linuxgurugamer Posted September 4, 2020 Author Share Posted September 4, 2020 On 9/2/2020 at 7:40 PM, RP1IsSuperior said: Should I get KW Rocketry or Making History for 5m parts? Making History have more up-to-date parts, KW has some others. Why not both? Quote Link to comment Share on other sites More sharing options...
jan Melantu Posted September 4, 2020 Share Posted September 4, 2020 On 9/2/2020 at 7:40 PM, RP1IsSuperior said: Should I get KW Rocketry or Making History for 5m parts? The 5m KW parts are further along the Tech Tree (Which I personally think is better, but that's just me). Quote Link to comment Share on other sites More sharing options...
RP1IsSuperior Posted September 6, 2020 Share Posted September 6, 2020 (edited) On 9/4/2020 at 7:59 PM, linuxgurugamer said: Making History have more up-to-date parts, KW has some others. Why not both? I'm trying to use as little part mods as possible. I don't have an SSD and my load times are already something like 25-30 minutes. I also recently had to uninstall scatterer to keep my frame rates up, and I use life support mods so sometimes spacecraft can get rather large. I don't want to lose my duna sandstorms either. If I can get super heavy and maybe ultra heavy lifters going with as minimal parts as possible, that would be good. Edited September 6, 2020 by RP1IsSuperior Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 9, 2020 Author Share Posted October 9, 2020 On 9/6/2020 at 1:16 PM, RP1IsSuperior said: I'm trying to use as little part mods as possible. I don't have an SSD and my load times are already something like 25-30 minutes. I also recently had to uninstall scatterer to keep my frame rates up, and I use life support mods so sometimes spacecraft can get rather large. I don't want to lose my duna sandstorms either. If I can get super heavy and maybe ultra heavy lifters going with as minimal parts as possible, that would be good. If you aren't too concerned about the placement in the tech tree, I'd say stay with stock, the models and textures are much more modern than KW Quote Link to comment Share on other sites More sharing options...
dresoccer4 Posted October 18, 2020 Share Posted October 18, 2020 quick q: does this work with latest KSP version? thanks! Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 18, 2020 Author Share Posted October 18, 2020 49 minutes ago, dresoccer4 said: quick q: does this work with latest KSP version? thanks! Short answer is yes. In general, most parts-only mods will work, you should learn to install and test it yourself before asking for help. You will learn something and become a better player Quote Link to comment Share on other sites More sharing options...
dresoccer4 Posted October 18, 2020 Share Posted October 18, 2020 1 hour ago, linuxgurugamer said: Short answer is yes. In general, most parts-only mods will work, you should learn to install and test it yourself before asking for help. You will learn something and become a better player i know how to install and run mods. the issue with large parts packs is there's no way I know of to know for sure if all of the parts are appearing correctly in the tech tree and/or working as intended. thus why reaching out to the community because there's a wellspring of knowledge out there and collaboration is the basis of civilization Quote Link to comment Share on other sites More sharing options...
AntiMatter001 Posted December 9, 2020 Share Posted December 9, 2020 (edited) EDIT2: updated modulemanager, updated toolbar controller and made sure all zerominiAVC was installed and only one dll was there and it fixed the issue (?) posting it here to hopefully help others with the same issue.sorry to add onto the ever increasing lanes of stupidity but i'm getting a issue where everytime i put boosters onto couplers they wibble like jello then just fall off like there's no connection... BUT the game focuses the camera between them and the main ship like their still attached somehow. dunno if anyone else has gotten this bug. and i don't know if it's caused by a different mod if you need anything from my side let me know i'd like to get to the bottom of this. i'll be running a few tests to make sure i'm not doing anything dumb. p.s. i have kerbal join re-enforcment continued installed but that does nothing. EDIT: yep for some reason the SRBS are like jello on their connections but everything else like fuel tanks and engines alone are fine. dunno what's going on. Edited December 14, 2020 by AntiMatter001 Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 6, 2021 Author Share Posted February 6, 2021 New release, 3.2.7.2 Fixed a number of parts which had two bulkheadProfiles Quote Link to comment Share on other sites More sharing options...
SilverlightPony Posted March 5, 2021 Share Posted March 5, 2021 Any word or thoughts on support for Waterfall plumes? (reference: https://forum.kerbalspaceprogram.com/index.php?/topic/196309-111x-waterfall-a-framework-for-continuous-mesh-driven-engine-effects-feb-25/&_fromLogin=1) Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 5, 2021 Author Share Posted March 5, 2021 31 minutes ago, SilverlightPony said: Any word or thoughts on support for Waterfall plumes? (reference: https://forum.kerbalspaceprogram.com/index.php?/topic/196309-111x-waterfall-a-framework-for-continuous-mesh-driven-engine-effects-feb-25/&_fromLogin=1) Not by myself. This is an old mod. The textures are dated Quote Link to comment Share on other sites More sharing options...
SilverlightPony Posted March 6, 2021 Share Posted March 6, 2021 2 hours ago, linuxgurugamer said: Not by myself. This is an old mod. The textures are dated Fair. Hope someone else works up suitable Waterfall configs then; I've been wishing for mesh-based plumes pretty much since I started playing KSP, and I really like KWR parts (old textures be damned). Quote Link to comment Share on other sites More sharing options...
Kosach- Posted May 14, 2022 Share Posted May 14, 2022 Is this working om 1.12?? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 15, 2022 Author Share Posted May 15, 2022 9 hours ago, Kosach- said: Is this working om 1.12?? Yes Quote Link to comment Share on other sites More sharing options...
