Melcom Posted July 21, 2014 Share Posted July 21, 2014 Decouplers in KSP x64 have no decoupling force. If this is your issue, you may try Sarbian's Fixed Decoupler for x64Thank you. I use 64bit. I will try it. Link to comment Share on other sites More sharing options...
MainSailor Posted July 21, 2014 Share Posted July 21, 2014 Is the Titan V engine interstage supposed to stay on after staging? Mine stays on and there's no additional option to release it.Additional Info: It's not a decoupler issue as far as I can tell. The 5m decoupler works great and separates the stages, but the fairing doesn't stay attached to the decoupler as expected. I'm not running the 64 bit version either. Link to comment Share on other sites More sharing options...
wasmic Posted July 21, 2014 Share Posted July 21, 2014 Awesome update. Since I'm still sitting around on 0.23.5, I'll make a backup and try the new update there. Link to comment Share on other sites More sharing options...
Streetwind Posted July 21, 2014 Share Posted July 21, 2014 Sounds like a fantastic update, from the changelog. Will definitely get it once I am done with my 23.5 instance Link to comment Share on other sites More sharing options...
Dwotci Posted July 21, 2014 Share Posted July 21, 2014 Is the Titan V engine interstage supposed to stay on after staging? Mine stays on and there's no additional option to release it.The interstage is supposed to fall off not when you decouple, but when you start the engine, like it was done on Saturn V. Link to comment Share on other sites More sharing options...
MainSailor Posted July 21, 2014 Share Posted July 21, 2014 The interstage is supposed to fall off not when you decouple, but when you start the engine, like it was done on Saturn V.It doesn't...stays on even after ~30 secs.Javascript is disabled. View full album Link to comment Share on other sites More sharing options...
Sochin Posted July 21, 2014 Share Posted July 21, 2014 Great, one of the best rocket part mods has been updated. Slight problem though I get nothing but crashes on x64 version.Mods in use:ToolbarcrewmanifestKWMechjeb2NasaMissionsNavy FishNear Future ConstructionNear Future SolarStockDragFixTacFuleBalancer Link to comment Share on other sites More sharing options...
Sochin Posted July 21, 2014 Share Posted July 21, 2014 I took out stock drag fix and not mentioned above realchutes and it works. Link to comment Share on other sites More sharing options...
Jade Falcon Posted July 21, 2014 Share Posted July 21, 2014 Wow its been updated. Thank you very much. Link to comment Share on other sites More sharing options...
XkaOnslaught Posted July 21, 2014 Share Posted July 21, 2014 (edited) hmm not sure if its because i am running 64bit, but the new thorII thrust levels cannot exactly be set to 0%, it still produces 50% thrust even when set to 0% in the VABEDIT: nevermind, i have not been reading item description. derp. but it does screw up the Dv calculations in Mechjeb. Edited July 21, 2014 by XkaOnslaught Link to comment Share on other sites More sharing options...
Winston Posted July 21, 2014 Share Posted July 21, 2014 (edited) Stellar work as always Kyle....you don't like the models? :v Edited July 21, 2014 by Winston Link to comment Share on other sites More sharing options...
tajampi Posted July 21, 2014 Share Posted July 21, 2014 (edited) Same thing for me here on 0.24 x64, it crashes with and without other mods.The crash happens when I load up a save game or start a new (sandbox) game.Loading all the other mods without KW works fine.[Edit]After starting fresh a second time (guess the first one I wasn't fully awake) it seems the problem might be with the Alternate Resource Panel.Having that disabled now seems to allow KW to work at least so far (1 hour playtime).[Edit]Modlist:ToolbarDeadly ReentryDmagic Orbital ScienceFARKWMechJebModStatiscNASAMissionProcedural WingsProcedural FairingsRealChute (Seems to be causing the problem, not sure)SquadStageRecoveryTriggerTech - Alarm ClockSame here No idea what's causing the problem, but it looks like it's the symbols thing, my log is almost the same...It doesn't work in any kind of save... (64 bits)The update looks amazing! Wanting to give it a try.Cheers! Edited July 21, 2014 by tajampi Link to comment Share on other sites More sharing options...
YANFRET Posted July 21, 2014 Share Posted July 21, 2014 ...you don't like the models? :vThank you Winston!! Link to comment Share on other sites More sharing options...
