EatVacuum Posted March 20, 2018 Share Posted March 20, 2018 Quick question, is anyone else seeing the particle effects on the Mk1 RCS quad and quad 45 "reversed"? I've been playing highly modded KSP 1.2.x for some time, always with KWR 3.1.2 for ages with no issues. I switched over to try Making History (KSP 1.4.1) and installed KW Rebalanced 3.2.5.1. And BTW thank Linuxgurugamer for maintaining this (and so many other) must have mods. So here's my question - is anyone seeing reversed plumes but normal behaviour on the KW RCS? When I press "H" the RCS jets shoot forward instead of towards the rear, but the vessel accelerates as normal, prsseing "N" results in jets firing rearwards, but deceleration occurs. Ditto for the other rotational/translational controls.I was playing with a bunch of mods, but I stripped them all out, went back to vanilla KSP 1.4.1 install and added just KWRR and I still see it. The plumes also seem a fair bit larger than I recall for the version I was using before, but that could be just my recollection, it's the direction issue that matters. I didn't see any exceptions so not adding a log file. Apologies if this has already been raise, but wanted to ask around before dashing off to work. Quote Link to comment Share on other sites More sharing options...
Tex_NL Posted March 20, 2018 Share Posted March 20, 2018 6 hours ago, EatVacuum said: Quick question, is anyone else seeing the particle effects on the Mk1 RCS quad and quad 45 "reversed"? I've not yet experienced a reverse plume on the RCS but I do get a reverse plume on the Service Module Propulsion System. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 20, 2018 Author Share Posted March 20, 2018 10 hours ago, EatVacuum said: So here's my question - is anyone seeing reversed plumes but normal behaviour on the KW RCS? When I press "H" the RCS jets shoot forward instead of towards the rear, but the vessel accelerates as normal, prsseing "N" results in jets firing rearwards, but deceleration occurs. Ditto for the other rotational/translational controls.I was playing with a bunch of mods, but I stripped them all out, went back to vanilla KSP 1.4.1 install and added just KWRR and I still see it. I see it :-( and it looks really strange. I suspect it's due to the new particle systems I noticed that th stock rcs is now using a different module, will have to loo at that Quote Link to comment Share on other sites More sharing options...
Agnemon Posted March 20, 2018 Share Posted March 20, 2018 (edited) @EatVacuum 11 hours ago, EatVacuum said: And BTW thank Linuxgurugamer for maintaining this (and so many other) must have mods. Don't thank him, pay him https://www.patreon.com/linuxgurugamer For a list of his work load look at this https://docs.google.com/spreadsheets/d/1vS3F56EmMcfPgLPiMJrmlGo_Op1iLJoxYoEarnXpVNg/edit#gid=0 Edited March 20, 2018 by Agnemon added google spreadsheet link Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 21, 2018 Author Share Posted March 21, 2018 11 hours ago, EatVacuum said: So here's my question - is anyone seeing reversed plumes but normal behaviour on the KW RCS? When I press "H" the RCS jets shoot forward instead of towards the rear, but the vessel accelerates as normal, prsseing "N" results in jets firing rearwards, but deceleration occurs. Ditto for the other rotational/translational controls.I was playing with a bunch of mods, but I stripped them all out, went back to vanilla KSP 1.4.1 install and added just KWRR and I still see it. I have this fixed Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 21, 2018 Author Share Posted March 21, 2018 New release, 3.2.5.2 Fixed exhaust plume of RCS. This change is now using a new module RCSFX which is not available in 1.3.1 Fixed (somewhat) exhaust plume of the Service Module engine Quote Link to comment Share on other sites More sharing options...
EatVacuum Posted March 21, 2018 Share Posted March 21, 2018 3 hours ago, Agnemon said: @EatVacuum Don't thank him, pay him https://www.patreon.com/linuxgurugamer For a list of his work load look at this https://docs.google.com/spreadsheets/d/1vS3F56EmMcfPgLPiMJrmlGo_Op1iLJoxYoEarnXpVNg/edit#gid=0 3 hours ago, linuxgurugamer said: I have this fixed @linuxgurugamer - Really, 11 hours to make the fix, that is unacceptable! <-- NOT TO BE TAKEN SERIOUSLY. Really, what do you do, just sit there 24/7 monitoring the several dozens of threads for all your supported apps? I would love to throw you some $$$$. But I've been burned a few times so now I avoid giving my regular card info to most online payment systems, using no-name third party ATMS, small retailers in foreign countries etc. I'll try to see about picking up a prepaid credit card, but I'd rather drop a single significant one-time payment though rather than the $1 monthly that seems to be the only option on your Patreon page. And perhaps further payments each time a KSP update breaks them all or whenever you rescue a new abandoned mod I'm fond of. Quote Link to comment Share on other sites More sharing options...
leatherneck6017 Posted March 21, 2018 Share Posted March 21, 2018 10 hours ago, EatVacuum said: I would love to throw you some $$$$. But I've been burned a few times so now I avoid giving my regular card info to most online payment systems, using no-name third party ATMS, small retailers in foreign countries etc. I'll try to see about picking up a prepaid credit card, but I'd rather drop a single significant one-time payment though rather than the $1 monthly that seems to be the only option on your Patreon page. And perhaps further payments each time a KSP update breaks them all or whenever you rescue a new abandoned mod I'm fond of. You can change the amount of the monthly to a big number while @linuxgurugamer is busting his ass because of a major update. Then set it back to whatever amount after that. Also, use PayPal for the contribution, provides an extra layer. Quote Link to comment Share on other sites More sharing options...
Tex_NL Posted March 21, 2018 Share Posted March 21, 2018 16 hours ago, linuxgurugamer said: Fixed (somewhat) exhaust plume of the Service Module engine Updated but still a reverse plume on the service module engine. Quote Link to comment Share on other sites More sharing options...
