taniel0401 Posted July 4, 2015 Share Posted July 4, 2015 (edited) Thanks it works now with the interstages But now i have this problem:http://forum.kerbalspaceprogram.com/threads/125158-Help-with-KW-petal-adapter!My petal adapter wont decouple from the main ship above :SI think i have it fixed... (at least it seems to be working at the moment) Just download these two .cfg files from here and put the PetalAdapter3m.cfg into GameData/KWRocketry/Parts/Structual/KWPetalAdapter3m and replace the .cfg file which is already there. The other part.cfg is for the WildcatXR so you could use it with the 5m to 3.75m Interstage.PS: there's a small issue that any engine that is pulled out of the pedal adapter (like the lunar lander one) can't be activated before the stage with the pedal adapter is destroyed (Scott Manley ran into the same problem in the surfboard video) Probable fix in here and here Edited July 4, 2015 by taniel0401 Link to comment Share on other sites More sharing options...
Starwaster Posted July 4, 2015 Share Posted July 4, 2015 I think i have it fixed... (at least it seems to be working at the moment) Just download these two .cfg files from here and put the PetalAdapter3m.cfg into GameData/KWRocketry/Parts/Structual/KWPetalAdapter3m and replace the .cfg file which is already there. The other part.cfg is for the WildcatXR so you could use it with the 5m to 3.75m Interstage.PS: there's a small issue that any engine that is pulled out of the pedal adapter (like the lunar lander one) can't be activated before the stage with the pedal adapter is destroyed (Scott Manley ran into the same problem in the surfboard video) Probable fix in here and hereAnother option is to use my Animated Decouplers in place of stock decouplers. (It's not necessary to specify an animation; it'll default to just being a decoupler. It is necessary to point the cargo bay module at my decoupler module instead of the animator module however) Link to comment Share on other sites More sharing options...
Project Pluto Posted July 5, 2015 Share Posted July 5, 2015 I dont have any engine heating issuesI definitely have heating issues, at least with the 5m engines. Unless I run them at about 20 - 45% throttle, boom goes my engine! Link to comment Share on other sites More sharing options...
edemlama Posted July 6, 2015 Share Posted July 6, 2015 I definitely have heating issues, at least with the 5m engines. Unless I run them at about 20 - 45% throttle, boom goes my engine!second that Link to comment Share on other sites More sharing options...
Nigeth Posted July 6, 2015 Share Posted July 6, 2015 Installed the latest KW release due to the claims that it will work with 1.0.4. First ship I made and took to orbit exploded due to the KW decouplers. So I'd advise people to be cautious with KW rocketry and 1.0.4 Link to comment Share on other sites More sharing options...
Dr. Acula Posted July 7, 2015 Share Posted July 7, 2015 I definitely have heating issues, at least with the 5m engines. Unless I run them at about 20 - 45% throttle, boom goes my engine!Yes, the heatproduction value in the cfg file is way to high for the 5m engines. The huge SRB's have the same problem. They explode before they are burnt out due to overheating.Actually the whole mod needs an overhaul in my opinion. The costs/entrycosts of most parts are way off compared with the stock parts, some parts need a new place in the techtree and the list goes on and on. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 7, 2015 Share Posted July 7, 2015 Has anyone heard from the author of this recently? I've sent him a PM, haven't heard back and I don't see any activity on his part for a long time.Thanks Link to comment Share on other sites More sharing options...
riles Posted July 7, 2015 Share Posted July 7, 2015 It says he was on today Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 7, 2015 Share Posted July 7, 2015 It says he was on todayWell, he may have been on, but according to his profile page, there is no recent activity (unless I am doing something wrong, which is quite possible)We are talking about the user "kickasskyle"?http://forum.kerbalspaceprogram.com/members/250-KickasskyleLGG Link to comment Share on other sites More sharing options...
Olsson Posted July 7, 2015 Share Posted July 7, 2015 I'm using KW rocketry fairings and engines trying to get my payload into orbit. At first the temperature science tool explodes, if I disable max temperature then the entire craft just overheats as I'm trying to get to orbit somewhere past 30km. Link to comment Share on other sites More sharing options...
