Raptor831 Posted July 27, 2014 Share Posted July 27, 2014 *sigh*... one day...http://i.imgur.com/40bGScU.gifSmokeScreen plugin can do that, mostly, and you should be able to turn it on with HotRockets. Tried it out myself, but my fps dropped so bad with the particle collisions turned on that it wasn't worth it. Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted July 27, 2014 Share Posted July 27, 2014 SmokeScreen plugin can do that, mostly, and you should be able to turn it on with HotRockets. Tried it out myself, but my fps dropped so bad with the particle collisions turned on that it wasn't worth it.Yeah but I want it to be default and not tank the FPS.. Total dream, but it should be stock behaviour for all rockets on the launchpad. Like I said, one day.. :/ Link to comment Share on other sites More sharing options...
acc Posted July 27, 2014 Share Posted July 27, 2014 I already had that with 0.24.0 and .1, but never could reproduce it reliably. Even with the same parts on the same ship, it just wouldn't happen again for some reason. But yes, I've also seen this, but no clue what's causing it. My guess is that it's a stock bug, as it only happens occasionallyI can confirm that. Link to comment Share on other sites More sharing options...
KyleofKerbin Posted July 27, 2014 Share Posted July 27, 2014 Anyone else getting this issue:KW Engines are duplicated in my Propulsion section. I installed it like it says GameData/KW Rocketry but it is duplicating all the engines, but not the fuel tanks. anyone else having this problem? I'm using KSP x64 for Windows. Link to comment Share on other sites More sharing options...
khalidibn Posted July 27, 2014 Share Posted July 27, 2014 Since the latest hotfix I'm having a problem where my KW Rocketry parts just rapidly disassemble on the launch pad. It's as though the attachment nodes have become bugged and the parts no longer collide and just fall through each other. Here's a video of it happening. I've tried disabling the FASA launch clamps and launching without them but the same thing happens. Link to comment Share on other sites More sharing options...
smart013 Posted July 27, 2014 Share Posted July 27, 2014 Had (at least i hope so) a similar experience. The problem vanished (again, i hope) after i deleted some seemingly "corrupted" vessels in the vab, and build new ones that had no problems so far. Its still a mystery for me what happened, but the launch attempts looked roughly the same as yours. Had to also update every possible other mod.If i'm right, the kwrocketry (as much as i love it) produces vessel-files that are corrupted after a potential patch. Maybe it has something to do with the interaction with tweakscale.Since the latest hotfix I'm having a problem where my KW Rocketry parts just rapidly disassemble on the launch pad. It's as though the attachment nodes have become bugged and the parts no longer collide and just fall through each other. Here's a video of it happening. I've tried disabling the FASA launch clamps and launching without them but the same thing happens. Link to comment Share on other sites More sharing options...
khalidibn Posted July 27, 2014 Share Posted July 27, 2014 Had (at least i hope so) a similar experience. The problem vanished (again, i hope) after i deleted some seemingly "corrupted" vessels in the vab, and build new ones that had no problems so far. Its still a mystery for me what happened, but the launch attempts looked roughly the same as yours. Had to also update every possible other mod.If i'm right, the kwrocketry (as much as i love it) produces vessel-files that are corrupted after a potential patch. Maybe it has something to do with the interaction with tweakscale.I tried building several rockets, the first two small rockets it happened straight away and the large rocket test made it into low atmo before the tanks seemingly dropped away (but somehow the engine and part above it stayed attached).I've tried updating all the mods I had installed. I've not got a huge amount installed because so few are compatible with the 64-bit version at the moment. Link to comment Share on other sites More sharing options...
LostOblivion Posted July 27, 2014 Share Posted July 27, 2014 (edited) I can confirm the interstage decouplers not working. Are the smallest SRBs intended not to be thrust-adjustable? I can see the realism argument, but it makes for less customisation and fun. :/ My humble opinion.Edit: Both seems to work now actually, only that you set the lower limit of thrust to 50 %, which is fine. Nevermind! Edited July 27, 2014 by LostOblivion Link to comment Share on other sites More sharing options...
