Mykill Metal Posted November 26, 2014 Share Posted November 26, 2014 Went a couple pages back, didn't see this. Anyone else having a problem with the fairing bases shrinking down once you attach them to the rocket? I can't seem to get them to stay at their correct sizes. No matter what size I choose for my rocket, they all end up, basically, shrink-wrapping the rocket where I attach it. Link to comment Share on other sites More sharing options...
wasmic Posted November 26, 2014 Share Posted November 26, 2014 Went a couple pages back, didn't see this. Anyone else having a problem with the fairing bases shrinking down once you attach them to the rocket? I can't seem to get them to stay at their correct sizes. No matter what size I choose for my rocket, they all end up, basically, shrink-wrapping the rocket where I attach it.Update to the newest version. Link to comment Share on other sites More sharing options...
Mykill Metal Posted November 26, 2014 Share Posted November 26, 2014 (edited) I just updated again, it didn't help. Still shrinking on me.SOLVED - Nevermind it was Tweak Scale. Some guy on reddit had the same problem. Deleted it and the KW parts were fine. Edited November 26, 2014 by Mykill Metal Issue resolved. Link to comment Share on other sites More sharing options...
Iansoreta Posted November 26, 2014 Share Posted November 26, 2014 What does power response in KW rocketry means and what does it do? I noticed something interesting about that addon. Link to comment Share on other sites More sharing options...
Tex_NL Posted November 26, 2014 Share Posted November 26, 2014 I just updated again, it didn't help. Still shrinking on me.SOLVED - Nevermind it was Tweak Scale. Some guy on reddit had the same problem. Deleted it and the KW parts were fine.I can confirm this is a TweakScale issue. I too update TweakScale to v1.47 a few days ago and ran into this exact same problem. After reverting back to an older version I fortunately still had the problem was gone. Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted November 27, 2014 Share Posted November 27, 2014 Some things I've been meaning to ask K&W for a while but have just been reminded about:1, why use a negative ejection force on the fairings? Is it due to the way they're assembled?2, what's with the extra node in the fairing bases? One decouple node on top, one attach node on the bottom and one just slightly above the bottom for... reasons. Link to comment Share on other sites More sharing options...
Kickasskyle Posted November 27, 2014 Author Share Posted November 27, 2014 Some things I've been meaning to ask K&W for a while but have just been reminded about:1, why use a negative ejection force on the fairings? Is it due to the way they're assembled?2, what's with the extra node in the fairing bases? One decouple node on top, one attach node on the bottom and one just slightly above the bottom for... reasons.1. Yeah, if you reversed it they'd collapse inwards, we could probably fix it to be "positive" if we dicked around. But "if it ain't broke" and all that.2. It's just there for the sake of squeezing out as much height as possible if you have a relatively \ / conical 'rear end' to your fairing load. Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted November 28, 2014 Share Posted November 28, 2014 1. Yeah, if you reversed it they'd collapse inwards, we could probably fix it to be "positive" if we dicked around. But "if it ain't broke" and all that.2. It's just there for the sake of squeezing out as much height as possible if you have a relatively \ / conical 'rear end' to your fairing load.1, Fair enough. It just seems to mess with other things that target decouplers (TweakableEverything and Claws Bug Fixes are two that spring to mind) so making them positive would mean more compatibility with other things, but otherwise, yeah, it ain't broke.2, Oh, so I can attach payloads to it? Guh.. the amount of times I've had to add on an extra layer of fairings because my payload was just that little bit too tall...Thanks for the reply Link to comment Share on other sites More sharing options...
Mecripp Posted November 28, 2014 Share Posted November 28, 2014 1, Fair enough. It just seems to mess with other things that target decouplers (TweakableEverything and Claws Bug Fixes are two that spring to mind) so making them positive would mean more compatibility with other things, but otherwise, yeah, it ain't broke.2, Oh, so I can attach payloads to it? Guh.. the amount of times I've had to add on an extra layer of fairings because my payload was just that little bit too tall...Thanks for the reply I think you are doing something wrong, or some other mod is bugging it, I don't have any problem with KW. Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted November 28, 2014 Share Posted November 28, 2014 I think you are doing something wrong, or some other mod is bugging it, I don't have any problem with KW.Uh, yeah, that's what I said..It just seems to mess with other things that target decouplers (TweakableEverything and Claws Bug Fixes are two that spring to mind)I'm fully aware that another mod is breaking them, but it only breaks KWR ones, not pFairings, not stock decouplers, just KWR - and that's because they use a negative ejection force. If I did not have whatever mod is breaking them, I too would not have a problem. Link to comment Share on other sites More sharing options...
