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Update old rocket mod to 1.0


hipy

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Hey guys,

I like to play with realistic rocket mods like japanese launch vehicle mod, esa mod. Sadly those are all outdated. If I fly them the rockets just flip and crash into the ground.

I read somehwere that it's a simple task of editing the .cfg files. Is this possible? I would love to fly the rockets again without having to revert to 0.90!

 

Thanks for the help in advance :)

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45 minutes ago, hipy said:

Hey guys,

I like to play with realistic rocket mods like japanese launch vehicle mod, esa mod. Sadly those are all outdated. If I fly them the rockets just flip and crash into the ground.

I read somehwere that it's a simple task of editing the .cfg files. Is this possible? I would love to fly the rockets again without having to revert to 0.90!

 

Thanks for the help in advance :)

https://notepad-plus-plus.org/

With this program you can edit cfg file.

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For what it's worth, rockets flipping is a known and expected problem in 1.0 versions for players who were used to 0.90 or earlier, because the atmospheric physics were changed. You didn't mention why you blame these parts mods, so it's possible that they would work well with a different ascent path. Here's a thread that discusses those changes and describes how to handle them:

http://forum.kerbalspaceprogram.com/index.php?/topic/106618-every-rocket-i-build-likes-to-do-flips-stability-non-existent-in-10/

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2 hours ago, hipy said:

Hey guys,

I like to play with realistic rocket mods like japanese launch vehicle mod, esa mod. Sadly those are all outdated. If I fly them the rockets just flip and crash into the ground.

I read somehwere that it's a simple task of editing the .cfg files. Is this possible? I would love to fly the rockets again without having to revert to 0.90!

 

Thanks for the help in advance :)

The simple part of updating a mod is to flip the bottom attachment node. 

Example: 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 2 (the number highlighted in bold text is the number that needs to be changed from 1.0 to -1.0). This basically means the node is pointing down, or -Y on the axis.

Depending on how old the mods you wish to use are, you might have to add a few additional lines in each of the parts config files. Any mod that has not been updated since .90 will be missing a few crucial parts in their config files, such as heatConductivity, skinInternalConduitMult, emissiveConstant and so on. I suggest cross-referencing the old .cfg files with some of the new ones. Look at the old ones and find what is missing compared to the new ones. Having a look around in SQUADs folder should give you a realtively good idea.

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You'll probably run into issues with the colliders though, at last if you use version1.0.5. And you can't change the colliders by editing the .cfg. You'll have to open the .mu with blender and redo the colliders in order to get everything working, apart from cfgchanges.

Though nevermind if you use a version before KSP 1.0.5.

Edited by Kartoffelkuchen
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