Thorbane Posted July 27, 2014 Share Posted July 27, 2014 The fins have to much drag (0.3). The stock ones have 0.0. So if I add 4 KWR fins to my rocket I lose ~1000dVIt's not the drag that costs you the Delta-v, Mechjeb and other Delta-v calculators don't account for drag, it's the fact that they have the same mass as a Griffon Century fin. Those 4 fins will add 3 tons to your rocket. Link to comment Share on other sites More sharing options...
acc Posted July 27, 2014 Share Posted July 27, 2014 Would be awesome if we could open the petal adapter in VAB too. It's a litle bit tricky to put something iside, especially you're trying to but something inside which has surface attachment enabled. You only can go arround that with strange cam angles or using the editor extensions mod. Link to comment Share on other sites More sharing options...
uraa Posted July 27, 2014 Share Posted July 27, 2014 (edited) Would be awesome if we could open the petal adapter in VAB too. It's a litle bit tricky to put something iside, especially you're trying to but something inside which has surface attachment enabled. You only can go arround that with strange cam angles or using the editor extensions mod.If you are using Firespitter use this ModuleManager code@PART[KW3mPetalAdapter]:AFTER[KWRocketry]:NEEDS[KWRocketry,Firespitter]{ !MODULE[ModuleAnimateGeneric]{} MODULE { name = FSanimateGeneric animationName = open startEventGUIName = Open Fairing endEventGUIName = Close Fairing }} Edited July 27, 2014 by uraa Link to comment Share on other sites More sharing options...
TheReaper Posted July 27, 2014 Share Posted July 27, 2014 some questions, will thid mod include some very large "radial decouplers"? there are lots of interstages but i cant see any strong radial decouplers.why did the latest version added a bit part bloats? for example some fuel tanks have 2 of the same name and fuel amound, allthough their sizes,and textures slightly change, there is totaly no need for this, why did we go bloat way? thats how b9 earned hates you know. Link to comment Share on other sites More sharing options...
lordlundar Posted July 27, 2014 Share Posted July 27, 2014 I'm mirroring this post on the TweakScale, KW Rocketry, Infernal Robotics, and Engineer Redux threads largely because I don't know the source of the problem.I'm installing my mods for KSP x64 use and had installed Kerbal Engineer, Kerbal Joint Reinforcement, KW Rocketry, and Infernal Robotics (and their required mods like toolbar) without an issue. Then when I tried to install Tweakscale the game would crash either after the initial load or after I select my save file. I can run any combination of the mods without any issue but all of the above causes the crash. I've ruled out KJR as the crash does happen regardless of it being in or not. This is the last crash report I have:https://drive.google.com/folderview?id=0BxEDpG3bJ-bvS05oN00xQUxpU0U&usp=sharingIf anyone has any idea what I'm doing wrong I would love to know. Link to comment Share on other sites More sharing options...
LostOblivion Posted July 27, 2014 Share Posted July 27, 2014 Anyone else having an issue where SRBs seem to get a torque applied to them when jettisoning? They turn inward and destroy the rest of the missile... Link to comment Share on other sites More sharing options...
TheReaper Posted July 27, 2014 Share Posted July 27, 2014 Anyone else having an issue where SRBs seem to get a torque applied to them when jettisoning? They turn inward and destroy the rest of the missile...yes top of the srbs tend like they are attached to the main rocket body and clips with it, causign destruction, restarting launch fixes it for me Link to comment Share on other sites More sharing options...
LostOblivion Posted July 27, 2014 Share Posted July 27, 2014 yes top of the srbs tend like they are attached to the main rocket body and clips with it, causign destruction, restarting launch fixes it for meRelated to the updated joint stuff that came with the unity patch? Link to comment Share on other sites More sharing options...
Kirondoll Posted July 27, 2014 Share Posted July 27, 2014 Anyone else having an issue where SRBs seem to get a torque applied to them when jettisoning? They turn inward and destroy the rest of the missile...http://forum.kerbalspaceprogram.com/threads/88026-Radial-Decouplers-3-75m-Decoupler-Issues-%28Return-of-the-Kraken-0-24-2%29 Link to comment Share on other sites More sharing options...
Kirondoll Posted July 27, 2014 Share Posted July 27, 2014 Hi,an advice, dtobi is making some parts that fits perfectly with the new KW..Javascript is disabled. View full albumLink to the dev thread : http://forum.kerbalspaceprogram.com/threads/84224-Klockheed-Martian-Special-Parts-V2-0-27-July-Dev-Thread-Tubes-and-Hatch Link to comment Share on other sites More sharing options...