Project Pluto Posted July 8, 2015 Share Posted July 8, 2015 Yes, the heatproduction value in the cfg file is way to high for the 5m engines. The huge SRB's have the same problem. They explode before they are burnt out due to overheating.Actually the whole mod needs an overhaul in my opinion. The costs/entrycosts of most parts are way off compared with the stock parts, some parts need a new place in the techtree and the list goes on and on.Interesting, I have not had an issue with the SRB's (can't recall the names of which ones I've been using - but they are the biggest ones). Is there any way to alter the head production values ourselves in the cfg? I'm not much of a "programmer" and don't want to nerf the whole thing! Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 8, 2015 Share Posted July 8, 2015 (edited) Hi,I'm using KW with the following patch file. It has been compiled from a number of posts in this forum thread. Seems to work well. Just put it into a .cfg file somewhere (I use a custom directory for all my localized stuff), and be sure that you have the latest MM://Entry level tanks redistributed@PART[KW1mtankL1]:AFTER[KWRocketry]{ @TechRequired = generalRocketry}@PART[KW1mtankL2]:AFTER[KWRocketry]{ @TechRequired = advRocketry}@PART[KW1mtankL4]:AFTER[KWRocketry]{ @TechRequired = fuelSystems}//2.5m tanks. Smaller ones to fuelSystems, big ones into advFuelSystems@PART[KW2mtankL*]:AFTER[KWRocketry]{ @TechRequired = fuelSystems}@PART[KW2mtankL4*]:AFTER[KWRocketry]{ @TechRequired = advFuelSystems}@PART[KW2Sidetank]:AFTER[KWRocketry]{ @TechRequired = advFuelSystems}//3m tanks. Smaller ones to largeVolumeContainment, big ones to highPerformanceFuelSystems@PART[KW3mtank*]:AFTER[KWRocketry]{ @TechRequired = largeVolumeContainment}@PART[KW3Sidetank]:AFTER[KWRocketry]{ @TechRequired = highPerformanceFuelSystems}@PART[KW3mtankL4*]:AFTER[KWRocketry]{ @TechRequired = highPerformanceFuelSystems}//5m tanks to highPerformanceFuelSystems@PART[KW5mtank*]:AFTER[KWRocketry]{ @TechRequired = highPerformanceFuelSystems}//Move RCS engines to flight control from fuel systems@PART[KWrcsQuad]:AFTER[KWRocketry]{ @TechRequired = advFlightControl}@PART[KWrcsQuad*]:AFTER[KWRocketry]{ @TechRequired = advFlightControl}//Take the entry level decoupler from rocketry and add it to engineering101@PART[KW1mDecoupler]:AFTER[KWRocketry]{ @TechRequired = engineering101}//Fix bug, older node is nonexistent@PART[KWSASmodule3mHalf]:AFTER[KWRocketry]{ @TechRequired = specializedControl}@PART[KWRadBattSmall*]:AFTER[KWRocketry]{ @TechRequired = electrics}//New tech node to house the BIG engines@TechTree{ RDNode:NEEDS[!CommunityTechTree] { 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 } Parent { parentID = highPerformanceFuelSystems lineFrom = RIGHT lineTo = LEFT } }}//Changes to engines. Heat management and price balancing - based on the config// of somnambulist from the KSP forums//Remove heat conductivity (setting it to default)@PART[KW*engine*]:AFTER[KWRocketry] { !heatConductivity = 0}@PART[KW1mengineMaverick1D]:AFTER[KWRocketry] { @entryCost = 6500 @cost = 2250 @emissiveConstant = 0.85 @MODULE[ModuleEnginesFX] { @heatProduction = 220 }}@PART[KW1mengineWildCatV]:AFTER[KWRocketry] { @entryCost = 3600 @cost = 1200 @MODULE[ModuleEnginesFX] { @heatProduction = 195 }}@PART[KW1mengineVestaVR1]:AFTER[KWRocketry] { @entryCost = 1800 @cost = 590 @MODULE[ModuleEnginesFX] { @heatProduction = 90 }}@PART[KW2mengineGriffonG8D]:AFTER[KWRocketry] { @entryCost = 40000 @cost = 16500 @emissiveConstant = 0.85 @MODULE[ModuleEnginesFX] { @heatProduction = 255 }}@PART[KW2mengineMaverickV]:AFTER[KWRocketry] { @entryCost = 36000 @cost = 12500 @MODULE[ModuleEnginesFX] { @heatProduction = 196 }}@PART[KW2mengineSPS]:AFTER[KWRocketry] { @entryCost = 3500 @cost = 1750 @MODULE[ModuleEnginesFX] { @heatProduction = 30 }}@PART[KW2mengineVestaVR9D]:AFTER[KWRocketry] { @entryCost = 9400 @cost = 3150 @MODULE[ModuleEnginesFX] { @heatProduction = 90 }}@PART[KW3mengineGriffonXX]:AFTER[KWRocketry] { @entryCost = 140000 @cost = 48750 @emissiveConstant = 0.85 @MODULE[ModuleEnginesFX] { @heatProduction = 310 }}@PART[KW3mengineTitanT1]:AFTER[KWRocketry] { @entryCost = 105000 @cost = 35100 @MODULE[ModuleEnginesFX] { @heatProduction = 250 }}@PART[KW3mengineWildcatXR]:AFTER[KWRocketry] { @entryCost = 41000 @cost = 13650 @MODULE[ModuleEnginesFX] { @heatProduction = 140 }}@PART[KW5mengineGriffonC]:AFTER[KWRocketry] { @entryCost = 268000 @cost = 105000 @TechRequired = experimentalRocketry @MODULE[ModuleEnginesFX] { @heatProduction = 375 }}@PART[KW5mengineTitanV]:AFTER[KWRocketry] { @entryCost = 170000 @cost = 56500 @TechRequired = experimentalRocketry @MODULE[ModuleEnginesFX] { @heatProduction = 225 }}@PART[KWsrbGlobeX]:AFTER[KWRocketry]{ @TechRequired = advRocketry}@PART[KWsrbGlobeX2]:AFTER[KWRocketry]{ @TechRequired = heavyRocketry}@PART[KWsrbGlobeX10*]:AFTER[KWRocketry]{ @MODULE[ModuleEnginesFX] { @heatProduction = 750 } @TechRequired = experimentalRocketry}//Adjust costs of the tanks@PART[KW*tank*]:AFTER[KWRocketry]{ @cost *= 0.5 @cost += 100}// Following from: Taniel0401// http://forum.kerbalspaceprogram.com/threads/51037-1-02-KW-Rocketry-v2-7-Available-1-02-Compatibility%21-16-05-2015?p=2059091&viewfull=1#post2059091//@PART[KW3mPetalAdapter]:AFTER[KWRocketry]{ @MODULE[ModuleDecouple,0] { @explosiveNodeID = topFDown }}@PART[KW3mengineWildcarXR]:AFTER[KWRocketry]{ @node_stack_top2 = 0.0, 2.508, 0.0, 0.0, -1.0, 0.0, 3 Edited July 8, 2015 by linuxgurugamer Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 8, 2015 Share Posted July 8, 2015 I definitely have heating issues, at least with the 5m engines. Unless I run them at about 20 - 45% throttle, boom goes my engine!Are you running any patches for KW, or just the stock version of KW? Link to comment Share on other sites More sharing options...
zgrillo2004 Posted July 8, 2015 Share Posted July 8, 2015 Yes, the heatproduction value in the cfg file is way to high for the 5m engines. The huge SRB's have the same problem. They explode before they are burnt out due to overheating.Actually the whole mod needs an overhaul in my opinion. The costs/entrycosts of most parts are way off compared with the stock parts, some parts need a new place in the techtree and the list goes on and on. I have communicated with Kyle in regards with the heating issue. he said that he is going to wait a week in case squad releases a hotfix. but yea, he is aware and currently he is also balancing the addon Link to comment Share on other sites More sharing options...