TrooperCooper Posted July 21, 2014 Share Posted July 21, 2014 Awesomesauce!!!!111!!oneoneeleven!!!We are getting close to building real rockets. Link to comment Share on other sites More sharing options...
gilflo Posted July 21, 2014 Share Posted July 21, 2014 (edited) Great, but why did you change the Vesta VR1 0,6T and Thrust 120, it was the best engine. The new one has got less power and more weight......... Edited July 21, 2014 by gilflo Link to comment Share on other sites More sharing options...
ninjaweasel Posted July 21, 2014 Share Posted July 21, 2014 I'm having the shrouding issue on x64 as well. Regardless of whether I have the NoAutoShroud loaded or not, the engines have a shroud on them as soon as I draw them from the parts section, and it is permanently attached to the engine regardless of how it's staged or activated. Other than that, this is awesome! Can't wait to spend some time with these parts! Link to comment Share on other sites More sharing options...
CaptainKipard Posted July 21, 2014 Share Posted July 21, 2014 Thankyou guys.One thing. The stack nodes and docking nodes on the 3m docking ring are still size 2. That makes them weaker than they should be, right? Link to comment Share on other sites More sharing options...
LucasK336 Posted July 21, 2014 Share Posted July 21, 2014 Hi! This is my first post in the forums even if I've been around here for over a year, KW has been since ever my favourites parts.Just wanted to point out a strange bug I'm having with an specific part. The SB-1LFT 2.5m liquid fuel part. I made this little demostration to show what happens, with multiple KW 2.5m parts to show it's only the SB-1LFT. When I build whatever using this part and launch it, everything seems fine at first. But if I revert to launch, or to last quicksave, suddenly that specific part shrunks and stays like that for ever. If it matters, my mod list is this one:Deadly ReentryKerbal Engineer ReduxEnhanced NavBallEnvironmental Visual EnhancementsFARInfernal RoboticsKerbal Alarm ClockSelect RootProcedural FairingsI don't know if it's my computer, or maybe a this version bug, or if there is a fix, the least thing I could do was to post it herebtw english is not my mother language so, sorry if there are some spelling mistakes Link to comment Share on other sites More sharing options...
Winston Posted July 21, 2014 Share Posted July 21, 2014 Did you select a fuel tank as your first part instead of a command pod/other part? If so, it's a known bug and currently the only solution is simply not to do that. Link to comment Share on other sites More sharing options...
MainSailor Posted July 21, 2014 Share Posted July 21, 2014 Just wanted to point out a strange bug I'm having with an specific part. The SB-1LFT 2.5m liquid fuel part. I made this little demostration to show what happens, with multiple KW 2.5m parts to show it's only the SB-1LFT. When I build whatever using this part and launch it, everything seems fine at first. But if I revert to launch, or to last quicksave, suddenly that specific part shrunks and stays like that for ever. Is that tank the root part? KSP has issues with parts that use RescaleFactor that are the root part.EDIT: Winston beat me to it. Link to comment Share on other sites More sharing options...
orangewarning Posted July 21, 2014 Share Posted July 21, 2014 I have crashing issues when starting a new save with this mod installed.Running 64bit windows 7.I see from previous pages I am not the only one with this issue.Only KW rocketry is installed.Game crashes when I start a new save. Right when KSC pops up. Link to comment Share on other sites More sharing options...
LucasK336 Posted July 21, 2014 Share Posted July 21, 2014 Yes! That was the problem. Thanks a lot. Link to comment Share on other sites More sharing options...
smunisto Posted July 21, 2014 Share Posted July 21, 2014 KW Rocketry crashes my game too. At first after the update - the craft I had in orbit got terribly bugged - I lost all staging and engines control and between quicksave reloads I would get the engine to actually appear with a fairing on it or with its animation active - like it's firing. I decided this save is as good as dead and since it's not very far ahead I deleted it and started a new one. Now it doesn't get past the scene switching from VAB to Launchpad. Space center to VAB and SPH works fine, but the moment I click Launch it crashes.Here's an output log. Link to comment Share on other sites More sharing options...
Guest Posted July 21, 2014 Share Posted July 21, 2014 Running 32bit with no issues with KW. Must be the bugged 64bit version. Link to comment Share on other sites More sharing options...
FlexGunship Posted July 21, 2014 Share Posted July 21, 2014 I know a lot for people are complaining about crashes. I had them at first on my x64 install but I've seemed to have solved them now. Here's how:1) Backed up my "GameData" and "saves" folders.2) Did a fresh install of KSP x64 right on the desktop3) Reloaded my "GameData" and "saves" folders.I was even able to continue my existing x64 save. No problems since.Mods that are working *perfectly* on x64 after this:DebRefund v1.0.9DMagic_Orbital_Science v0.8.2EditorExtensions v1.2KW v2.6MechJeb2 v2.3.0.0NEAR v1.0.2Proc[edural]Fairings v3.06RealChute v1.2 (NOT v1.2.1 that causes problems for me)SCANSat v6.1US[universal storage]_Core v0.752 Link to comment Share on other sites More sharing options...
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