Atmoz Posted June 14, 2015 Share Posted June 14, 2015 (edited) Hello world and sorry for my bad english...Someone could tell me why i see the Rocketry KW Custom Fairing Base and not the Wall Fairing or the Cone Fairing in Aerodynamics ?I have many mods installed but i don't think i have conflict with "the fairings"I use ckan to install my mods...Thank you allEDIT:Installed mods:0.35m SSR MicrosatAIES AerospaceAlternate Ressource PanelAnimate Emissive ModuleB9 Aerospace Procedural PartsBahamuto D Animation Moduleblackheart612's KW Procedural Fairingsblackheart612's KW Procedural Fairings KSLOblackheart612's KW Procedural Fairings Texturesblackheart612's Procedural Part TexturesCapcom - Mission Control on the goChattererCommunity Resource PackCommunity Tech TreeContract ConfiguratorContract Pack: Fiels ResearchContract Pack: Grand ToursContract Pack: Kerbin Space StationContract Pack: SCANsatContract Pack: SCANsat liteContract Pack: Tourism PlusContract window +Crossfeed enablerCrowd sourced scienceCryogenic EnginesCryogenic Engines Extra: LFO PatchDMagic Orbital ScienceDocking Port Alignement IndicatorEnvironmental Visual Enhancements - High resolutionEVAManagerFirespitter CoreFlight Manager for reusable stages [FMRS]GraphotronHeatControlHeatControl CoreHot RocketsHullcam VDSHyperEditInfernal Robotics Model Rework - Core PackInfernal Robotics Model Rework - Expansion PackInterstellar Fuel SwitchInterstellar Fuel Switch CoreJebediahKerman42's Procedural Parts TexturesKAE - KSPAPIExtensionsKashCorp Shared AssetsKerbal Alarm CloclKerbal Attachment SystemKerbal Inventory SystemKerbal Joint ReinforcementKW RocketryMagic Smoke Industries Infernal RoboticsModule ManagerModuleRCSFXNear Future ConstrucionNear Future ElectrialNear Future Electrial CoreNear Future Electrial Extras: Decaying RTGs PatchNear Future IVA PropsNear Future PropulsionNear Future PRopulsion - Hydrogen NTRsNear Future Propulsion Extras: Redusced thrust configsNear Future SolarNear future spacecraft partsOuter Planets ModPlanetShinePlanetShine Default ConfigPrecise NodeProcedural FairingsProcedural PartsProcedural PArts - Saturn / Nova Texture PackQuicksearchQuiztech Aero PackRasterPropMonitorRasterPropMonitor CoreRCS SoundsRover Wheel SoundsRovers and RoadstersSCANsatScienceAlertSETI-ContractsSmokeScreen - Extended FX PluginSpacetux shared assetsStage RecoveryStation ScienceStockalike Station Parts ExpansionTarsier Space Technology with galaxiesToadicusToolsToolbarTundra Exploration - Stockalike Dragon V2TweakScaleUniversal StorageUSI Exploration PackUSI Freight Transport TechnologiesUSI Kolonization Systems (MKS/OKS)USI Life SupportUSI Survival PackUSI ToolsWaypoint Manager Edited June 14, 2015 by Atmoz Link to comment Share on other sites More sharing options...