NathanKell Posted July 9, 2015 Share Posted July 9, 2015 Why would the heating behavior of SRBs be altered in a hotfix? That hasn't changed since 1.0. Link to comment Share on other sites More sharing options...
Starwaster Posted July 9, 2015 Share Posted July 9, 2015 Why would the heating behavior of SRBs be altered in a hotfix? That hasn't changed since 1.0.The heating behavior hasn't, but how they cool down has. (granted though, that if anything, with conductivity as high as it is they should be passing a lot of heat through to the skin for radiative cooling...) Link to comment Share on other sites More sharing options...
Dr. Acula Posted July 9, 2015 Share Posted July 9, 2015 Interesting, I have not had an issue with the SRB's (can't recall the names of which ones I've been using - but they are the biggest ones). Is there any way to alter the head production values ourselves in the cfg? I'm not much of a "programmer" and don't want to nerf the whole thing!You can open the cfg files simply with notepad. It's basically just a list with parameters. And the thing gets obvious if you compare the heatproduction values with some of the stock parts. The KW Griffon Century has a heatproduction value of 2200, the heatproduction value of the stock S3 KS-25x4 "Mammoth" is 192. Of course the Griffon is a huge and more powerfull 5m engine so i would expect it to have a higher value, but certainly not more than 10 times.I have to admit, i tested the Globe X-10L "Thor II" SRB in a kind of static firing test. On the launchpad with a set of launchclamps attached, that made the overheating issue maybe worse and it isn't a total realistic scenario. But than again if i compare some values in cfg file of directly comparable SRB's like the stock S1 SRB-KD25k "Kickback" with a heatproduction of 415 and the KW Globe X SRB with heatproduction of 1400, it really isn't much of a question for me where the problem lies.I also adjusted the values in my installation of KW to be comparable with the stock ones and the overheating problem disappeared.But for now a wait for the update and have a look at it before i come around with new complains. Link to comment Share on other sites More sharing options...
Project Pluto Posted July 9, 2015 Share Posted July 9, 2015 Are you running any patches for KW, or just the stock version of KW?Stock. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 9, 2015 Share Posted July 9, 2015 Stock.Try using my patch a page or two back. Fixes a lot of bugs. Link to comment Share on other sites More sharing options...
Delta_scientist Posted July 9, 2015 Share Posted July 9, 2015 Does this work with 1.0.4? If not how can I use this mod, since CKAN wont let me install it. Link to comment Share on other sites More sharing options...
steve_v Posted July 9, 2015 Share Posted July 9, 2015 Yes, but there may be undiscovered bugs. Use the patch mentioned and force ckan to install the version you want: './ckan.exe upgrade KWRocketry=2.7'. