linuxgurugamer Posted May 3, 2016 Author Share Posted May 3, 2016 2 hours ago, Gaiiden said: Also needs to be fixed in the instructions packaged with the download The instructions will be updated in the next release, with an "Installation4Dummies" file Link to comment Share on other sites More sharing options...
Sampa Posted May 3, 2016 Share Posted May 3, 2016 Hey Linux, thanks again for working with me to get this mod working in my install! Link to comment Share on other sites More sharing options...
PauloRazen Posted May 4, 2016 Share Posted May 4, 2016 Thanks for this mod. Link to comment Share on other sites More sharing options...
Rabada Posted May 4, 2016 Share Posted May 4, 2016 (edited) Ive found a minor typo in one of the .cfgs for this mod. I've noticed that one of extra parts in the OldFARFairings folder is misplaced in the tech tree. I assume that both the regular and the expanded 2.5m fairing cones were meant to be unlocked with the Supersonic flight tech. Line 19 in the part2m.cfg in the KW12mFairingCone folder is this: TechRequired = flightControl when it should be TechRequired = supersonicFlight Edit: I am running community Tech tree if that affects anything. Edited May 4, 2016 by Rabada Link to comment Share on other sites More sharing options...
Chiendv Posted May 5, 2016 Share Posted May 5, 2016 Hi, Thanks for great mod. but when I upgrade to 1.1.2 I got kw2mtankl1b part missing. I had tried delete and install this mod from fresh (from CKAN and gitHub) but no luck. Could you take to look? Thanks Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 5, 2016 Author Share Posted May 5, 2016 Nothing was changed re. the tanks for a long time. can you zip up your KW directory AND your save directory and upload to dropbox or googleDrive? Also, a list of mods would be useful Link to comment Share on other sites More sharing options...
jordanjay29 Posted May 6, 2016 Share Posted May 6, 2016 13 hours ago, Chiendv said: Hi, Thanks for great mod. but when I upgrade to 1.1.2 I got kw2mtankl1b part missing. I had tried delete and install this mod from fresh (from CKAN and gitHub) but no luck. Could you take to look? Thanks I was having similar problems. Double check that your Module Manager is at the updated version. Link to comment Share on other sites More sharing options...
Chiendv Posted May 6, 2016 Share Posted May 6, 2016 1 hour ago, jordanjay29 said: I was having similar problems. Double check that your Module Manager is at the updated version. Maybe that is mine problem. I was get it working by delete and re-install all of the mods. One more time, Thank @linuxgurugamer for very useful and clear mod Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 6, 2016 Author Share Posted May 6, 2016 (edited) On 5/4/2016 at 4:45 PM, Rabada said: Ive found a minor typo in one of the .cfgs for this mod. I've noticed that one of extra parts in the OldFARFairings folder is misplaced in the tech tree. I assume that both the regular and the expanded 2.5m fairing cones were meant to be unlocked with the Supersonic flight tech. Line 19 in the part2m.cfg in the KW12mFairingCone folder is this: TechRequired = flightControl when it should be TechRequired = supersonicFlight Edit: I am running community Tech tree if that affects anything. That isn't a typo, but it may be a config change. I'm making the change, but not going to release right now. Thanks Edited May 6, 2016 by linuxgurugamer Link to comment Share on other sites More sharing options...
Saylorock93 Posted May 7, 2016 Share Posted May 7, 2016 What about engines becoming red hot for no reason in vab? Link to comment Share on other sites More sharing options...
edemlama Posted May 8, 2016 Share Posted May 8, 2016 I'm having issues with the griffon fins, the break right after take off Link to comment Share on other sites More sharing options...
Deimos Rast Posted May 8, 2016 Share Posted May 8, 2016 @linuxgurugamer Small typo: Wildcat XR Engine (3.75m) part name is "KW3mengineWildcarXR" instead of cat, yet the patch (KWPatch.cfg) points to the correct spelling of "KW3mengineWildcatXR". Cheers (thanks again for all your work on this mod and all the others, it forms the back bone of my armada). Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 8, 2016 Author Share Posted May 8, 2016 3 minutes ago, Deimos Rast said: @linuxgurugamer Small typo: Wildcat XR Engine (3.75m) part name is "KW3mengineWildcarXR" instead of cat, yet the patch (KWPatch.cfg) points to the correct spelling of "KW3mengineWildcatXR". Cheers (thanks again for all your work on this mod and all the others, it forms the back bone of my armada). Thanks Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 9, 2016 Author Share Posted May 9, 2016 8 hours ago, edemlama said: I'm having issues with the griffon fins, the break right after take off Craft file, list of all installed mods are needed. Thanks Link to comment Share on other sites More sharing options...
edemlama Posted May 9, 2016 Share Posted May 9, 2016 7 hours ago, linuxgurugamer said: Craft file, list of all installed mods are needed. Thanks Here is a link to a folder with the KSP log, craft file and a screenshot of all my mods: https://mega.nz/#F!vxFiBKhJ!QXb0J_6oVFLYZqHhPdOysg Here is also a link to a video of how the fins behave during flight before snapping off: https://www.youtube.com/watch?v=sYcpBcUUMaw Thanks for the help Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 12, 2016 Author Share Posted May 12, 2016 Just released 3.0.5 -Fixed techrequired for the KW12mFairingCone -Fixed typo in 3mWildcatXR/part.cfg -Fixed MM patch to avoid problems when FAR isn't installed. FOR makes ModuleManager think that the mod exists (should be NEEDS). Also added to the KWRocketry pass. Link to comment Share on other sites More sharing options...
