johnwayne1930 Posted July 21, 2014 Share Posted July 21, 2014 I like the new release so far, also no crashes on KSP 0.24 32bit.But, the 3.75m Fairing Cone and Walls (wide and normal) are a bit trickier to assemble like in the previous build, seems there is something odd with the default rotation.Is it because all parts in VAB are turned 90° or is it just me doing something wrong? Link to comment Share on other sites More sharing options...
LostOblivion Posted July 21, 2014 Share Posted July 21, 2014 I have a problem where the interstage decouplers won't decouple when staged. I still have control over the previous stage. The regular decouplers work fine, though.(There's a spelling error in this thread name. Available is spelled wrong.) Link to comment Share on other sites More sharing options...
BananaDealer Posted July 21, 2014 Share Posted July 21, 2014 Some of the parts have wrong offsets for their nodes. Pricing might also be an issue.Otherwise I'm liking the newish art pass. Link to comment Share on other sites More sharing options...
Tex_NL Posted July 21, 2014 Share Posted July 21, 2014 No KW 0.24 x64 related crashes for me yet. But I do have a slight issue with the fairing cones: there is hardly any ejection force. Link to comment Share on other sites More sharing options...
SciMan Posted July 21, 2014 Share Posted July 21, 2014 Tex, that sounds like a decoupler force bug. From what I've read it's specific to the x64 build of v0.24, which I'm not running yet as my computer wouldn't benefit from it (only have 4 gigs ram on this machine).Can you try that with the 32 bit version and report back? Totally understandable if the answer to that is a no, as not everybody has time or hard drive space to install KSP twice.I would, but I haven't used any fairings yet in 0.24, and I'm running more mods as they are updated to 0.24 or I discover them.The fairings were working fine in 0.23.5, but I wasn't running the 64 bit "hack" of that, and something might have changed between versions of KW, so I'm not sure how relevant that is. Link to comment Share on other sites More sharing options...
Kickasskyle Posted July 21, 2014 Author Share Posted July 21, 2014 Hey All, First off, thanks for downloading the new version.Now, a word on compatibility, bugs and various. KW rocketry at it's core is purely a parts pack, as a result of this there's a certain limit to the scope of bugs we can actually deal with or help out with.I'll use the interaction of Hot Rockets as an example, The effects system for the majority of KW Rocketry stuff has shoved over to the new system and as a result any interaction Hot Rockets may have setup with KW will be broken. I'm sure there are other similar cases with different mods with various interactions that may need to be reworked.64Bit in general seems to also have it's own massive issues, looking through all the posts this seems to be a fairly consistent common factor among an entire array of completely separate bugs. I've had a look at some stuff but alot of it has so many other mods and things to consider that I wouldn't want to fathom even trying to replicate or touch the problem.Now that I've said that I'll chime off a list of some of the stuff I have taken a look at and confirmed as bugged and reworked:-The "no autoshroud" decoupler files in extras are incorrect, I killed the auto shroud but left the model call up in the config so it still pulls in the model. A relatively easy fix if you know anything about config files. If you don't want to touch them yourself wait until I pump out a fix version and in the mean time use the standard ones.-The dulled clamp sounds config file in the extras, is wrong due to being taken from a pre .24 fixed version and leads to the part being called up in various career hilarity.-1m Decoupler called up decoupler GUI instead of part.Though I'd also say a quick thing about some other points I saw quickly, I'm not going to quote you but I'm sure whoever you are, you will read it.The balancing of the 1m Vesta was changed as it was one of the parts that was sort of earmarked as being abit too powerful.The base nodes on the 3.75m fairings were inverted to fix a mirroring issue, so that's why you have to rotate the cone/wall 180 before attaching.Cheers again guys. Link to comment Share on other sites More sharing options...
Sandworm Posted July 21, 2014 Share Posted July 21, 2014 64Bit in general seems to also have it's own massive issues, looking through all the posts this seems to be a fairly consistent common factor among an entire array of completely separate bugs. I've had a look at some stuff but alot of it has so many other mods and things to consider that I wouldn't want to fathom even trying to replicate or touch the problem.Not 64 bit generally. 64bit windows. I and a few others are running 64bt linux without issue. That tells me there is nothing wrong with KW in regards to 64.I applaud the increased realism. The throttle response is very well implemented. I would like to see more engines running on RCS. Some smaller RCS engines (1-10 class) and some longer 1.25 and 2.5 meter RCS tanks would be great. Link to comment Share on other sites More sharing options...