undercoveryankee Posted June 14, 2015 Share Posted June 14, 2015 Hello world and sorry for my bad english...Someone could tell me why i see the Rocketry KW Custom Fairing Base and not the Wall Fairing or the Cone Fairing in Aerodynamics ?I have many mods installed but i don't think i have conflict with "the fairings"I use ckan to install my mods...Thank you allEDIT:Installed mods:0.35m SSR MicrosatAIES AerospaceAlternate Ressource PanelAnimate Emissive ModuleB9 Aerospace Procedural PartsBahamuto D Animation Moduleblackheart612's KW Procedural Fairingsblackheart612's KW Procedural Fairings KSLOblackheart612's KW Procedural Fairings Texturesblackheart612's Procedural Part TexturesCapcom - Mission Control on the goChattererCommunity Resource PackCommunity Tech TreeContract ConfiguratorContract Pack: Fiels ResearchContract Pack: Grand ToursContract Pack: Kerbin Space StationContract Pack: SCANsatContract Pack: SCANsat liteContract Pack: Tourism PlusContract window +Crossfeed enablerCrowd sourced scienceCryogenic EnginesCryogenic Engines Extra: LFO PatchDMagic Orbital ScienceDocking Port Alignement IndicatorEnvironmental Visual Enhancements - High resolutionEVAManagerFirespitter CoreFlight Manager for reusable stages [FMRS]GraphotronHeatControlHeatControl CoreHot RocketsHullcam VDSHyperEditInfernal Robotics Model Rework - Core PackInfernal Robotics Model Rework - Expansion PackInterstellar Fuel SwitchInterstellar Fuel Switch CoreJebediahKerman42's Procedural Parts TexturesKAE - KSPAPIExtensionsKashCorp Shared AssetsKerbal Alarm CloclKerbal Attachment SystemKerbal Inventory SystemKerbal Joint ReinforcementKW RocketryMagic Smoke Industries Infernal RoboticsModule ManagerModuleRCSFXNear Future ConstrucionNear Future ElectrialNear Future Electrial CoreNear Future Electrial Extras: Decaying RTGs PatchNear Future IVA PropsNear Future PropulsionNear Future PRopulsion - Hydrogen NTRsNear Future Propulsion Extras: Redusced thrust configsNear Future SolarNear future spacecraft partsOuter Planets ModPlanetShinePlanetShine Default ConfigPrecise NodeProcedural FairingsProcedural PartsProcedural PArts - Saturn / Nova Texture PackQuicksearchQuiztech Aero PackRasterPropMonitorRasterPropMonitor CoreRCS SoundsRover Wheel SoundsRovers and RoadstersSCANsatScienceAlertSETI-ContractsSmokeScreen - Extended FX PluginSpacetux shared assetsStage RecoveryStation ScienceStockalike Station Parts ExpansionTarsier Space Technology with galaxiesToadicusToolsToolbarTundra Exploration - Stockalike Dragon V2TweakScaleUniversal StorageUSI Exploration PackUSI Freight Transport TechnologiesUSI Kolonization Systems (MKS/OKS)USI Life SupportUSI Survival PackUSI ToolsWaypoint ManagerThe wall and cone parts have been removed from the default install in this version because they don't shield their contents in stock aerodynamics. If you use FAR, you can find them as an optional install elsewhere in the zip. If you're using stock aero, the "custom" bases that you have now provide procedural fairings like the stock parts. Link to comment Share on other sites More sharing options...
Starwaster Posted June 14, 2015 Share Posted June 14, 2015 The wall and cone parts have been removed from the default install in this version because they don't shield their contents in stock aerodynamics.Yet.​ Link to comment Share on other sites More sharing options...
Mykill Metal Posted June 15, 2015 Share Posted June 15, 2015 Anyone know why the engines start with the "heating glow" and remain on at all times? Even in the VAB, they're glowing orange/red. Link to comment Share on other sites More sharing options...
blowfish Posted June 15, 2015 Share Posted June 15, 2015 Anyone know why the engines start with the "heating glow" and remain on at all times? Even in the VAB, they're glowing orange/red.You haven't installed ModuleAnimateEmissive properly. It's in the main download. Link to comment Share on other sites More sharing options...
kyrocon Posted June 15, 2015 Share Posted June 15, 2015 do the engines still shrink if they are the root part in this version? Link to comment Share on other sites More sharing options...
Drakenex Posted June 16, 2015 Share Posted June 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 Thanks!! you've made my day hehe, now I can have my Saturn V going again! Link to comment Share on other sites More sharing options...
Commissar Posted June 17, 2015 Share Posted June 17, 2015 (edited) I can't attatch anything to the SC-4's at all. I can attach them to things, but engines won't attach to the bottom of the tanks.edit: looks to be a problem with the bottom node of all the KW parts. can't attach anything to them, but the top attach nodes work fine Edited June 18, 2015 by Commissar Link to comment Share on other sites More sharing options...
