Nuclear Arbitor Posted August 24, 2014 Share Posted August 24, 2014 (edited) it's not just the fairings that are causing issues; a large number of the fuel tanks are also having problems and cause the game to crash if i place them radially.EDIT: i think it's something to do with node placement; i just caused the same thing to happen with a B9 part while trying to make it work at the proper size. Edited August 24, 2014 by Nuclear Arbitor Link to comment Share on other sites More sharing options...
edemlama Posted August 25, 2014 Share Posted August 25, 2014 (edited) @JethroREadingHi!Awesome mod, one of the best in my opinion. But I've been having an irritating issue with the mod on 0.24.2 with DMagic Orbital Science installed (although that doesn't seem to be the issues.A picture is here:http://imgur.com/cNVzXIBThanks in advance for any help!It used to do something really similar to me when I was running out of memory ,get Active Texture Management and you should be fine Edited August 26, 2014 by edemlama Link to comment Share on other sites More sharing options...
Ruedii Posted August 25, 2014 Share Posted August 25, 2014 I had noticed some issues with the costs being a little high compared to equivalent stock parts. Is this intentional? If so, why? Link to comment Share on other sites More sharing options...
dgershko Posted August 25, 2014 Share Posted August 25, 2014 Are we going to get larger radial decouplers? As far as I know the biggest ones are already too small for the 3 meter rockets.... Link to comment Share on other sites More sharing options...
NathanKell Posted August 25, 2014 Share Posted August 25, 2014 edemlama: KSP Windows x64 is very unstable, and for most people with modded installs causes more harm than good. If you're one of the lucky ones, great, but I wouldn't recommend recommending it. Link to comment Share on other sites More sharing options...
edemlama Posted August 26, 2014 Share Posted August 26, 2014 edemlama: KSP Windows x64 is very unstable, and for most people with modded installs causes more harm than good. If you're one of the lucky ones, great, but I wouldn't recommend recommending it.no I'm running ksp on OSX, did not know KSP x64 was so buggy I was actually hoping for a x64 bit osx version, sorry about that I revised my previous post Link to comment Share on other sites More sharing options...
Cetera Posted August 26, 2014 Share Posted August 26, 2014 I need a little bit of help. I just resumed KSP playing, did a clean install of .24.2, and downloaded a fresh set of all mods this past weekend. I have installed KW 2.6c. Now every single engine when selected in the VAB has an engine shroud/fairing around it. The shroud exists before the engine is attached to the rocket, and before there is any kind of decoupler attached. These shrouds are also permanently attached. They don't separate during staging or any other time.I've read through the past 20 pages of this thread, and it looks like some were having this issue, but I can't seem to find a fix or what I need to do to correct the issue. Any advice? Link to comment Share on other sites More sharing options...
Drew Kerman Posted August 26, 2014 Share Posted August 26, 2014 I need a little bit of help. I just resumed KSP playing, did a clean install of .24.2, and downloaded a fresh set of all mods this past weekend. I have installed KW 2.6c. Now every single engine when selected in the VAB has an engine shroud/fairing around it. The shroud exists before the engine is attached to the rocket, and before there is any kind of decoupler attached. These shrouds are also permanently attached. They don't separate during staging or any other time.I've read through the past 20 pages of this thread, and it looks like some were having this issue, but I can't seem to find a fix or what I need to do to correct the issue. Any advice?Yea, that's what I've been dealing with but I never bothered to really figure it out. Instead I've just been using Procedural Fairings interstage for an engine shroud, which works very well and actually adds weight. I also modified it to be a decoupler@PART[KzInterstageAdapter2]{ fx_gasBurst_white = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, decouple sound_decoupler_fire = decouple @MODULE[ModuleDecouple] { @ejectionForce = 250 @explosiveNodeID = top @isTweakable = True }} Link to comment Share on other sites More sharing options...
Hexaphobia Posted August 27, 2014 Share Posted August 27, 2014 (edited) I need a little bit of help. I just resumed KSP playing, did a clean install of .24.2, and downloaded a fresh set of all mods this past weekend. I have installed KW 2.6c. Now every single engine when selected in the VAB has an engine shroud/fairing around it. The shroud exists before the engine is attached to the rocket, and before there is any kind of decoupler attached. These shrouds are also permanently attached. They don't separate during staging or any other time.I've read through the past 20 pages of this thread, and it looks like some were having this issue, but I can't seem to find a fix or what I need to do to correct the issue. Any advice?Having same issue, but only with stock engines. Running x64.Update: Not an KW problem. Problem remains without KW installed. At this point I cant find a way for shrouds to not show at all. Including removing info from part file. Edited August 28, 2014 by Hexaphobia Link to comment Share on other sites More sharing options...
petros_a_l Posted August 28, 2014 Share Posted August 28, 2014 I don't know if it is already mentioned but the TechRequired for KW2mFairingCone (2.5m Fairing Cone Half) is flightControl instead of supersonicFlight. Link to comment Share on other sites More sharing options...
Spike88 Posted August 28, 2014 Share Posted August 28, 2014 I don't know if this has been already mentioned or if it's just me, but the 1.25m interstate decoupler doesn't decouple Link to comment Share on other sites More sharing options...
ThreePounds Posted August 28, 2014 Share Posted August 28, 2014 I don't know if this has been already mentioned or if it's just me, but the 1.25m interstate decoupler doesn't decoupleYou might be attaching it wrong. The top node of the Interstage needs to lock into the second top node of the engine in the upper stage. The lower stage then goes into one of the two lower attachment points of the interstage.It will not work if the lower node of the engine in the upper stage locks into the lower nodes of the interstage, since the top one is the only one that decouples.Also, this only works with KW-Rocketry Engines. But I have posted a MM patch to make the interstage work with the stock engines a few pages back. Link to comment Share on other sites More sharing options...
