up to 3.75m parts. Using Filter Extensions, there is more and 5m is listed there, although nothing seems to show up. Also, the tech tree you show doesn't show any tech being researched. 1) I installed via CKAN a few days ago, so when did you fix the issue with the animation? If it doesn't affect game play I don't mind so much anyway. 2) Yes I know that tech tree did not show any nodes being unlocked because that is not my real save file. But I assumed the node would show up right away, so am I reading this correctly? That there is some sort of special exception for that node, so that it shows up only when I have researched the node before it? Because that is not the case for the other 1000 science nodes... Please can you test if the node shows up, even when the only mods installed are KW and the KW fixes (ie. NO community tech tree), or must I install that to make it work? The 5m engines work fine in sand box mode for me. 49 minutes ago, blowfish said: The Experimental Rocketry node existed in previous versions of KSP but has since been removed. The community fixes should probably be updated for this, but in the mean time, there is a workaround - install Community Tech Tree, which adds that node back in. Does this mean that I would be able to make the node show up by installing the Community Tech Tree? Because I did try to add it via CKAN once before but when I rebooted the game nothing was changed (ie. the node still was not visible). I even tried it in a new save file but it still did not show up. Link to comment Share on other sites More sharing options...
blowfish Posted March 6, 2016 Share Posted March 6, 2016 2 minutes ago, Tommy59375 said: Does this mean that I would be able to make the node show up by installing the Community Tech Tree? Because I did try to add it via CKAN once before but when I rebooted the game nothing was changed (ie. the node still was not visible). I even tried it in a new save file but it still did not show up. I believe so. I haven't tried, so not 100% sure. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 6, 2016 Author Share Posted March 6, 2016 18 minutes ago, Tommy59375 said: I installed via CKAN a few days ago, so when did you fix the issue with the animation? If it doesn't affect game play I don't mind so much anyway fixed quite a while ago. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 7, 2016 Author Share Posted March 7, 2016 4 hours ago, blowfish said: The Experimental Rocketry node existed in previous versions of KSP but has since been removed. The community fixes should probably be updated for this, but in the mean time, there is a workaround - install Community Tech Tree, which adds that node back in. If you can get me a patch, I'll get it in asap. I just added in a new cfg file to add bulkheadProfiles to all the parts, needed for FilterExtensions Link to comment Share on other sites More sharing options...
Kerbas_ad_astra Posted March 7, 2016 Share Posted March 7, 2016 1 hour ago, linuxgurugamer said: I just added in a new cfg file to add bulkheadProfiles to all the parts, needed for FilterExtensions I should have been clearer on GitHub -- bulkeadProfiles is a stock variable, which is how the Filter by Cross-Section tab works. Filter Extensions just adds a few more labels and icons. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 7, 2016 Author Share Posted March 7, 2016 7 hours ago, Kerbas_ad_astra said: I should have been clearer on GitHub -- bulkeadProfiles is a stock variable, which is how the Filter by Cross-Section tab works. Filter Extensions just adds a few more labels and icons. I understand, but it was missing from most of KW's parts. The patch I wrote simply adds the missing variable. I'm guessing it didn't exist when KW was first written, and no one ever backfilled it. I tested it both without my patch (nothing showed up from KW in any of the filter-by-cross-sections) and with it(they all showed up properly). Thanks. Link to comment Share on other sites More sharing options...
Tommy59375 Posted March 7, 2016 Share Posted March 7, 2016 19 hours ago, linuxgurugamer said: fixed quite a while ago. Alright thanks very much, I shall re install. But can you please confirm that I do NOT require community tech tree or any other mod, in order to make the "experimental rocketry" node show up, and that it will appear when I research the node before it? Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 7, 2016 Author Share Posted March 7, 2016 Apparently the experimental rocketry node is needed, and is not set up properly in the current version of KW I'm waiting for someone to give me a patch, i have no idea what needs to be done for that. I took care of the issue about the parts not showing up when filtering by size. LGG Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 7, 2016 Author Share Posted March 7, 2016 4 minutes ago, linuxgurugamer said: Apparently the experimental rocketry node is needed, and is not set up properly in the current version of KW I'm waiting for someone to give me a patch, i have no idea what needs to be done for that. I took care of the issue about the parts not showing up when filtering by size. LGG I found what was needed, I'm working on this now Check in an hour or so Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 7, 2016 Author Share Posted March 7, 2016 Ummm, I've been looking at this. I have a basic install, only with KW and a few other mods. The Experimental Rocketry IS already installed with the KWPatch.cfg file. The patch does NOT install it if either CommunityTechTree or B9 are installed, probably because they already install it. So you should be good to go Link to comment Share on other sites More sharing options...
Tommy59375 Posted March 7, 2016 Share Posted March 7, 2016 (edited) 19 minutes ago, linuxgurugamer said: Ummm, I've been looking at this. I have a basic install, only with KW and a few other mods. The Experimental Rocketry IS already installed with the KWPatch.cfg file. The patch does NOT install it if either CommunityTechTree or B9 are installed, probably because they already install it. So you should be good to go But does the node show up in the research building for you? I used the debug window to add a bunch of science to my account in science mode and I unlocked every single node, but experimental rocketry is still not available in there. And when I looked at the list of possible engines in the VAB the most powerful SRBs and 5 metre engines were not there. Spoiler EDIT and it also looks like someone else had the same problem but they received no replies. Edited March 7, 2016 by Tommy59375 Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 7, 2016 Author Share Posted March 7, 2016 yes it does, which is why I'm confused. This was a basic stock game, with only KWR added for parts (to test this). And I verified in the patch file that the node is there. If you want, zip up the KW community patches and put it somewhere, I'll take a look and see what's going on Link to comment Share on other sites More sharing options...
Tommy59375 Posted March 7, 2016 Share Posted March 7, 2016 (edited) 58 minutes ago, linuxgurugamer said: yes it does, which is why I'm confused. This was a basic stock game, with only KWR added for parts (to test this). And I verified in the patch file that the node is there. If you want, zip up the KW community patches and put it somewhere, I'll take a look and see what's going on I suppose you could try to install all the mods in my list... (or I could ;p ) Anyway here is my KW community fixes. I made a modification to the original KW by adding the original (non procedural) fairings from the 'FAR Compatible fairings' folder, but the 5m engines were not there before or after I did this so it probably does not have an affect. I did not make any modification to the KW community fixes to my knowledge. [link removed - it's the same as you would find in the download on the first page] Edited March 7, 2016 by Tommy59375 removed link Link to comment Share on other sites More sharing options...
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