FlexGunship Posted June 20, 2015 Share Posted June 20, 2015 Is anyone having trouble with the KW fairings (Jupiter, Long March, etc.) not attaching to the custom fairing bases? I can see two attachment points, but nothing will attach to them.EDIT: To be clear: they are the blackheart procedural fairings. Shoot, am I in the wrong place? CKAN can be a harsh mistress. Link to comment Share on other sites More sharing options...
somnambulist Posted June 20, 2015 Share Posted June 20, 2015 I can't attatch anything to the SC-4's at all. I can attach them to things, but engines won't attach to the bottom of the tanks.edit: looks to be a problem with the bottom node of all the KW parts. can't attach anything to them, but the top attach nodes work fineYou're using an outdated version of KW Rocketry. Redownload. Link to comment Share on other sites More sharing options...
Ricardo.b Posted June 20, 2015 Share Posted June 20, 2015 not sure about this fairing thing. if I use KSP 1.0.2 and FAR i can use both, is that right? or maybe old fairings are only for 0.90 or less?thanks Link to comment Share on other sites More sharing options...
Commissar Posted June 20, 2015 Share Posted June 20, 2015 You're using an outdated version of KW Rocketry. Redownload.I think you're right... somehow I installed 2.6d instead of 2.7... Link to comment Share on other sites More sharing options...
Olsson Posted June 20, 2015 Share Posted June 20, 2015 Why the hell is it so hard for me to build fairings with the parts that come with this?I can only place the first cross section a few cm's up from the base and then after that I can't place any more cross sections. Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted June 20, 2015 Share Posted June 20, 2015 Why the hell is it so hard for me to build fairings with the parts that come with this?Build them like this. Base -> nosecone -> side walls. Link to comment Share on other sites More sharing options...
Olsson Posted June 20, 2015 Share Posted June 20, 2015 Build them like this. Base -> nosecone -> side walls.I do not get those green build nodes around the fairing. Instead it makes me place the fairing cross-sections just like stock fairings. Link to comment Share on other sites More sharing options...
Starwaster Posted June 20, 2015 Share Posted June 20, 2015 I do not get those green build nodes around the fairing. Instead it makes me place the fairing cross-sections just like stock fairings.It is the stock fairing just with the KWR fairing base as a model, and restricted a little in their configuration as to how you can place. For instance, you can't flare the bottom out. Other than that, they're not really any different. Same stock ModuleProceduralFairing.Just keep trying and if you get frustrated, take a deep breath and try again. Link to comment Share on other sites More sharing options...
Olsson Posted June 21, 2015 Share Posted June 21, 2015 It is the stock fairing just with the KWR fairing base as a model, and restricted a little in their configuration as to how you can place. For instance, you can't flare the bottom out. Other than that, they're not really any different. Same stock ModuleProceduralFairing.Just keep trying and if you get frustrated, take a deep breath and try again.Still can not get the fairing cross-section to place. I can place the first cross-section just a few cms up from the base and then after that I never get a green marker it's just that orange. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 21, 2015 Share Posted June 21, 2015 It is -- the cfg file references an invalid science tree entry. I edited mine so that it is unlocked by the same tech as the 2.5m SAS. You can specify any tech you want, I just did the same as 2.5m SAS because it's easier. Below is the change I made:KWRocketry\Parts\Control\KWRadialSAS\part3m.cfgChange the line:TechRequired = largeControlTo:TechRequired = specializedControlTo fix this problem until they fix the mod, add the following to a .cfg file in the GameData directory. This is a ModuleManager patch to put the correct value in place:// Fix a bug in KWRocketry@PART[KWSASmodule3mHalf]{ @TechRequired = specializedControl} Link to comment Share on other sites More sharing options...
Railgunner2160 Posted June 23, 2015 Share Posted June 23, 2015 I've had a similar problem placing fairing sections, I think it's because of collision boxes intersecting. Try removing some of the radial bits on what your putting in the fairing... Link to comment Share on other sites More sharing options...
