Enterprise0709 Posted May 16, 2015 Share Posted May 16, 2015 Is it just me, or has the performance of parts been reduced as a result of rebalancing? Link to comment Share on other sites More sharing options...
crashy Posted May 16, 2015 Share Posted May 16, 2015 Thanks for updating this to 1.0.2. I really like the engine sounds.(By the way, one of the engine sounds you used is a Proton K from this video: Link to comment Share on other sites More sharing options...
Zardiz Posted May 16, 2015 Share Posted May 16, 2015 I'm sorry if I'm just blind and the information is out there... but 2.7 does not have career tech tree implementation yet? Link to comment Share on other sites More sharing options...
Temeter Posted May 16, 2015 Share Posted May 16, 2015 Yeah, I love the sound effects! That was just the last small thing missing after the smoke. Link to comment Share on other sites More sharing options...
kaue4arp10 Posted May 16, 2015 Share Posted May 16, 2015 Again, I can't replicate this in my fresh install.How exactly did you install the mod? Did you follow the instructions?Check in KWRocketry/Parts/Engines/5mEngines and make sure you have all of these fileshttp://i.imgur.com/6vP386K.pngYes, sorry for taking so long, but i do have all these files and the engine just doesn't load.. Link to comment Share on other sites More sharing options...
taniel0401 Posted May 16, 2015 Share Posted May 16, 2015 Made a fix so one could use the Wildcat-XR with the 5m-3,75m apollo style interstage properly with the engine sitting in the interstage.// --- node definitions ---node_stack_top = 0.0, 2.808, 0.0, 0.0, 1.0, 0.0, 3node_stack_top2 = 0.0, 2.508, 0.0, 0.0, -1.0, 0.0, 3node_stack_bottom = 0.0, -0.67, 0.0, 0.0, -1.0, 0.0, 3It has something to do with KSP not agreeing with two nodes being in the same location Link to comment Share on other sites More sharing options...
Darkway Posted May 16, 2015 Share Posted May 16, 2015 (edited) I'm sorry if I'm just blind and the information is out there... but 2.7 does not have career tech tree implementation yet?The parts should be visible under stock R&D nodes. The experimental rocketry node was deleted for some reason, and 5m parts were added to veryHeavyRocketry. If you wish to have the experimental rocketry node back, well you need to hack your way to get it.To get the node back, you need a .cfg file with this in it:@TechTree{ RDNode { id = experimentalRocketry title = Experimental Rocketry description = The closer the top of your rocket is to the stars on the launchpad, the easier it is to reach them. Well, that's the theory. cost = 1000 hideEmpty = False nodeName = node8_experimentalRocketry anyToUnlock = False icon = RDicon_rocketry-veryHeavy pos = -952,1635,-1 scale = 0.6 Parent { parentID = veryHeavyRocketry lineFrom = RIGHT lineTo = LEFT } }}Name of the file is not important, put it into KWRocketrys folder. The only important thing is that it has to be " something.cfg ". You need modulemanager for it to work. Well then comes the tricky part. Find all parts that you want to put under this node, and modify the row TechRequired = advRocketryin the selected parts .cfg file to TechRequired = experimentalRocketry5m engines can be found in KWRocketry\Parts\Engines\5mEngines\GC.cfg and TV.cfg5m tanks f.e. are KWRocketry\Parts\Fuel\KW_Universal_Tanks\5mL0_5.cfg , 5mL1_5.cfg and 5mL3_5.cfgIf you think it worth it, you can do this, or you can just live with the mod as it is . If you mess things up, i wont take responsibility Edited May 16, 2015 by Darkway Link to comment Share on other sites More sharing options...
ctbram Posted May 16, 2015 Share Posted May 16, 2015 (edited) I am using 1.0.2 version of procedural fairings. I am also using the 1.0.2 version of FAR. Do I need to install the OldFARFairings folder?I very much dislike the new stock proc fairings. They are in a word BUGLY = BUTT UGLY. Can I get the fairing bases that support the 1.0.2 version of proc fairings? Can I get the old petal fairing in 1.0.2 or is there an interstage fairing for Apollo style payloads? Edited May 16, 2015 by ctbram Link to comment Share on other sites More sharing options...
