linuxgurugamer Posted June 19, 2023 Author Share Posted June 19, 2023 On 6/19/2023 at 12:31 PM, davidmakurin said: hello Expand Hello and welcome. Is there anything you need help with? Quote Link to comment Share on other sites More sharing options...
Brainpop14 Posted June 23, 2023 Share Posted June 23, 2023 I'm having some really serious problems with all the liquid engines and the two ullage solid motors have no engine stats, here's my log files and pictures. Anyone have any clue what's causing this? https://imgur.com/a/pJvrCmm https://www.mediafire.com/file/5vodsnr1omrla73/Player.log/file Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 23, 2023 Author Share Posted June 23, 2023 On 6/23/2023 at 1:38 AM, Brainpop14 said: I'm having some really serious problems with all the liquid engines and the two ullage solid motors have no engine stats, here's my log files and pictures. Anyone have any clue what's causing this? https://imgur.com/a/pJvrCmm https://www.mediafire.com/file/5vodsnr1omrla73/Player.log/file Expand how did you install ? Quote Link to comment Share on other sites More sharing options...
Brainpop14 Posted June 24, 2023 Share Posted June 24, 2023 On 6/23/2023 at 8:22 PM, linuxgurugamer said: how did you install ? Expand CKAN before noticing the error then reinstalling manually Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 25, 2023 Author Share Posted June 25, 2023 On 6/24/2023 at 6:20 PM, Brainpop14 said: CKAN before noticing the error then reinstalling manually Expand Two things: All of my mods are fully supported with CKAN, it is my preferred way to install. You have an extremely long list of mods. Since this has never been reported by anyone else, it is most likely a mod conflict. I can't even begin to think of which ones it might be, but I'd suggest the following: Create a new install of KSP Install KW with CKAN, and test. CKAN will install any necessary dependencies Assuming this works, then start installing several mods at a time and test after each batch. Eventually you will run into the error, and then you can start removing the recently added mods, 1 at a time and test after each one, eventually you will find which mod is causing the problem I only have limited time, and this is exactly how I'd be testing. I can't run these tests every time someone has a problem, although I have done it at times in the past. Once you've identified the mod, let me know and I'll take a look to see if I can see what's going on Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted June 25, 2023 Share Posted June 25, 2023 On 6/24/2023 at 6:20 PM, Brainpop14 said: CKAN before noticing the error then reinstalling manually Expand I just manually installed this mod to see if I could reproduce your situation, and I can't - the engines are working fine for me. Here's my modlist, too - just in case it helps to know that these are all compatible, so it's something you have that isn't in this list ... in case that helps at all. Reveal hidden contents Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 25, 2023 Author Share Posted June 25, 2023 On 6/25/2023 at 11:39 AM, OrbitalManeuvers said: I just manually installed this mod to see if I could reproduce your situation, and I can't - the engines are working fine for me. Here's my modlist, too - just in case it helps to know that these are all compatible, so it's something you have that isn't in this list ... in case that helps at all. Reveal hidden contents Expand Thanks for testing Quote Link to comment Share on other sites More sharing options...
davidmakurin Posted July 3, 2023 Share Posted July 3, 2023 On 6/19/2023 at 12:40 PM, linuxgurugamer said: Hello and welcome. Is there anything you need help with? Expand I just wanna say hello Quote Link to comment Share on other sites More sharing options...
Emanu1674 Posted January 12, 2024 Share Posted January 12, 2024 Hey, does the graduated power response also work on stock engines or just the KW Engines? Quote Link to comment Share on other sites More sharing options...
Zaxxon Posted July 23, 2024 Share Posted July 23, 2024 Hi, I really like these parts. But I also like running my game with TestFlight. Has anyone made Test Flight configs for the KW parts? I tried searching, but didn't find it. Thanks! Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 24, 2024 Author Share Posted July 24, 2024 On 1/12/2024 at 10:37 AM, Emanu1674 said: Hey, does the graduated power response also work on stock engines or just the KW Engines? Expand just the KW engines, I think Quote Link to comment Share on other sites More sharing options...