Kermen Posted June 23, 2015 Share Posted June 23, 2015 With 1.03's changes to heating, all my KW engines are exploding. Link to comment Share on other sites More sharing options...
nicogusuarez Posted June 24, 2015 Share Posted June 24, 2015 (edited) Hi! I've been playing with this mod and found a bug.I was launching a simple rocket when I saw that KW Solids didn't turn off when their thrust was 0. Then I changed min thrust from 75 to 0 and I stopped having this phantom thrust. http://imgur.com/a/inFgs#0// Fix solids.@PART[KWsrbGlobeI]{ @MODULE[ModuleEnginesFX] { @minThrust = 0 }}This MM should do the trick right? Edited June 24, 2015 by nicogusuarez Images Link to comment Share on other sites More sharing options...
Starwaster Posted June 24, 2015 Share Posted June 24, 2015 Hi! I've been playing with this mod and found a bug.I was launching a simple rocket when I saw that KW Solids didn't turn off when their thrust was 0. Then I changed min thrust from 75 to 0 and I stopped having this phantom thrust. http://imgur.com/a/inFgs#0// Fix solids.@PART[KWsrbGlobeI]{ @MODULE[ModuleEnginesFX] { @minThrust = 0 }}For that one rocket, yes. You'll need that for each KWR SRB. I think they all share a similar name format so you might be able to modify that to cover them all. (like @PART[KWsrb*] would work if they all start the same way) Link to comment Share on other sites More sharing options...
nicogusuarez Posted June 24, 2015 Share Posted June 24, 2015 (edited) Anyone having thrust when a solid booster has a limiter of 0 make a blank file and paste this code. Then save it in your Game Data folder as a .cfg .You need module manager.// Fix solids.@PART[KWsrbGlobeI]{ @MODULE[ModuleEnginesFX] { @minThrust = 0 }}@PART[KWsrbGlobeV]{ @MODULE[ModuleEnginesFX] { @minThrust = 0 }}@PART[KWsrbGlobeVI]{ @MODULE[ModuleEnginesFX] { @minThrust = 0 }}@PART[KWsrbGlobeX10S]{ @MODULE[ModuleEnginesFX] { @minThrust = 0 }}@PART[KWsrbGlobeX5]{ @MODULE[ModuleEnginesFX] { @minThrust = 0 }}@PART[KWsrbUllage]{ @MODULE[ModuleEnginesFX] { @minThrust = 0 }}@PART[KWsrbUllageLarge]{ @MODULE[ModuleEnginesFX] { @minThrust = 0 }}@PART[KWsrbGlobeX10L]{ @MODULE[ModuleEnginesFX] { @minThrust = 0 }}@PART[KWsrbGlobeX2]{ @MODULE[ModuleEnginesFX] { @minThrust = 0 }}@PART[KWsrbGlobeX]{ @MODULE[ModuleEnginesFX] { @minThrust = 0 }} Edited June 24, 2015 by nicogusuarez Link to comment Share on other sites More sharing options...
BMot360 Posted June 27, 2015 Share Posted June 27, 2015 So, I'm having a little problem with interstage adapters, engines and auto-shrouds; specifically the 5m-3.75m Adapter Interstage and the Wildcat-XR.I've summarised the problem in this album.I'm probably missing something really obvious, but I'm stuck! Link to comment Share on other sites More sharing options...
Horus Posted June 27, 2015 Share Posted June 27, 2015 So, I'm having a little problem with interstage adapters, engines and auto-shrouds; specifically the 5m-3.75m Adapter Interstage and the Wildcat-XR.I've summarised the problem in this album.I'm probably missing something really obvious, but I'm stuck!The problem there is with stacking nodes. You could fix it in two ways:1. Look back a couple of pages & see there a reference to a fix2. Or you can press Alt + F12 while in-game & in the appeared popup enable part clipping by selecting "Allow Part Clipping in Editors [bug Hazard]" (in "Cheats" rollout).You are welcome. Link to comment Share on other sites More sharing options...
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