somnambulist Posted April 30, 2014 Share Posted April 30, 2014 What does "not working" mean? Is your game crashing, are you missing parts, etc Link to comment Share on other sites More sharing options...
Hellbus Posted April 30, 2014 Share Posted April 30, 2014 (edited) Something is wrong with the 3.75 meter fairings. When adding a nose cone, if put it at the inboard position I can set symmetry to any number from 2 to 8 (when it should go to 3 automatically) and only one segment shows up. If I use the outboard position (the one that leaves gaps between the fairing thirds) then symmetry works properly. This happens with the file on Spaceport as well as the Mega download at the beginning of the thread. Edited April 30, 2014 by Hellbus Link to comment Share on other sites More sharing options...
jstnj Posted April 30, 2014 Share Posted April 30, 2014 I could not get kw to work. i am also using intersteller and b9 but kw wouldnt co operate anyone else having this issue?Your problem may be different than mine, but KW seems to always be the parts pack that ****s over my install and requires me to start with a fresh KSP. It's quite substantially sized, one of the larger part packs. ::shrug:: Link to comment Share on other sites More sharing options...
phoenix_ca Posted April 30, 2014 Share Posted April 30, 2014 Your problem may be different than mine, but KW seems to always be the parts pack that ****s over my install and requires me to start with a fresh KSP. It's quite substantially sized, one of the larger part packs. ::shrug::Well without any further explanation of exactly what you're doing there's no way anyone could help. If you're using B9 and KW together, you really should at least have Adaptive Memory Management or whatever the hell that's called, and possibly even a texture reduction pack on top of that.But if you actually need to start with a fresh copy of KSP after installing KW (and just installing KW), that can't be fixed by just removing it instead, then you've encountered a severe game-breaking bug and should report it. I highly doubt that's the case, but you haven't given any information to go on.Like Spears, you need to give more information. "Not working" is equivalent to saying, "I have twelve chickens in my kitchen" in terms of utility when trying to offer support. Link to comment Share on other sites More sharing options...
Sokar408 Posted April 30, 2014 Share Posted April 30, 2014 Known bug with how the part models are scaled for reuse. It's fixable but requires editing/patching the cfg file to redo the scaling.Considering I have this problem as well, I'd much appreciate knowing how to fix it. I also have another problem with the fairings where it looks like the fairing sides is smaller, noticable because of a slight, but very noticable crack between the sides. Also the 3.75 meter fairing seems to wobble sometimes, another thing that wasn't there pre 0.23.5 Link to comment Share on other sites More sharing options...
NathanKell Posted April 30, 2014 Share Posted April 30, 2014 1. remove the scale = blah line IN the MODEL nodes.2. add a line rescaleFactor = 1.03. Multiply each of the first three numbers in each node_whatever line by 1.25If the rescaleFactor line already exists, instead:1. remember this value as oldRF2. set rescaleFactor to 1.03. multiply each number in each scale line INSIDE a MODEL node by oldRF (oldRF = 0.5, scale = 2.0, 2.0, 2.0 -> scale = 1.0, 1.0, 1.0)4. multiply the first three numbers of each node_whatever line by oldRF Link to comment Share on other sites More sharing options...
Sokar408 Posted April 30, 2014 Share Posted April 30, 2014 1. remove the scale = blah line IN the MODEL nodes.2. add a line rescaleFactor = 1.03. Multiply each of the first three numbers in each node_whatever line by 1.25If the rescaleFactor line already exists, instead:1. remember this value as oldRF2. set rescaleFactor to 1.03. multiply each number in each scale line INSIDE a MODEL node by oldRF (oldRF = 0.5, scale = 2.0, 2.0, 2.0 -> scale = 1.0, 1.0, 1.0)4. multiply the first three numbers of each node_whatever line by oldRFI do not understand that at all.This is how the "Model" section looks like in one of the parts:// --- asset parameters ---MODEL{model = KWRocketry/Parts/FairingBases/KWExpandedFairingBase/KW_Fairing_BaseExpandedscale = 0.4, 0.4, 0.4}scale = 0.5// --- node definitions ---Can you give an example? Link to comment Share on other sites More sharing options...
NathanKell Posted April 30, 2014 Share Posted April 30, 2014 1. Remove the scale = 0.4, 0.4, 0.4 line2. add rescaleFactor = 1.0 (place it under scale = 0.5)3. Multiply the first three numbers of each node_stack or node_attach line by 1.25 (you didn't show what these originally were, so I can't tell you what to change them to). Link to comment Share on other sites More sharing options...