Brainpop14 Posted May 26, 2022 Share Posted May 26, 2022 On 5/14/2022 at 7:42 PM, linuxgurugamer said: Yes 1.12.3? Because the install version still says it's for 1.11.1 Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 27, 2022 Author Share Posted May 27, 2022 23 hours ago, Brainpop14 said: 1.12.3? Because the install version still says it's for 1.11.1 If you are referring to CKAN, that will get updated soon during the next release Quote Link to comment Share on other sites More sharing options...
shoe7ess Posted September 14, 2022 Share Posted September 14, 2022 I love this mod not just for the parts, but for the graduated power response to engines. I like it so much I have an MM patch (don't know if I created this one or if this was one someone posted to the MM patch example thread) that adds graduated power response acceleration/deceleration to all engines (except for solid rockets). However, I've been working on a formula to set the acceleration/deceleration speed based on mass, but I can't seem to figure out what (if any) formula was applied to the KW engines to work off of for the formula I'm working on. Does anyone have a decent idea as to how we could use engine response time based off the engine properties? I thought of using mass as well as max thrust, but I figured I'd ask if the default graduated response config values for the KW engines was based off a formula and if not what the thought process was for each engine? Thanks! Quote Link to comment Share on other sites More sharing options...
Zelda Posted September 15, 2022 Share Posted September 15, 2022 4 hours ago, shoe7ess said: I love this mod not just for the parts, but for the graduated power response to engines. I like it so much I have an MM patch (don't know if I created this one or if this was one someone posted to the MM patch example thread) that adds graduated power response acceleration/deceleration to all engines (except for solid rockets). However, I've been working on a formula to set the acceleration/deceleration speed based on mass, but I can't seem to figure out what (if any) formula was applied to the KW engines to work off of for the formula I'm working on. Does anyone have a decent idea as to how we could use engine response time based off the engine properties? I thought of using mass as well as max thrust, but I figured I'd ask if the default graduated response config values for the KW engines was based off a formula and if not what the thought process was for each engine? Thanks! Looks like this post has it, and explains the methodology. Ctrl-F for "Spool" to find it. Quote Link to comment Share on other sites More sharing options...
shoe7ess Posted September 16, 2022 Share Posted September 16, 2022 (edited) On 9/14/2022 at 9:21 PM, Zelda said: Looks like this post has it, and explains the methodology. Ctrl-F for "Spool" to find it. Beautiful! Thank you!! Edited September 16, 2022 by shoe7ess Quote Link to comment Share on other sites More sharing options...
SantoAntonio Posted November 23, 2022 Share Posted November 23, 2022 On 5/27/2022 at 7:20 PM, linuxgurugamer said: If you are referring to CKAN, that will get updated soon during the next release I'm excited for it to be updated on CKAN, I struggle with learning difficulties and CKAN makes modding accessible Thankyou for all your hard work and support to the modding community Quote Link to comment Share on other sites More sharing options...
NaviG Posted March 20, 2023 Share Posted March 20, 2023 Any chance to get a watefall effect for these rockets? Thank you! Quote Link to comment Share on other sites More sharing options...
DeliriumTrigger Posted March 20, 2023 Share Posted March 20, 2023 5 hours ago, NaviG said: Any chance to get a watefall effect for these rockets? Thank you! Waterfall has an in game plume editor, and a fairly comprehensive wiki that explains how to add waterfall plumes to an engine, with lots of example plume presets for different fuel types already created that you would just need to 'fit' to the engine. If you're interested in adding Waterfall plumes to KW Rocketry I bet you could probably add them yourself faster than you can get a guy who's already maintaining a half a billion mods to do it for you Quote Link to comment Share on other sites More sharing options...
NaviG Posted March 21, 2023 Share Posted March 21, 2023 19 hours ago, DeliriumTrigger said: Waterfall has an in game plume editor, and a fairly comprehensive wiki that explains how to add waterfall plumes to an engine, with lots of example plume presets for different fuel types already created that you would just need to 'fit' to the engine. If you're interested in adding Waterfall plumes to KW Rocketry I bet you could probably add them yourself faster than you can get a guy who's already maintaining a half a billion mods to do it for you Yeah, thanks for the suggestion. I will try by myself (i already opened the waterfallfx to modify some engines but i didn't add the waterfallfx module to these engines, so i couldn't edit them) and if i do something that looks good, i will share for sure. Quote Link to comment Share on other sites More sharing options...
NaviG Posted March 28, 2023 Share Posted March 28, 2023 (edited) I have tried to create a profile without success, I have also tried to use a waterfall profile, for example those that belong to the stock SRBs, but I am unable to make it appear correctly in the game, the stock plume still appears. I get the feeling that Wiki from Waterfall is a bit complex to understand, especially if you don't have much prior knowledge. I think it would be better if they put some functional example. the only example there is, when added to the cfg of the kwrocketry parts, it does nothing. I think I'm not good at this. It is also complicated, since I would like to know what would be the most optimal method to be able to share the designs without modifying the original cfgs of the module, I suppose there will be documentation somewhere but either I am not able to find it, or I am not able to reproduce the Steps Edited March 28, 2023 by NaviG Quote Link to comment Share on other sites More sharing options...
davidmakurin Posted June 19, 2023 Share Posted June 19, 2023 hello Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.