Sandworm Posted May 16, 2015 Share Posted May 16, 2015 Love KW and have been waiting for this for weeks.... but what's with the heat generation? I know Squad added it as a gameplay mechanic, but the KW engines are blowing up on me within minutes. Climbing to orbit on larger-scale solar systems requires more than a minute or two on each stage. I just cranked down all of KW's heat generation by 90% (by dropping a zero on each). Link to comment Share on other sites More sharing options...
peachoftree Posted May 16, 2015 Share Posted May 16, 2015 Love KW and have been waiting for this for weeks.... but what's with the heat generation? I know Squad added it as a gameplay mechanic, but the KW engines are blowing up on me within minutes. Climbing to orbit on larger-scale solar systems requires more than a minute or two on each stage. I just cranked down all of KW's heat generation by 90% (by dropping a zero on each).I know right? the titan is all but unusable at full thrust, rendering many 3.75m designs useless Link to comment Share on other sites More sharing options...
ExEvolution Posted May 16, 2015 Share Posted May 16, 2015 Installed and my performance has just tanked. Literally getting 1fps since installing KW rocketryGranted the performance wasn't stellar because I'm using lots of mods, but it was playable. I first did the Deadly Reentry patch to make it work, but it runs too slow to play Link to comment Share on other sites More sharing options...
Donziboy2 Posted May 17, 2015 Share Posted May 17, 2015 Installed and my performance has just tanked. Literally getting 1fps since installing KW rocketryGranted the performance wasn't stellar because I'm using lots of mods, but it was playable. I first did the Deadly Reentry patch to make it work, but it runs too slow to playThat tells us very little, check your logs. There is most likely an error spamming errors which causes the slow down. Link to comment Share on other sites More sharing options...
kerrigan778 Posted May 17, 2015 Share Posted May 17, 2015 I have a bug, the Globe X2 appears to not produce any emissive, no fire no smoke, thrust and everything works fine, just don't see anything. Link to comment Share on other sites More sharing options...
mackjsm Posted May 17, 2015 Share Posted May 17, 2015 Hey Guys!! LOVE the new release But can you get the NO AUTO SHROUD CONFIGS option back PLEASE!! Cant get a smaller engine on a part without it looking weird/not working.... Link to comment Share on other sites More sharing options...
ss8913 Posted May 17, 2015 Share Posted May 17, 2015 I have a bug, my KSP will not start with the current version of this mod installed. I get the following in my log, and then KSP just.. hangs until I kill it with the task manager:[LOG 21:05:29.980] PartLoader: Compiling Part 'KWRocketry/Parts/Aero/150mSRBTop/part/KW2mSRBNoseCone'[LOG 21:05:29.984] Added sound_rocket_mini to FXGroup running[EXC 21:05:29.993] FormatException: Unknown char System.Double.Parse (System.String s, NumberStyles style, IFormatProvider provider) System.Double.Parse (System.String s) System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation. System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) PartLoader+.MoveNext ()[EXC 21:05:30.008] NullReferenceException: Object reference not set to an instance of an object PartLoader.GetDatabaseConfig (.Part p) PartLoader.GetDatabaseConfig (.Part p, System.String nodeName) DragCubeSystem.LoadDragCubes (.Part p) Part+.MoveNext ()reproducible, happens every time. Using KW 2.7 on KSP 1.0.2 Win32 with ATM Aggressive, OpenGL. Link to comment Share on other sites More sharing options...
halovet125 Posted May 17, 2015 Share Posted May 17, 2015 Made a fix so one could use the Wildcat-XR with the 5m-3,75m apollo style interstage properly with the engine sitting in the interstage.// --- node definitions ---node_stack_top = 0.0, 2.808, 0.0, 0.0, 1.0, 0.0, 3node_stack_top2 = 0.0, 2.508, 0.0, 0.0, -1.0, 0.0, 3node_stack_bottom = 0.0, -0.67, 0.0, 0.0, -1.0, 0.0, 3It has something to do with KSP not agreeing with two nodes being in the same location where can i find this in the kw folder? Link to comment Share on other sites More sharing options...
Gaugeforever Posted May 17, 2015 Share Posted May 17, 2015 I am also getting loading errors on the KW2mSRBNoseCone. Link to comment Share on other sites More sharing options...