kanelives Posted December 1, 2014 Share Posted December 1, 2014 (edited) There's still a 3.75 to 5m interstate fairing right? I can't seem to find mine... Didn't delete anything I don't think...Wait I found it lol. I had deleted all the fuel tanks cause I was using procedural tanks and apparently it was in the fuel tanks folder. Edited December 1, 2014 by kanelives Link to comment Share on other sites More sharing options...
MisterFister Posted December 1, 2014 Share Posted December 1, 2014 (edited) Heads up to the author of this [totally awesome] mod: Has anyone else run into this problem? I'm installing v2.6d2 for my new career in KSP v0.25. The install is intended to run on Linux x64, but I am performing the downloads and mod installs in Windows 7 x64.The decompress process (whether I Extract All in place, copy and paste out of it, or any other method) generates Error 0x80004005 for file KW2mengineSPS8bit.mbm, and I am forced to Skip this file. A google search yields this mod's github, and suggests to me that this file is supposed to reside in the KWRocketry\Parts\Engines\2mSPS folder, and I can confirm that this file is indeed situated where it's supposed to be within the downloaded zipfile from KStuff.There was no workaround that worked, even after re-downloading the file. However, I was able to use the Mega alternate download, and that one decompressed without a problem. (I'm aware of the correct install procedure, and how the filename includes the explicit advice not to simply extract the zipfile.) Might wanna check the file on KStuff to see if it's been corrupted somehow.Otherwise, thanks for the great mod! Edited December 2, 2014 by MisterFister Link to comment Share on other sites More sharing options...
amadsen87 Posted December 1, 2014 Share Posted December 1, 2014 I'm having the same issue, but only when I install the InstantPowerResponseConfigs and I don't have AddonController installed. Both the game and the mod is updated and I uninstalled and reinstalled 3-4 times.Anyone know how to fix this? Link to comment Share on other sites More sharing options...
wasmic Posted December 1, 2014 Share Posted December 1, 2014 Heads up to the author of this [toally awesome] mod: Has anyone else run into this problem? I'm installing v2.6d2 for my new career in KSP v0.25. The install is intended to run on Linux x64, but I am performing the downloads and mod installs in Windows 7 x64.There's the reason it doesn't work. The Win64 version of KSP is horribly unstable and will can cause a lot of errors that (seemingly) don't have a reason.Of course, there might be some other obscure reason, but my best guess is that the x64 build is the culprit. Link to comment Share on other sites More sharing options...
blowfish Posted December 1, 2014 Share Posted December 1, 2014 There's the reason it doesn't work. The Win64 version of KSP is horribly unstable and will can cause a lot of errors that (seemingly) don't have a reason.Of course, there might be some other obscure reason, but my best guess is that the x64 build is the culprit.But it doesn't look like he's running the game on Windows, so that can't be it. Downloading and installing on Windows shouldn't make a difference. Link to comment Share on other sites More sharing options...
wasmic Posted December 2, 2014 Share Posted December 2, 2014 But it doesn't look like he's running the game on Windows, so that can't be it. Downloading and installing on Windows shouldn't make a difference.It said right in his post that he was using the Windows 64 bit build, I even highlighted that part. Link to comment Share on other sites More sharing options...
Crzyrndm Posted December 2, 2014 Share Posted December 2, 2014 (edited) It said right in his post that he was using the Windows 64 bit build, I even highlighted that part.Uh, that's the operating system being used. Read the rest of his post, talking about issues unzipping files... (100% unrelated to KSP.exe, x64 or x86) Edited December 2, 2014 by Crzyrndm Link to comment Share on other sites More sharing options...