Avelium Posted March 21, 2018 Share Posted March 21, 2018 Sorry I still have this issue with Service Module engine in version 3.2.5.2. Spoiler Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 22, 2018 Author Share Posted March 22, 2018 20 hours ago, Avelium said: Sorry I still have this issue with Service Module engine in version 3.2.5.2. Reveal hidden contents It's going to have to wait until I get all the other updates done. It's a model problem, and I'll need to find someone to help Quote Link to comment Share on other sites More sharing options...
sebi.zzr Posted March 26, 2018 Share Posted March 26, 2018 On 22.3.2018 at 4:30 PM, linuxgurugamer said: It's going to have to wait until I get all the other updates done. It's a model problem, and I'll need to find someone to help You need to rotate the particle 180 degree.In the meanwhile here is the patch to fix that. @PART[KW2mengineSPS] { @EFFECTS { @running_closed { @PREFAB_PARTICLE[Flame2] { localOffset = 0,-0.8,0 localRotation = 1,0,0,-180 } } } } Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 26, 2018 Author Share Posted March 26, 2018 1 minute ago, sebi.zzr said: You need to rotate the particle 180 degree.In the meanwhile here is the patch to fix that. @PART[KW2mengineSPS] { @EFFECTS { @running_closed { @PREFAB_PARTICLE[Flame2] { localOffset = 0,-0.8,0 localRotation = 1,0,0,-180 } } } } Thanks, I'll get this merged into the mod. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 26, 2018 Author Share Posted March 26, 2018 New release, 3.2.5.3: Fixed thrust of the SPS engines, thanks to forum user @sebi.zzr Quote Link to comment Share on other sites More sharing options...
Tex_NL Posted March 26, 2018 Share Posted March 26, 2018 44 minutes ago, linuxgurugamer said: New release, 3.2.5.3: Fixed thrust of the SPS engines, thanks to forum user @sebi.zzr Brilliant. It once again looks like it should. Quote Link to comment Share on other sites More sharing options...
Quoniam Kerman Posted April 6, 2018 Share Posted April 6, 2018 I have a question: does the modified wiehght and fuel capacity change small rockets significantly? For example does lighter with less fuel tanks affect the delta-V very much or does the thus increased TWR compensates. I guess my former smaller launchers won't be as overpowered as they were. But I also remember than some smaller tanks were a pain to lift with earlier engines due to their higher weight than average. On the other hand if I follow the changes as stated bigger fuel tanks get more efficient since they are lighter with the same amount of fuel if not more? This is still an awesome mod even if, ironically some of it is kinda included into the DLC. The Overpowered Saturn V tweaked configuration (either with half empty fuel tanks or with 4 more F-1 eggines) rivals KWR equivalent launchers with ease. But KWR still has stylish parts and a great variety of those, together with Knes parts you can build pretty much everything you need in terms of rockets. And tbh, even if some parts get to be similar with newer ones, I still like to have the choice, just to differenciate my launchers. The paint job makes each rocket instantly recognisable if you apply a classification to your vehicles. Quote Link to comment Share on other sites More sharing options...
Modding Maniac Posted April 7, 2018 Share Posted April 7, 2018 for some reason, in 1.4.2 only the 2 struts are appearing in game, help for this? Quote Link to comment Share on other sites More sharing options...
Quoniam Kerman Posted April 7, 2018 Share Posted April 7, 2018 (edited) Have you researched the parts in the tech tree? If not, come back to the R&D complex to make sure you have them researched. I just get the same problem. I get it, the first KWR folder has another GameData folder in it as well as Extras (for the engine response mod), go inside the GameData and take the other KWR folder, it is the one you must put into your GameData folder in the game. Double arborescence means the files adress is not valid, therefore the parts are not recognised... Edited April 7, 2018 by Quoniam Kerman Quote Link to comment Share on other sites More sharing options...
Modding Maniac Posted April 9, 2018 Share Posted April 9, 2018 On 4/7/2018 at 4:52 PM, Quoniam Kerman said: Have you researched the parts in the tech tree? If not, come back to the R&D complex to make sure you have them researched. I just get the same problem. I get it, the first KWR folder has another GameData folder in it as well as Extras (for the engine response mod), go inside the GameData and take the other KWR folder, it is the one you must put into your GameData folder in the game. Double arborescence means the files adress is not valid, therefore the parts are not recognised... what? also im in sandbox Quote Link to comment Share on other sites More sharing options...
Prowler_x1 Posted May 1, 2018 Share Posted May 1, 2018 The struts in 1.4.2 are acting like a bungee cord. (not solid) Regards, Quote Link to comment Share on other sites More sharing options...
AstroPawian Posted May 1, 2018 Share Posted May 1, 2018 1.4.3 is supp?? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 1, 2018 Author Share Posted May 1, 2018 (edited) New release, 3.2.5.4 Updated version file for KSP 1.4+ Edited May 1, 2018 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
Sampa Posted May 5, 2018 Share Posted May 5, 2018 Wow, this mod has changed since I last visited the site (or the game, for that matter...) Quote Link to comment Share on other sites More sharing options...
DarkSlimus Posted May 30, 2018 Share Posted May 30, 2018 hi In the extra folder I don't understand where I must put the subassemblies folder for procedural fairings Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 3, 2018 Author Share Posted June 3, 2018 On 5/29/2018 at 11:14 PM, DarkSlimus said: hi In the extra folder I don't understand where I must put the subassemblies folder for procedural fairings Move the subassemblies into the Subassemblies folder in the save file folder. Using the name "game1" as an example, you would move it to: MainKspDir/game1/Subassemblies 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.