Gunslinger1 Posted May 17, 2015 Share Posted May 17, 2015 I still haven't gotten an answer as to why my fairings are EXPLODING. lol Link to comment Share on other sites More sharing options...
jstnj Posted May 17, 2015 Share Posted May 17, 2015 I have a bug, my KSP will not start with the current version of this mod installed. I get the following in my log, and then KSP just.. hangs until I kill it with the task manager:[LOG 21:05:29.980] PartLoader: Compiling Part 'KWRocketry/Parts/Aero/150mSRBTop/part/KW2mSRBNoseCone'[LOG 21:05:29.984] Added sound_rocket_mini to FXGroup running[EXC 21:05:29.993] FormatException: Unknown char System.Double.Parse (System.String s, NumberStyles style, IFormatProvider provider) System.Double.Parse (System.String s) System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation. System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) PartLoader+.MoveNext ()[EXC 21:05:30.008] NullReferenceException: Object reference not set to an instance of an object PartLoader.GetDatabaseConfig (.Part p) PartLoader.GetDatabaseConfig (.Part p, System.String nodeName) DragCubeSystem.LoadDragCubes (.Part p) Part+.MoveNext ()reproducible, happens every time. Using KW 2.7 on KSP 1.0.2 Win32 with ATM Aggressive, OpenGL.Take 5 minutes to read back in the thread and you'll find the solution to this problem. Link to comment Share on other sites More sharing options...
somnambulist Posted May 17, 2015 Share Posted May 17, 2015 Hey Guys!! LOVE the new release But can you get the NO AUTO SHROUD CONFIGS option back PLEASE!! Cant get a smaller engine on a part without it looking weird/not working.... http://forum.kerbalspaceprogram.com/threads/51037-1-02-KW-Rocketry-v2-7-Available-1-02-Compatibility%21-16-05-2015?p=1944329&viewfull=1#post1944329 Link to comment Share on other sites More sharing options...
tanari Posted May 17, 2015 Share Posted May 17, 2015 Hey great work with the update but could it be that the cost for the fuel tanks are kinda high ? looks like the normal cost switched with the entry cost. Link to comment Share on other sites More sharing options...
Darkway Posted May 17, 2015 Share Posted May 17, 2015 Love KW and have been waiting for this for weeks.... but what's with the heat generation? I know Squad added it as a gameplay mechanic, but the KW engines are blowing up on me within minutes. Climbing to orbit on larger-scale solar systems requires more than a minute or two on each stage. I just cranked down all of KW's heat generation by 90% (by dropping a zero on each).Yep, KW parts generate about 50-100% more heat than stock engines with the same thrust. In addition, decouplers are insulating each stage, so heat builds up much faster on active stages. Link to comment Share on other sites More sharing options...
ctbram Posted May 17, 2015 Share Posted May 17, 2015 Yep, KW parts generate about 50-100% more heat than stock engines with the same thrust. In addition, decouplers are insulating each stage, so heat builds up much faster on active stages.yep I am seeing the same thing. I have a rocket using the 3.5m titan engine and by the time I get to orbit the temp gauges on the engine and all the parts connected to it are half way in the red - the engine, fins, fuel tank, lights, ulage motors, ... , all glowing red by the time I get to orbit. Link to comment Share on other sites More sharing options...
taniel0401 Posted May 17, 2015 Share Posted May 17, 2015 where can i find this in the kw folder? it should be in the GameData/KWrocketry/parts/engines folder and there's a part.cfg file Link to comment Share on other sites More sharing options...
Darkway Posted May 17, 2015 Share Posted May 17, 2015 yep I am seeing the same thing. I have a rocket using the 3.5m titan engine and by the time I get to orbit the temp gauges on the engine and all the parts connected to it are half way in the red - the engine, fins, fuel tank, lights, ulage motors, ... , all glowing red by the time I get to orbit.If there's a demand for it, (and the mod's maintainers dont mind it), i can create a patch that changes the heat generation to realistic levels based on stock parts and some calculations, and bring back the R&D nodes too. Well... mybe tomorrow, or the day after, I have to study for an exam now Well, Ill make it for my own use anyways. Link to comment Share on other sites More sharing options...
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