MisterFister Posted December 2, 2014 Share Posted December 2, 2014 (edited) It said right in his post that he was using the Windows 64 bit build, I even highlighted that part.Well... yeah... but please read the first half of the sentence you highlighted.... I'm installing v2.6d2 for my new career in KSP v0.25. The install is intended to run on Linux x64, but I am performing the downloads and mod installs in Windows 7 x64.There's the reason it doesn't work. The Win64 version of KSP is horribly unstable and will can cause a lot of errors that (seemingly) don't have a reason.Of course, there might be some other obscure reason, but my best guess is that the x64 build is the culprit.I apologize for not being clearer with my request for help. I am not installing the files to be used within Windows x64. I am physically moving and copying and placing my files on my hard drive from within Windows x64. I have no intent to run any of these mods until after I shut down my system and move over to my Linux install. This was a file decompression error, possibly due to a minorly corrupted filepack on the server end, who knows. I was able to work around the problem by downloading the zipfile from a separate source. Edited December 2, 2014 by MisterFister Further clarification Link to comment Share on other sites More sharing options...
wasmic Posted December 2, 2014 Share Posted December 2, 2014 Well... yeah... but please read the first half of the sentence you highlighted.I apologize for not being clearer with my request for help. I am not installing the files to be used within Windows x64. I am physically moving and copying and placing my files on my hard drive from within Windows x64. I have no intent to run any of these mods until after I shut down my system and move over to my Linux install. This was a file decompression error, possibly due to a minorly corrupted filepack on the server end, who knows. I was able to work around the problem by downloading the zipfile from a separate source.Oh, I thought you meant that the game threw an error when it decompressed the textures for loading. Sorry, I have no idea what causes that. Link to comment Share on other sites More sharing options...
About.Blank Posted December 3, 2014 Share Posted December 3, 2014 I cant seem to get the Inter-stage pieces to work. It appears that the top node on the part blocks it from detaching from the craft when staged. When I connect the part, I use the top of the bottom two nodes. Is there a fix or am I doing something wrong? Link to comment Share on other sites More sharing options...
undercoveryankee Posted December 3, 2014 Share Posted December 3, 2014 I cant seem to get the Inter-stage pieces to work. It appears that the top node on the part blocks it from detaching from the craft when staged. When I connect the part, I use the top of the bottom two nodes. Is there a fix or am I doing something wrong?The top node at the open end mates with a hidden node in the top of the KW engines. I know that node decouples, but I've had the same problem with the inside bottom. Someone did a ModuleManager config, probably in this thread somewhere, to add the extra top node to the stock engines. That's how I've been using the interstages. Link to comment Share on other sites More sharing options...
Pacefactor Posted December 4, 2014 Share Posted December 4, 2014 Hey - I love this mod, but i would like to ask, is there a particular reason you placed the 2.5m cone fairing(regular) in the flightcontrol tech response, while the rest of the 2.5m fairing stuff is in supersonic flight? I changed it due to me being OCD, but i get a feeling that it wasn't intentional, since it's functionally useless till you get to that point anyways.had me thinking i was missing parts for a while. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 5, 2014 Share Posted December 5, 2014 (edited) Current version is crashing 0.25What would you need to debug this?Some more information:Windows 7 64 bit16 gig of memoryKSP hits about 3.5 gig when loadingRunning 32 bit KSPI removed all other mods, and it loaded correctly.After doing extensive testing, I think this is related to running out of memory.bummer. I'll try the Active Texture management mod to see if that helps. Otherwise, I'll just have to wait until the 64 bit version is stable.Update: It was memory, Active Texture Management reduced the memory usage (even with more mods) to about 2.5 gig.Sorry to bother you. Hope this report helps someone else.Thanks Edited December 5, 2014 by linuxgurugamer More info Link to comment Share on other sites More sharing options...
CatastrophicFailure Posted December 9, 2014 Share Posted December 9, 2014 Been using this for a while but I've noticed the Apollo-style petal adapter (DO NOT STAGE!) doesn't seem to work with FAR, nothing inside is shielded. Is there any way to fix this? Link to comment Share on other sites More sharing options...
harishrajan96 Posted December 10, 2014 Share Posted December 10, 2014 The nose cones clip into each other, i think that the nodes are not properly spaced please advice what to do Link to comment Share on other sites More sharing options...
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