Kickasskyle Posted April 30, 2014 Author Share Posted April 30, 2014 (edited) 1. Remove the scale = 0.4, 0.4, 0.4 line2. add rescaleFactor = 1.0 (place it under scale = 0.5)3. Multiply the first three numbers of each node_stack or node_attach line by 1.25 (you didn't show what these originally were, so I can't tell you what to change them to).I've gone through and fixed this on the WIP version, so when the next one comes out this shouldn't be a problem.Also, correct me if I'm wrong Nathan, but that would only work if the model was built for that size. That part cfg scales down a size 2 part to size 1.To save you any trouble I'll just give you these bases I just put together, I just exported some new models at the appropriate sizes so it forgoes ksp's scaling bug.http://www./download/2nntnca2l3wddz4/FairingBases.zipJust delete the old FairingBases folder and replace it. It contains normal and expanded bases. It also has the node sizes all set to the correct amount so it should help with any wobbling fairings on the larger parts. Edited April 30, 2014 by Kickasskyle Link to comment Share on other sites More sharing options...
Sokar408 Posted April 30, 2014 Share Posted April 30, 2014 1. Remove the scale = 0.4, 0.4, 0.4 line2. add rescaleFactor = 1.0 (place it under scale = 0.5)3. Multiply the first three numbers of each node_stack or node_attach line by 1.25 (you didn't show what these originally were, so I can't tell you what to change them to).Alright I'm getting closer, but I'm still afraid of messing something up. The only thing in the part.cfg's that says anything about node_stack is this:// --- asset parameters ---MODEL{model = KWRocketry/Parts/FairingBases/KWExpandedFairingBase/KW_Fairing_BaseExpandedscale = 0.4, 0.4, 0.4}scale = 0.5// --- node definitions ---// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Znode_stack_bottom = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1node_stack_top = 0.0, 0.217, 0.0, 0.0, 1.0, 0.0node_stack_top = 0.0, 0.588, 0.0, 0.0, 1.0, 0.0node_stack_connect1 = 2.4, 2.051, 0.0, 0.0, 1.0, 0.0, 0node_stack_connect2 = -2.4, 2.051, 0.0, 0.0, 1.0, 0.0, 0node_stack_connect3 = 2.4, 4.851, 0.0, 0.0, 1.0, 0.0, 0node_stack_connect4 = -2.4, 4.851, 0.0, 0.0, 1.0, 0.0, 0node_stack_connect5 = 2.4, 7.651, 0.0, 0.0, 1.0, 0.0, 0node_stack_connect6 = -2.4, 7.651, 0.0, 0.0, 1.0, 0.0, 0node_stack_connect7 = 2.4, 10.451, 0.0, 0.0, 1.0, 0.0, 0node_stack_connect8 = -2.4, 10.451, 0.0, 0.0, 1.0, 0.0, 0// --- FX definitions --- Link to comment Share on other sites More sharing options...
Kickasskyle Posted May 1, 2014 Author Share Posted May 1, 2014 Alright I'm getting closer, but I'm still afraid of messing something up. The only thing in the part.cfg's that says anything about node_stack is this:I've gone through and fixed this on the WIP version, so when the next one comes out this shouldn't be a problem.Also, correct me if I'm wrong Nathan, but that would only work if the model was built for that size. That part cfg scales down a size 2 part to size 1.To save you any trouble I'll just give you these bases I just put together, I just exported some new models at the appropriate sizes so it forgoes ksp's scaling bug.http://www./download/2nntnca2l3wddz4/FairingBases.zipJust delete the old FairingBases folder and replace it. It contains normal and expanded bases. It also has the node sizes all set to the correct amount so it should help with any wobbling fairings on the larger parts.refer to above Link to comment Share on other sites More sharing options...
BirdDog Posted May 1, 2014 Share Posted May 1, 2014 Hello,I've recently downloaded the pack and I'm very impressed with what's available. But is there a pack of ships already built by you guys?Thanks,Chris Link to comment Share on other sites More sharing options...