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 10, 2015 Share Posted July 10, 2015 (edited) Yes, but there may be undiscovered bugs. Use the patch mentioned and force ckan to install the version you want: './ckan.exe upgrade KWRocketry=2.7'.Use the patch in the next post below this, I added some additional changesIt consists of all the small patches that I've been able to gather from various posts in this thread. Follow the instructions in the posting.LGG Edited July 10, 2015 by linuxgurugamer Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 10, 2015 Share Posted July 10, 2015 I've updated my patch, I found a few more small patches.Just copy the following code and paste it into a .cfg file anywhere in the Gamedata directory. Personally, I use a local custom directory (Gamedata/Local) to keep my local cfg files://Entry level tanks redistributed@PART[KW1mtankL1]:AFTER[KWRocketry]{ @TechRequired = generalRocketry}@PART[KW1mtankL2]:AFTER[KWRocketry]{ @TechRequired = advRocketry}@PART[KW1mtankL4]:AFTER[KWRocketry]{ @TechRequired = fuelSystems}//2.5m tanks. Smaller ones to fuelSystems, big ones into advFuelSystems@PART[KW2mtankL*]:AFTER[KWRocketry]{ @TechRequired = fuelSystems}@PART[KW2mtankL4*]:AFTER[KWRocketry]{ @TechRequired = advFuelSystems}@PART[KW2Sidetank]:AFTER[KWRocketry]{ @TechRequired = advFuelSystems}//3m tanks. Smaller ones to largeVolumeContainment, big ones to highPerformanceFuelSystems@PART[KW3mtank*]:AFTER[KWRocketry]{ @TechRequired = largeVolumeContainment}@PART[KW3Sidetank]:AFTER[KWRocketry]{ @TechRequired = highPerformanceFuelSystems}@PART[KW3mtankL4*]:AFTER[KWRocketry]{ @TechRequired = highPerformanceFuelSystems}//5m tanks to highPerformanceFuelSystems@PART[KW5mtank*]:AFTER[KWRocketry]{ @TechRequired = highPerformanceFuelSystems}//Move RCS engines to flight control from fuel systems@PART[KWrcsQuad]:AFTER[KWRocketry]{ @TechRequired = advFlightControl}@PART[KWrcsQuad*]:AFTER[KWRocketry]{ @TechRequired = advFlightControl}//Take the entry level decoupler from rocketry and add it to engineering101@PART[KW1mDecoupler]:AFTER[KWRocketry]{ @TechRequired = engineering101}//Fix bug, older node is nonexistent@PART[KWSASmodule3mHalf]:AFTER[KWRocketry]{ @TechRequired = specializedControl}@PART[KWRadBattSmall*]:AFTER[KWRocketry]{ @TechRequired = electrics}//New tech node to house the BIG engines@TechTree{ RDNode:NEEDS[!CommunityTechTree] { 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 } Parent { parentID = highPerformanceFuelSystems lineFrom = RIGHT lineTo = LEFT } }}//Changes to engines. Heat management and price balancing - based on the config// of somnambulist from the KSP forums//Remove heat conductivity (setting it to default)@PART[KW*engine*]:AFTER[KWRocketry] { !heatConductivity = 0}@PART[KW1mengineMaverick1D]:AFTER[KWRocketry] { @entryCost = 6500 @cost = 2250 @emissiveConstant = 0.85 @MODULE[ModuleEnginesFX] { @heatProduction = 220 }}@PART[KW1mengineWildCatV]:AFTER[KWRocketry] { @entryCost = 3600 @cost = 1200 @MODULE[ModuleEnginesFX] { @heatProduction = 195 }}@PART[KW1mengineVestaVR1]:AFTER[KWRocketry] { @entryCost = 1800 @cost = 590 @MODULE[ModuleEnginesFX] { @heatProduction = 90 }}@PART[KW2mengineGriffonG8D]:AFTER[KWRocketry] { @entryCost = 40000 @cost = 16500 @emissiveConstant = 0.85 @MODULE[ModuleEnginesFX] { @heatProduction = 255 }}@PART[KW2mengineMaverickV]:AFTER[KWRocketry] { @entryCost = 36000 @cost = 12500 @MODULE[ModuleEnginesFX] { @heatProduction = 196 }}@PART[KW2mengineSPS]:AFTER[KWRocketry] { @entryCost = 3500 @cost = 1750 @MODULE[ModuleEnginesFX] { @heatProduction = 30 }}@PART[KW2mengineVestaVR9D]:AFTER[KWRocketry] { @entryCost = 9400 @cost = 3150 @MODULE[ModuleEnginesFX] { @heatProduction = 90 }}@PART[KW3mengineGriffonXX]:AFTER[KWRocketry] { @entryCost = 140000 @cost = 48750 @emissiveConstant = 0.85 @MODULE[ModuleEnginesFX] { @heatProduction = 310 }}@PART[KW3mengineTitanT1]:AFTER[KWRocketry] { @entryCost = 105000 @cost = 35100 @MODULE[ModuleEnginesFX] { @heatProduction = 250 }}@PART[KW3mengineWildcatXR]:AFTER[KWRocketry] { @entryCost = 41000 @cost = 13650 @MODULE[ModuleEnginesFX] { @heatProduction = 140 }}@PART[KW5mengineGriffonC]:AFTER[KWRocketry] { @entryCost = 268000 @cost = 105000 @TechRequired = experimentalRocketry @MODULE[ModuleEnginesFX] { @heatProduction = 375 }}@PART[KW5mengineTitanV]:AFTER[KWRocketry] { @entryCost = 170000 @cost = 56500 @TechRequired = experimentalRocketry @MODULE[ModuleEnginesFX] { @heatProduction = 225 }}@PART[KWsrbGlobeX]:AFTER[KWRocketry]{ @TechRequired = advRocketry}@PART[KWsrbGlobeX2]:AFTER[KWRocketry]{ @TechRequired = heavyRocketry}@PART[KWsrbGlobeX10*]:AFTER[KWRocketry]{ @MODULE[ModuleEnginesFX] { @heatProduction = 750 } @TechRequired = experimentalRocketry}//Adjust costs of the tanks@PART[KW*tank*]:AFTER[KWRocketry]{ @cost *= 0.5 @cost += 100}// Following from: Taniel0401// http://forum.kerbalspaceprogram.com/threads/51037-1-02-KW-Rocketry-v2-7-Available-1-02-Compatibility%21-16-05-2015?p=2059091&viewfull=1#post2059091//@PART[KW3mPetalAdapter]:AFTER[KWRocketry]{ @MODULE[ModuleDecouple,0] { @explosiveNodeID = topFDown }}@PART[KW3mengineWildcarXR]:AFTER[KWRocketry]{ @node_stack_top2 = 0.0, 2.508, 0.0, 0.0, -1.0, 0.0, 3}// Fix solid booster having thrust when limiter is zero// Following from nicogusuarez// http://forum.kerbalspaceprogram.com/threads/51037-1-02-KW-Rocketry-v2-7-Available-1-02-Compatibility%21-16-05-2015?p=2039003&viewfull=1#post2039003// Fix solids.@PART[KWsrbGlobeI]{ @MODULE[ModuleEnginesFX] { @minThrust = 0 }}@PART[KWsrbGlobeV]{ @MODULE[ModuleEnginesFX] { @minThrust = 0 }}@PART[KWsrbGlobeVI]{ @MODULE[ModuleEnginesFX] { @minThrust = 0 }}//// Fixes for StageRecovery of KCT// http://forum.kerbalspaceprogram.com/threads/51037-1-02-KW-Rocketry-v2-7-Available-1-02-Compatibility%21-16-05-2015?p=1973363&viewfull=1#post1973363// Modifid by obsessedWithKSP:// http://forum.kerbalspaceprogram.com/threads/51037-1-02-KW-Rocketry-v2-7-Available-1-02-Compatibility%21-16-05-2015?p=1975152&viewfull=1#post1975152@PART[KW*engine*]:AFTER[KWRocketry]:NEEDS[KerbalConstructionTime|StageRecovery]{ @category = Engine}@PART[KW*tank*]:AFTER[KWRocketry]:NEEDS[KerbalConstructionTime|StageRecovery]{ @category = FuelTank} Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted July 10, 2015 Share Posted July 10, 2015 IIRC, SRBs having thrust when thrust limited to 0 is intentional - in reality, no SRB can be limited down that far, you either have lots of power or huge amounts of power. MJ and KER were also tweaked to account for this 0=50% thing (though, that appears to have changed). Link to comment Share on other sites More sharing options...
NecroBones Posted July 10, 2015 Share Posted July 10, 2015 The KW Griffon Century has a heatproduction value of 2200, the heatproduction value of the stock S3 KS-25x4 "Mammoth" is 192. Of course the Griffon is a huge and more powerfull 5m engine so i would expect it to have a higher value, but certainly not more than 10 times.Wow, geez. The heat production value determines the rate at which heat is generated per unit mass (at whatever scale) of the engine. 10x is way overkill, in all likelihood. Link to comment Share on other sites More sharing options...
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