Maxime10 Posted October 8, 2024 Share Posted October 8, 2024 Hello Is there any configs for WaterFall ? Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted December 4, 2024 Share Posted December 4, 2024 hey @linuxgurugamer I found a ton of duplicate part cfg field entries thanks to errors thrown by KSPCF. This is a patch that fixes them by removing the second entry, although I'm unsure of which entry is valid @PART[KW*]:HAS[#bulkheadProfiles]:FINAL { !bulkheadProfiles,1 = delete } @PART[strutConnectorHeavy]:FINAL { !tags,1 = delete } The patch above is just for users that want it for a quick "fix" (again, removes errors but not sure of which entry is valid) LGG you can see one part that has a dupe tag but there are at least a dozen others with dupe bulkeadProfiles Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted March 17 Share Posted March 17 (edited) I added Waterfall support to the WildCat-V. You can choose from 4 diff kerolox plumes with B9 Part Switch. I'll leave it up to @linuxgurugamer to integrate this to the mod if he wishes. Also he or someone who uses Patch Manager can break it up into separate plume patches to remove the B9 dependency. I use this engine, therefore I added Waterfall. Don't ask me for any more, but if I do use more I'll post them. Reveal hidden contents @PART[KW1mengineWildCatV]:NEEDS[B9PartSwitch]:FOR[Waterfall] { @EFFECTS { @running_closed { !PREFAB_PARTICLE {} !MODEL_MULTI_PARTICLE {} } @flameout { @PREFAB_PARTICLE { %localScale = 0.5, 0.5, 0.5 } } } MODULE { name = ModuleB9PartSwitch moduleID = plumeSwitch switcherDescription = Plume Visual switcherDescriptionPlural = Plume Visuals SUBTYPE { name = lox2 title = Sooty primaryColor = #5c2900 secondaryColor = #616161 MODULE { IDENTIFIER { name = ModuleWaterfallFX } DATA { TEMPLATE { templateName = waterfall-kerolox-lower-2 overrideParentTransform = NozzleTransform position = 0,0.2,0.475 rotation = 0, 0, 0 scale = 0.63, 0.63, 1 } TEMPLATE { templateName = waterfall-kerolox-exhaust-1 overrideParentTransform = NozzleTransform position = 0.281,0,-0.924 rotation = 270, 10, 0 scale = 0.235, 0.235, 0.235 } TEMPLATE { templateName = waterfall-kerolox-exhaust-1 overrideParentTransform = NozzleTransform position = -0.281,0,-0.924 rotation = 270, -10, 0 scale = 0.235, 0.235, 0.235 } TEMPLATE { templateName = waterfall-nozzle-glow-orange-1 overrideParentTransform = NozzleTransform position = 0,0,0 rotation = 0, 0, 0 scale = 0.63, 0.63, 1 } } } } SUBTYPE { name = lox1 title = Low Thrust primaryColor = #fdf900 secondaryColor = #000000 MODULE { IDENTIFIER { name = ModuleWaterfallFX } DATA { TEMPLATE { templateName = waterfall-kerolox-lower-1 overrideParentTransform = NozzleTransform position = 0,0,0 rotation = 0, 0, 0 scale = 1.5, 1.5, 1 } TEMPLATE { templateName = waterfall-kerolox-exhaust-1 overrideParentTransform = NozzleTransform position = 0.281,0,-0.924 rotation = 270, 10, 0 scale = 0.235, 0.235, 0.235 } TEMPLATE { templateName = waterfall-kerolox-exhaust-1 overrideParentTransform = NozzleTransform position = -0.281,0,-0.924 rotation = 270, -10, 0 scale = 0.235, 0.235, 0.235 } TEMPLATE { templateName = waterfall-nozzle-glow-orange-1 overrideParentTransform = NozzleTransform position = 0,0,0 rotation = 0, 0, 0 scale = 0.63, 0.63, 1 } } } } SUBTYPE { name = lox5 title = Med Thrust primaryColor = #ff9100 