Spike88 Posted August 29, 2014 Share Posted August 29, 2014 You might be attaching it wrong. The top node of the Interstage needs to lock into the second top node of the engine in the upper stage. The lower stage then goes into one of the two lower attachment points of the interstage.It will not work if the lower node of the engine in the upper stage locks into the lower nodes of the interstage, since the top one is the only one that decouples.Also, this only works with KW-Rocketry Engines. But I have posted a MM patch to make the interstage work with the stock engines a few pages back.I was using a stock engine, that's probably why. I'll look for your patch. Link to comment Share on other sites More sharing options...
GreyRaven75 Posted August 29, 2014 Share Posted August 29, 2014 Also, this only works with KW-Rocketry Engines. But I have posted a MM patch to make the interstage work with the stock engines a few pages back.How does one apply this patch? Link to comment Share on other sites More sharing options...
somnambulist Posted August 29, 2014 Share Posted August 29, 2014 How does one apply this patch?Install ModuleManager. Paste into a text file, save somewhere in GameData with the extension 'cfg'. Link to comment Share on other sites More sharing options...
ThreePounds Posted August 29, 2014 Share Posted August 29, 2014 I was using a stock engine, that's probably why. I'll look for your patch.In this post: #1360337 Link to comment Share on other sites More sharing options...
Alewx Posted August 30, 2014 Share Posted August 30, 2014 Great package, and I'm really getting used to the 5m parts, I just miss a 5m flat adapter, but awesome work.The sound is amazing. Link to comment Share on other sites More sharing options...
cy-one Posted August 30, 2014 Share Posted August 30, 2014 Insert cargo here:http://cloud-4.steampowered.com/ugc/72374314590421923/F1EEFF12532D16A02BDCCE6A67027EA655F69617/What is that and where do I find it? I also saw it in the USI-thread, looks interesting. I mean that frameworkthingy in the middle. Link to comment Share on other sites More sharing options...
somnambulist Posted August 30, 2014 Share Posted August 30, 2014 What is that and where do I find it? I also saw it in the USI-thread, looks interesting. I mean that frameworkthingy in the middle.That's Talisar's Cargo Transportation Solutions. It works fine in .24 but there's a MM toward the end of the thread to rebalance prices for .24. Link to comment Share on other sites More sharing options...
cy-one Posted August 30, 2014 Share Posted August 30, 2014 Thanks ten characters Link to comment Share on other sites More sharing options...
jordanjay29 Posted August 30, 2014 Share Posted August 30, 2014 I'm having some trouble with assembling the petal adapter. I can't seem to fit my lander into the proper node so it will decouple on the second button. I always either seem to get it in too low, so it gets stuck, or too high so it decouples with the CSM. I've tried building the lander first, then the CSM on top of it, to get the petal adapter to lock low enough (otherwise it just tries to attach to my CSM's engine and decouples everything on the first button. Can we get some assistance with the nodes on the petal adapter? It doesn't seem to be very clear where the attachment points are, which makes it hard to debug a launcher in VAB. I've wasted too many funds on test vehicles so far. Link to comment Share on other sites More sharing options...
Winston Posted August 31, 2014 Share Posted August 31, 2014 Link to comment Share on other sites More sharing options...
jordanjay29 Posted August 31, 2014 Share Posted August 31, 2014 I've figured this out so far. My problem stems from the lack of visible nodes on the petal adapter, I find it very difficult to tell where each part is going. I finally got it to work, but I had to build the lander as the root part, which does give me some headaches if I forget that fact before a launch. That graphic should really be included on the OP, btw. Link to comment Share on other sites More sharing options...
Cetera Posted August 31, 2014 Share Posted August 31, 2014 Yea, that's what I've been dealing with but I never bothered to really figure it out. Instead I've just been using Procedural Fairings interstage for an engine shroud, which works very well and actually adds weight. I also modified it to be a decoupler@PART[KzInterstageAdapter2]{ fx_gasBurst_white = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, decouple sound_decoupler_fire = decouple @MODULE[ModuleDecouple] { @ejectionForce = 250 @explosiveNodeID = top @isTweakable = True }}After a great deal of testing, I've isolated this problem. It took me forever, because I never thought to look for the issue with simply a graphics touch-up mod.The problem is caused by KSPRC (http://forum.kerbalspaceprogram.com/threads/76972-0-23-5-KSPRC-Renaissance-Compilation-artworks-remake-V-0-1-514-HOTFIX-19-4-14). Specifically, something in the Cool Rockets folder of the KSPRC is what is creating the issue. I'm guessing it hasn't been updated properly for .24.2. KSPRC puts a separate "Cool Rockets" folder under Game Data, and the Cool Rockets mod is now under "Klockheed_Martian_CoolRockets." Simply deleting the KSPRC-created "Cool Rockets" folder seems to address the issue. Link to comment Share on other sites More sharing options...
falken Posted September 1, 2014 Share Posted September 1, 2014 Is there a way to allow the SRBs to continue having an exhaust effect below a certain thrust percentage? I'm trying to set up a thrust curve with Engine Thrust Control addon, and I've had to bring the small sized inline thor SRB's max thrust down to 1800 so that the effects don't cut out abruptly (the nozzle still produces thrust) Link to comment Share on other sites More sharing options...
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