IGNOBIL Posted April 6, 2014 Share Posted April 6, 2014 I haven't experienced any crashes except for the sound of the griphon large rocket stopped working Link to comment Share on other sites More sharing options...
smunisto Posted April 6, 2014 Share Posted April 6, 2014 I disagree, and so does a lot of other people on this forum, and Kyle too if you read a few pages back. Many people, including I, think that the new stock parts are way overpowered, especially since there's nothing to balance them out against the old parts - as it stands, even in career mode, the Mainsail is obsolete.That may be so, but rearranging stock parts or even worse - nodes, means that all other mods get thrown around, and their respective tech trees become obsolete. Of course, if you run only KW it will be ok, but not for people with 10+ part mods. Link to comment Share on other sites More sharing options...
wasmic Posted April 7, 2014 Share Posted April 7, 2014 That may be so, but rearranging stock parts or even worse - nodes, means that all other mods get thrown around, and their respective tech trees become obsolete. Of course, if you run only KW it will be ok, but not for people with 10+ part mods.Well, it's impossible to rearrange the stock nodes without something like TreeLoader. While I agree, it might not be smart to change the tech level of stock parts, it might not be necessary to balance against said stock parts, as both KW and NP, which are the big ones when it comes to rockets, are going to mostly retain the balance that they have had so far. Neither KW nor NP have plans to buff their engines considerably. Link to comment Share on other sites More sharing options...
Codey737 Posted April 7, 2014 Share Posted April 7, 2014 Anyone else having trouble with the fairings not seperating? Link to comment Share on other sites More sharing options...
Notepad Posted April 8, 2014 Share Posted April 8, 2014 Man, having a great time with the classic "Error while initializing dbghelp.dll" going on. Certainly makes the game easy to play when it crashes every time I click on the VAB.Seriously, has nobody payed any attention to this at all? I've been searching around and it doesn't seem like a potential correction for this has even been considered. Link to comment Share on other sites More sharing options...
NathanKell Posted April 8, 2014 Share Posted April 8, 2014 (edited) Man, having a great time with the classic "Error while initializing dbghelp.dll" going on. Certainly makes the game easy to play when it crashes every time I click on the VAB.Seriously, has nobody payed any attention to this at all? I've been searching around and it doesn't seem like a potential correction for this has even been considered.Naw, it's unpossible that Kyle and Winston would have tested this mod before release! It must be their fault, and they designed the error just for you since no one else seems to get it.Seriously, though, sounds like you're hitting KSP's memory limit (which you could confirm by, y'know, reading the output log). Uninstall mods or get Active Texture Management. Edited April 8, 2014 by NathanKell Link to comment Share on other sites More sharing options...
OrbitalDebris Posted April 8, 2014 Share Posted April 8, 2014 (edited) Dbghelp.dll is a library used by debuggers to retrieve information about a program that's running or has just crashed (hence the name, "debug help"), so it's extremely unlikely ksp or any mod it loads are responsible for the error you're seeing. My guess is that you have a program installed that attempts to intercept crashes (eg an IDE), or had one and it didn't uninstall cleanly. Somehow that's misconfigured and that's what can't load dbghelp.dll when ksp crashes. If the game crashes when you enter the VAB, a very likely culprit is running out of RAM. Are you using one of the various texture compression mods? they go a long way towards improving that particular problem. They don't fix it - enough texture heavy mods and you'll crash anyway - but they do let you run a lot more mods than you'd be able to otherwise. Edited April 8, 2014 by OrbitalDebris Link to comment Share on other sites More sharing options...
AntiMatter001 Posted April 8, 2014 Share Posted April 8, 2014 Man, having a great time with the classic "Error while initializing dbghelp.dll" going on. Certainly makes the game easy to play when it crashes every time I click on the VAB.Seriously, has nobody payed any attention to this at all? I've been searching around and it doesn't seem like a potential correction for this has even been considered.well since this was his first post ever ("Posts: 1" last time i looked) i think it's safe to say your the only one getting this problem and to be honest i agree with everyone else when they say it's RAM. (or the lack of it)on another note i've never heard (or seen) the game load successfully and then crash when opening the VAB usually it crashes when loading up the parts during the loading screen.. Link to comment Share on other sites More sharing options...
OrbitalDebris Posted April 9, 2014 Share Posted April 9, 2014 Since this specific crash is due to running out of memory it can happen at any time, but it's most likely to happen when the program is asking for a lot of memory. What's probably happening is that he has enough mods to use up most of the memory available to the KSP process when they load, and when the VAB scene starts up it asks for a lot more memory to get the rocket editor up and running, and that pushes the game over the edge. The space center scene has hardly anything going on by comparison, that's why he can get through it. Link to comment Share on other sites More sharing options...