secondaryColor = #000000 MODULE { IDENTIFIER { name = ModuleWaterfallFX } DATA { TEMPLATE { templateName = waterfall-kerolox-lower-5 overrideParentTransform = NozzleTransform position = 0,0,0 rotation = 0, 0, 0 scale = 1.5, 1.5, 1 } TEMPLATE { templateName = waterfall-kerolox-exhaust-1 overrideParentTransform = NozzleTransform position = 0.281,0,-0.924 rotation = 270, 10, 0 scale = 0.235, 0.235, 0.235 } TEMPLATE { templateName = waterfall-kerolox-exhaust-1 overrideParentTransform = NozzleTransform position = -0.281,0,-0.924 rotation = 270, -10, 0 scale = 0.235, 0.235, 0.235 } TEMPLATE { templateName = waterfall-nozzle-glow-orange-1 overrideParentTransform = NozzleTransform position = 0,0,0 rotation = 0, 0, 0 scale = 0.63, 0.63, 1 } } } } SUBTYPE { name = lox4 title = High Thrust primaryColor = #ff0000 secondaryColor = #000000 MODULE { IDENTIFIER { name = ModuleWaterfallFX } DATA { TEMPLATE { templateName = waterfall-kerolox-lower-4 overrideParentTransform = NozzleTransform position = 0,0,0 rotation = 0, 0, 0 scale = 1.5, 1.5, 1 } TEMPLATE { templateName = waterfall-kerolox-exhaust-1 overrideParentTransform = NozzleTransform position = 0.281,0,-0.924 rotation = 270, 10, 0 scale = 0.235, 0.235, 0.235 } TEMPLATE { templateName = waterfall-kerolox-exhaust-1 overrideParentTransform = NozzleTransform position = -0.281,0,-0.924 rotation = 270, -10, 0 scale = 0.235, 0.235, 0.235 } TEMPLATE { templateName = waterfall-nozzle-glow-orange-1 overrideParentTransform = NozzleTransform position = 0,0,0 rotation = 0, 0, 0 scale = 0.63, 0.63, 1 } } } } } MODULE { name = ModuleWaterfallFX moduleID = wildcatV engineID = KWWCVLE CONTROLLER { name = throttle linkedTo = throttle engineID = KWWCVLE responseRateUp = #$/MODULE[ModuleEnginesFX]/engineAccelerationSpeed$ responseRateDown = #$/MODULE[ModuleEnginesFX]/engineDecelerationSpeed$ } CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = random linkedTo = random range = -1,1 } } } It's meant to work with the GraduatedResponse patch or any patch that adds engine throttling. If you don't have that you can just delete the two lines referencing it: responseRateUp = #$/MODULE[ModuleEnginesFX]/engineAccelerationSpeed$ responseRateDown = #$/MODULE[ModuleEnginesFX]/engineDecelerationSpeed$ Also I think the stock flameout still looks okay but if you want it gone replace this: @PREFAB_PARTICLE { %localScale = 0.5, 0.5, 0.5 } with this: !PREFAB_PARTICLE {} Enjoy! Edited March 17 by Drew Kerman Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 17 Author Share Posted March 17 On 3/17/2025 at 2:38 AM, Drew Kerman said: I added Waterfall support to the WildCat-V. You can choose from 4 diff kerolox plumes with B9 Part Switch. I'll leave it up to @linuxgurugamer to integrate this to the mod if he wishes. Also he or someone who uses Patch Manager can break it up into separate plume patches to remove the B9 dependency. I use this engine, therefore I added Waterfall. Don't ask me for any more, but if I do use more I'll post them Expand I will when I get around to updating KW, along with fixing those duplicate lines you mentioned in the previous post. Ping me if/when you have more Waterfall configs, please (yes, i'd like to see them added) Quote Link to comment Share on other sites More sharing options...
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