Spartan-S63 Posted July 27, 2014 Share Posted July 27, 2014 Can anyone help me understand how to build with the petal adapter? I saw the demo video and understand how to use it, but, to me, it's unclear whether I attach the lander to the lower attachment node of the petal adapter or if I attach it to the engine bell of the CSM. I know it probably seems obvious to other people, but for me, I could see it working either way. But if it's attached to the engine bell, the lander comes out with the CSM, which is what I find confusing. Link to comment Share on other sites More sharing options...
fadi002 Posted July 27, 2014 Share Posted July 27, 2014 The radial SAS modules from this mod are underpowered compared to the stock ones. The stock ones have had their values changed in 0.24, so please fix the KW Rocketry ones to match them. Thanks. Link to comment Share on other sites More sharing options...
Motokid600 Posted July 27, 2014 Share Posted July 27, 2014 (edited) I'm mirroring this post on the TweakScale, KW Rocketry, Infernal Robotics, and Engineer Redux threads largely because I don't know the source of the problem.I'm installing my mods for KSP x64 use and had installed Kerbal Engineer, Kerbal Joint Reinforcement, KW Rocketry, and Infernal Robotics (and their required mods like toolbar) without an issue. Then when I tried to install Tweakscale the game would crash either after the initial load or after I select my save file. I can run any combination of the mods without any issue but all of the above causes the crash. I've ruled out KJR as the crash does happen regardless of it being in or not. This is the last crash report I have:https://drive.google.com/folderview?id=0BxEDpG3bJ-bvS05oN00xQUxpU0U&usp=sharingIf anyone has any idea what I'm doing wrong I would love to know.I too have this problem. Not for KW at the moment, but all I can say is there is a certain set of mods I can get to work in x64 and then there's a set of mods I cannot get to work. Crashes when loading a save at the space center. Black screen. Birds chirping. It's all very erratic and very annoying. Even if a mod says it's been updated to 24.2 it will still crash my game. Install Tweakscale? Crash. Remove it? Loads. Install KW? Loads fine. Install KER? Crash. Remove it? Loads. Install Realchutes? Loads fine. Install Toolbar? Crash. Remove it? Loads. Install EVE? Loads. Install Alarm Clo k? Crash. Remove it? Works fine.... That there... That bull**** took up three hours of my night. Incredibly frustrating. Like.. take my mouse and beam it against the wall frustrating. Not sure if 64bit is going to stay in my install. I'll take a predictable memory cap and trim mods over that.. crap. What the hell is going on? Edited July 27, 2014 by Motokid600 Link to comment Share on other sites More sharing options...
Molito Posted July 27, 2014 Share Posted July 27, 2014 I still have the problem where the Titan's Shroud does not come off.http://i.imgur.com/bvk6CPE.png Link to comment Share on other sites More sharing options...
Boamere Posted July 27, 2014 Share Posted July 27, 2014 Any reason this is happening?The node is in the wrong position as well Link to comment Share on other sites More sharing options...
LostOblivion Posted July 27, 2014 Share Posted July 27, 2014 http://forum.kerbalspaceprogram.com/threads/88026-Radial-Decouplers-3-75m-Decoupler-Issues-%28Return-of-the-Kraken-0-24-2%29Ah, thanks! Link to comment Share on other sites More sharing options...
Boamere Posted July 27, 2014 Share Posted July 27, 2014 (edited) I too have this problem. Not for KW at the moment, but all I can say is there is a certain set of mods I can get to work in x64 and then there's a set of mods I cannot get to work. Crashes when loading a save at the space center. Black screen. Birds chirping. It's all very erratic and very annoying. Even if a mod says it's been updated to 24.2 it will still crash my game. Install Tweakscale? Crash. Remove it? Loads. Install KW? Loads fine. Install KER? Crash. Remove it? Loads. Install Realchutes? Loads fine. Install Toolbar? Crash. Remove it? Loads. Install EVE? Loads. Install Alarm Clo k? Crash. Remove it? Works fine.... That there... That bull**** took up three hours of my night. Incredibly frustrating. Like.. take my mouse and beam it against the wall frustrating. Not sure if 64bit is going to stay in my install. I'll take a predictable memory cap and trim mods over that.. crap. What the hell is going on?All this happens to me too! And I just got a dupe bug with the KW rockets doubling for some reason???I think Tweakscale is the problem... But it seems to come with some modsI keep crashing when pressing load save... or returning to a spaceshipCan you guys test something for me? Try putting the texture quality to half-res then see if it crashes, because that's what I have done and it hasn't crashed yet... (yes I am using buggy 64 bit) Edited July 27, 2014 by Boamere Link to comment Share on other sites More sharing options...
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