TrooperCooper Posted July 21, 2014 Share Posted July 21, 2014 If I may post a request... one of those radially attachable control wheel rings would be nice to have for 1.25m parts. Just a suggestion of course... many thanks for this great mod. Link to comment Share on other sites More sharing options...
ThreePounds Posted July 21, 2014 Share Posted July 21, 2014 Hm... When I use the config options for auto-shroud disabled, I run into a weird problem where all KW engines have shrouds, even when they are at the bottom of the stack. Link to comment Share on other sites More sharing options...
Woopert Posted July 21, 2014 Share Posted July 21, 2014 Would you be able to provide craft files for all the craft shown in the OP? Cheers. Link to comment Share on other sites More sharing options...
johnwayne1930 Posted July 21, 2014 Share Posted July 21, 2014 The base nodes on the 3.75m fairings were inverted to fix a mirroring issue, so that's why you have to rotate the cone/wall 180 before attaching.OK, thanks for clarification. Link to comment Share on other sites More sharing options...
Winston Posted July 21, 2014 Share Posted July 21, 2014 Would you be able to provide craft files for all the craft shown in the OP? Cheers. Sure, I'll get back to you on that.A couple of them I just threw together for the screenshots without testing them, but they should all work reasonably well. Link to comment Share on other sites More sharing options...
EasyAce Posted July 21, 2014 Share Posted July 21, 2014 I have a problem where the interstage decouplers won't decouple when staged. I still have control over the previous stage. The regular decouplers work fine, though.(There's a spelling error in this thread name. Available is spelled wrong.)I also have these problems - running on 0.24 x32 version.Vanilla decouplers work well, but not the KW ones. I hear the sound of the decoupling, but they still hang on as hell.My rocket continued with both stage 1 and stage 2 engines all on. Link to comment Share on other sites More sharing options...
MainSailor Posted July 21, 2014 Share Posted July 21, 2014 Winston, do you think the issues I'm having in this post: http://forum.kerbalspaceprogram.com/threads/51037-0-24-KW-Rocketry-v2-6-Available-New-5m-Parts%21-21-07-2014?p=1289912&viewfull=1#post1289912...are related to the auto shroud cfgs? I can check them out myself when I get a chance but I'm at work right now and don't have access to a copy of KSP. Link to comment Share on other sites More sharing options...
EasyAce Posted July 21, 2014 Share Posted July 21, 2014 I also have these problems - running on 0.24 x32 version.Vanilla decouplers work well, but not the KW ones. I hear the sound of the decoupling, but they still hang on as hell.My rocket continued with both stage 1 and stage 2 engines all on.The KW regular decouplers work, but not the interstage ones... Link to comment Share on other sites More sharing options...
TrooperCooper Posted July 21, 2014 Share Posted July 21, 2014 Since the focuss seems to be on the 64 bit windows client, let me say I am running that with several other mods without a problem except for the fairings not decoupling as they are supposed to. But I guess that is a general KSP 0.24 issue atm (and I know there is a mod to fix it out there already) and not related to KWR 2.6. But yeah, no crashes or other unexpected behaviour so far with windows 64bit client here... Link to comment Share on other sites More sharing options...
Winston Posted July 21, 2014 Share Posted July 21, 2014 Winston, do you think the issues I'm having in this post: http://forum.kerbalspaceprogram.com/threads/51037-0-24-KW-Rocketry-v2-6-Available-New-5m-Parts%21-21-07-2014?p=1289912&viewfull=1#post1289912...are related to the auto shroud cfgs? I can check them out myself when I get a chance but I'm at work right now and don't have access to a copy of KSP.Sorry for not responding the first timeIt's not a problem I've encountered, I can't think what could be causing it unless it's another 64 bit bug.Try binding Activate Engine and Jettison to two separate action groups and hit your Jettison key after activating the engine. Link to comment Share on other sites More sharing options...