Eskandare Posted May 14, 2016 Share Posted May 14, 2016 I ran into this... (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) RCSBlock added to ship - part count: 83 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) Clearing undo states from #24 forward (1 entries) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) Cannot find fx group of that name for decoupler (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) deleting part KW3mFairingPFE (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) Cannot find fx group of that name for decoupler (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) Cannot find fx group of that name for decoupler (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) deleting part KW2mFairingPFE (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) Crash!!! Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 14, 2016 Author Share Posted May 14, 2016 1 hour ago, Eskandare said: I ran into this... (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) RCSBlock added to ship - part count: 83 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) Clearing undo states from #24 forward (1 entries) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) Cannot find fx group of that name for decoupler (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) deleting part KW3mFairingPFE (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) Cannot find fx group of that name for decoupler (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) Cannot find fx group of that name for decoupler (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) deleting part KW2mFairingPFE (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) Crash!!! A little more info, please. The complete log would be helpful, as well as the craft file and/or description of the ship. Thanks Link to comment Share on other sites More sharing options...
Turk_WLF Posted May 14, 2016 Share Posted May 14, 2016 On 5/7/2016 at 5:00 AM, Saylorock93 said: What about engines becoming red hot for no reason in vab? Is there a patch/fix for this? Because I also have the same problem. Link to comment Share on other sites More sharing options...
Jeorge Posted May 14, 2016 Share Posted May 14, 2016 2 hours ago, Turk_WLF said: Is there a patch/fix for this? Because I also have the same problem. This requires ModuleManager. Make sure you have the latest ModuleManager Link to comment Share on other sites More sharing options...
Deimos Rast Posted May 15, 2016 Share Posted May 15, 2016 I get the decoupler fx bug on every decoupler, and I don;t even use KW rocketry decouplers. Also, I've never seen the engine bug in the VAB, but it reminds me of decouplers firing off their effects when something in their configs is borked and you're getting NRE spam. Best I can think of. Should probably post a log. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 15, 2016 Author Share Posted May 15, 2016 On 5/14/2016 at 11:46 PM, linuxgurugamer said: A little more info, please. The complete log would be helpful, as well as the craft file and/or description of the ship. Thanks The message "Cannot find fx group of that name for decoupler" is likely from code that used to work one way in 0.21 or something, and no longer works that way, but the line is still there for that part and therefore you get a warning. It can probably be ignored in THIS case. It looks like the some of the fairing don't even have the fx group. I'll work on adding it, for now, just ignore those messages Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 15, 2016 Author Share Posted May 15, 2016 21 minutes ago, linuxgurugamer said: The message "Cannot find fx group of that name for decoupler" is likely from code that used to work one way in 0.21 or something, and no longer works that way, but the line is still there for that part and therefore you get a warning. It can probably be ignored in THIS case. It looks like the some of the fairing don't even have the fx group. I'll work on adding it, for now, just ignore those messages I just released 3.0.7 which fixes these messages. Now, when I load a game with KW, there aren't any of those messages in the log. Link to comment Share on other sites More sharing options...
Drew Kerman Posted May 16, 2016 Share Posted May 16, 2016 2 hours ago, linuxgurugamer said: I just released 3.0.7 which fixes these messages. Now, when I load a game with KW, there aren't any of those messages in the log. What was the fix? This is a common benign error I see from a lot of mods I'd like to patch up myself so I don't have to keep ignoring them while searching the log for new errors Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 16, 2016 Author Share Posted May 16, 2016 8 hours ago, Gaiiden said: What was the fix? This is a common benign error I see from a lot of mods I'd like to patch up myself so I don't have to keep ignoring them while searching the log for new errors From the changelog: - Added missing FX info to some fairings - Renamed FX from deploy to decouple in some fairings The following lines were either missing or had an old name: fx_gasBurst_white = 0.0, 0.3, 0.0, 0.0, 1.0, 0.0, decouple sound_vent_large = decouple KW had the old status of "deploy" instead of "decouple" You can read more about the FX definitions at this page: http://wiki.kerbalspaceprogram.com/wiki/CFG_File_Documentation#FX_definitions Keep in mind that this documentation is old, and is not totally accurate. Link to comment Share on other sites More sharing options...
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