Blipser Posted April 9, 2014 Share Posted April 9, 2014 Not sure if this has been reported yet but im getting a glitch with KW fairings and decoplers where if I unload a vessel with them on when I return they shrink down. Screenshot:I'm playing with a few other mods, none of which should cause any conflicts other than perhaps KJR. Link to comment Share on other sites More sharing options...
plausse Posted April 9, 2014 Share Posted April 9, 2014 Not sure if this has been reported yet but im getting a glitch with KW fairings and decoplers where if I unload a vessel with them on when I return they shrink down. Screenshot:http://i.imgur.com/xWSmN6M.pngI'm playing with a few other mods, none of which should cause any conflicts other than perhaps KJR.I'm playing with loads of mods, and it happened to me as well today with a docking port from KW. Good news is.. when I unloaded and loaded it again.. It was back to normal. Link to comment Share on other sites More sharing options...
Galacticruler Posted April 9, 2014 Share Posted April 9, 2014 Still only getting some of the parts in KW to show up...only the tanks and the SRBs show up. Link to comment Share on other sites More sharing options...
NathanKell Posted April 9, 2014 Share Posted April 9, 2014 I'm playing with loads of mods, and it happened to me as well today with a docking port from KW. Good news is.. when I unloaded and loaded it again.. It was back to normal.Known issue with the method K&W use to scale parts, and the part is the root part, and you switch/revert.Instead of, sayMODEL{scale = 0.25, 0.25, 0.25}rescaleFactor = 4doMODEL{scale = 4.0, 4.0, 4.0}rescaleFactor = 1and *manually* rescale the node positions.Galacticruler: did you install it exactly to the folder specified in the instructions? Link to comment Share on other sites More sharing options...
Blipser Posted April 10, 2014 Share Posted April 10, 2014 (edited) Thanks Nathan, also has anyone found a solution to the fairly common decouplers not decoupling bug?Ok I looked into the cfgs to change the scaleing but they already had no rescale factors and manualy placed nodes, and then it happens even when the fairing base wasn't my root part after I separated two satellites. Edited April 10, 2014 by Blipser Link to comment Share on other sites More sharing options...
B787_300 Posted April 13, 2014 Share Posted April 13, 2014 (edited) Hey Kyle,I have resized the sidetank down to a 1m variant and would like some help on the amount of fuel ti should hols and the part mass. ThanksB787EDIT 1 i think i have it figured out... you just multiplied the biggest tanks value by .9 for any given diameter... worked for both 2m and 3mEDIT 2, tiny album of the completed tanksJavascript is disabled. View full album Edited April 13, 2014 by B787_300 Link to comment Share on other sites More sharing options...
wasmic Posted April 13, 2014 Share Posted April 13, 2014 Still only getting some of the parts in KW to show up...only the tanks and the SRBs show up.Your installation should be in KSP/GameData/KWRocketry. If your installation is in KSP/GameData/GameData/KWRocketry, or in ANY other way, you'll lose all parts except tanks and SRBs. Don't fudge the installation. Link to comment Share on other sites More sharing options...
GentlemanJack Posted April 14, 2014 Share Posted April 14, 2014 Is there a way to edit the engine particle effects? I really enjoy the new NASA engine particle effects and i'd like em on my KW rocketry engines as i use those a lot. Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted April 16, 2014 Share Posted April 16, 2014 On the Maverick V, is this supposed to be an exhaust? Link to comment Share on other sites More sharing options...
TerLoki Posted April 16, 2014 Share Posted April 16, 2014 Is there any chance of getting a better exhaust effect for the 2.5m service module engine? The one on it right now is just a 2D plane that clips through the engine bell at full throttle. In fact I think it's been that way since they introduced docking. :/ Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted April 16, 2014 Share Posted April 16, 2014 Is there any chance of getting a better exhaust effect for the 2.5m service module engine? The one on it right now is just a 2D plane that clips through the engine bell at full throttle. In fact I think it's been that way since they introduced docking. :/Tried HotRockets? It's got KW support and you could just delete all the other ones apart from the SPS if you don't like them. Link to comment Share on other sites More sharing options...
NathanKell Posted April 16, 2014 Share Posted April 16, 2014 ObsessedWithKSP: Yeah, that's the exhaust for the turbopump, looks like, sure enough. Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted April 16, 2014 Share Posted April 16, 2014 ObsessedWithKSP: Yeah, that's the exhaust for the turbopump, looks like, sure enough.I'm sure you know why I'm asking this, but would it have cryogenic smoke coming out of it? Thanks for the reply Link to comment Share on other sites More sharing options...
NathanKell Posted April 16, 2014 Share Posted April 16, 2014 No, it wouldn't. And it would only have exhaust once the engine started. It would have smoke then though.You're most welcome!Check out a video of the Merlin in action--you can see the turbopump exhaust there. Link to comment Share on other sites More sharing options...
Kickasskyle Posted April 16, 2014 Author Share Posted April 16, 2014 Pretty sure when I designed the 2m Mav with Winston we made it on the Pre-burner cycle, so the 'exhaust' is pumped into the C-chamber. Rather than gas generator cycle where there it's directly dumped.This is recounted from latent knowledge 30mins after waking up, so feel free to correct me if I'm wrong. Link to comment Share on other sites More sharing options...
NathanKell Posted April 16, 2014 Share Posted April 16, 2014 Huh! I could have sworn that looked like an exhaust manifold for open-cycle (especially with those four vent-like things in the bottom), but...you're the expert on your own stuff. Link to comment Share on other sites More sharing options...
Recommended Posts