NathanKell Posted May 1, 2014 Share Posted May 1, 2014 Also, correct me if I'm wrong Nathan, but that would only work if the model was built for that size. That part cfg scales down a size 2 part to size 1.Quite right. Derp.You'd want scale = 0.5, 0.5, 0.5 in the MODEL node...rest should be ok though. Link to comment Share on other sites More sharing options...
ghimb2000 Posted May 1, 2014 Share Posted May 1, 2014 Hi,Sorry for the noob questions. Are there patches necessary to get this to work with 0.23.5? I do see .cfg files being strewn around the thread. Are those necessary for compatibility reasons?Thanks! Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted May 1, 2014 Share Posted May 1, 2014 Are there patches necessary to get this to work with 0.23.5?Should already work straight out the zip without any changes needed. Link to comment Share on other sites More sharing options...
Kickasskyle Posted May 1, 2014 Author Share Posted May 1, 2014 Quite right. Derp.You'd want scale = 0.5, 0.5, 0.5 in the MODEL node...rest should be ok though.Are you sure that would fix it? because to me it looks like the the bug originates from KSP ignoring the model scaling completely and just throwing the standard scale model ingame. It's sort of the reason why I choose to fix it by extracting models at the appropriate sizes.Hello,I've recently downloaded the pack and I'm very impressed with what's available. But is there a pack of ships already built by you guys?Thanks,ChrisIn the download package there is an 'Extras' folder that should contain some assemblies, if you're unsure how to install them the readme should* detail some reasonable instructions on how to.Hi,Sorry for the noob questions. Are there patches necessary to get this to work with 0.23.5? I do see .cfg files being strewn around the thread. Are those necessary for compatibility reasons?Thanks!It should work straight out the box, all this talk of configs is just regarding some ksp scaling bug that is floating around. Link to comment Share on other sites More sharing options...
BirdDog Posted May 1, 2014 Share Posted May 1, 2014 Thank you. Link to comment Share on other sites More sharing options...
dubhorizon Posted May 1, 2014 Share Posted May 1, 2014 Thank you for the answers, was wondering the same thing just now. Link to comment Share on other sites More sharing options...
Spears Posted May 2, 2014 Share Posted May 2, 2014 Sorry phoenix. this is my issue. i have been watching Scotty manley a lot and wanted to install the same mods as was using. After i had downloaded them all in their most up to date forms i started installing them. I have installed 90% of the mods on this list ( http://www.reddit.com/r/KerbalSpaceProgram/comments/1upc6g/scott_manleys_interstellar_quest_modlist/ ). but it always seems to go to crap when i try to install the kw pack. now u mentions some sort of adaptive memory or texture pack i will go now and try my best to get it working with that. Im not sure what else to say other than an error log is much to big to copy and paste here. Link to comment Share on other sites More sharing options...
Kerbal01 Posted May 3, 2014 Share Posted May 3, 2014 do you have a low rez pack? this one uses a lot of ram. Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted May 3, 2014 Share Posted May 3, 2014 (edited) do you have a low rez pack? this one uses a lot of ram.It's literally in the OP. Or get Active Texture Management.EDIT: Completely unrelated, but I didn't want to double post: I have a question about the SRBs. The description says they burn at 50% power for X seconds and then 100% for Y seconds, but in game, I don't see a difference in thrust nor is there anything in the cfgs that would seem to allow this. And slightly related, if indeed they do change thrust, wouldn't it make more sense to burn 100% then 50%? Seeing as you're getting lighter, the TWR is naturally increasing.. doesn't make a lot of sense to raise it even more than necessary, especially with FAR installed (but even in stock, you'll have to end up feathering the throttle even more to say at terminal velocity). And if they don't change thrust, why say they do in the description? Not complaining or anything, just wondering, really. Edited May 3, 2014 by ObsessedWithKSP Link to comment Share on other sites More sharing options...
wiviking Posted May 3, 2014 Share Posted May 3, 2014 I believe that is the burn time @ the thrust limit you set in the editor. Link to comment Share on other sites More sharing options...
phoenix_ca Posted May 3, 2014 Share Posted May 3, 2014 Just that Withering. Silly Obcessed. Right-click your SRB's in the VAB! As for memory issues...try dual booting to Linux. Honestly it's easier to just run KSP in 64-bit and not care about out-of-memory errors. Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted May 3, 2014 Share Posted May 3, 2014 OHHHHHH!!! I was reading the thing entirely wrong! Gawd, I feel so silly... so it's more of a 'if thrust is 50%, burn time is x' kinda thing... yeah, that makes more sense. Sorry guys, I forgot how to english Link to comment Share on other sites More sharing options...
Kickasskyle Posted May 3, 2014 Author Share Posted May 3, 2014 I believe that is the burn time @ the thrust limit you set in the editor.Exactly, you set it in tweakables. Link to comment Share on other sites More sharing options...
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