Kamuchi Posted July 21, 2014 Share Posted July 21, 2014 That 5m ultra heavy lifter engine sound instantly makes me turn the bass to 100% to and wish I was sitting inside Great parts and had fun launching a couple to see how they look, and thanks to x64, no blurry textures! Can`t wait to start using them in career, altho the barebone 5m UH lifter costs nearly 900K lol Link to comment Share on other sites More sharing options...
Winston Posted July 21, 2014 Share Posted July 21, 2014 (edited) Would you be able to provide craft files for all the craft shown in the OP? Cheers. Here you go http://puu.sh/alejp/c59d802e12.zipThe rest are included in the pack as subassembliesedit:We're just getting a 2.6b version ready with a couple of bug fixes and tweaks which we'll be hosting on Kerbal Stuff as well as the usual places. Edited July 21, 2014 by Winston Link to comment Share on other sites More sharing options...
HighOnMikey Posted July 21, 2014 Share Posted July 21, 2014 Might be a dumb question, but the throttle response is intended? ie. it takes 1.5 seconds for a WildCat-V engine to completely throttle down?Works great on 64-bit KSP on Win 8.1, btw. Thanks for the update! Link to comment Share on other sites More sharing options...
Temeter Posted July 21, 2014 Share Posted July 21, 2014 (edited) Wow, i actually wondered if this mod is still getting expanded at all. And now it doesn't only bring 5m as parts, but in the saturn/apollo design at the same time!Thanks for the great work, KW Rocketry has been the one big mod (besides b9) i'm always using and a got ton of fun out of it. I love how despite it's size every single part has it's point and there are close to no redundancy's. Adds so much of versatility to rocket construction. The engine-performance being balanced through price is also clever. Sometimes a rough, cheap, and over the top rocket might be better with kw.No practical feedback, ust wanted to say that.^^Although: In the VAB, i had the (ksp) mission flag on the SB-4 LFT shining through all parts at one point. Did get fixed after minimizing and reopening the game, so it's probably no issue if other people can't confirm similar stuff happening.Might be a dumb question, but the throttle response is intended? ie. it takes 1.5 seconds for a WildCat-V engine to completely throttle down?It's supposed to work like this, since it's a early stage lifter engine. I think there are files for instant reaction in the download, if you don't like it. Edited July 21, 2014 by Temeter Link to comment Share on other sites More sharing options...
kiwiak Posted July 21, 2014 Share Posted July 21, 2014 Petal fairing shrunsks when i quickload. And sometimes when i revert to launch too (but not always).http://i.imgur.com/99q4piW.png Link to comment Share on other sites More sharing options...
Melcom Posted July 21, 2014 Share Posted July 21, 2014 Have to post my troubles today. I use KSP 64bit.KSP is stable. I use some other mods, and everything is ok with that. Today, i tried KW 2.6. I encounterd problems with fairings and no-force while decoubling, but i choose to ignore it and just play the career.And here started the trouble. After switching many times between VAB and Launchpad, the game crashed with no Crashnotes, several times. I haven't used any KW parts on my ships. Even switching between ships in space and back to KSC made the game crash after a few minutes. After removing the mod, KSP is fine, for 5 hours now.I don't want to blame the mod here, just report my troubles.Could there be a conflict between KSP 64bit and some configs of KW? Or could it be a game bug if you have many parts/items installed? Memory is not the problem, KSP_x64.exe uses around 4 GB of 8 GB. Link to comment Share on other sites More sharing options...
Winston Posted July 21, 2014 Share Posted July 21, 2014 Petal fairing shrunsks when i quickload. And sometimes when i revert to launch too (but not always).http://i.imgur.com/99q4piW.pngDid 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.In this case I'm guessing you chose the adapter as your root component.Make a habit of choosing your control module first. Link to comment Share on other sites More sharing options...
Molito Posted July 21, 2014 Share Posted July 21, 2014 It doesn't...stays on even after ~30 secs.http://imgur.com/a/xk6z7I have the same problem and i cant seem to find a solution. Link to comment Share on other sites More sharing options...
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