linuxgurugamer Posted November 13, 2015 Share Posted November 13, 2015 I just released the patch for 1.0.5Re. the mm change, either works, so I'm just going to leave what I have in, it's a bit clearer to me what it's doing- - - Updated - - -I'm not at home right now so I can't check, but is there any difference in the stock scenario modules between SRBs and lifters? Also, I'd argue that there's definitely a third category, sustainer engines that are designed to be used into the upper atmosphere. The Titan V and T1 definitely fall into this category, and possibly a few others too. If the scenario module for the Swivel looks any different, it's probably worth using for these.I just checked the Swivel constraints, they are the same as the surfact ones.LGG Link to comment Share on other sites More sharing options...
blowfish Posted November 13, 2015 Share Posted November 13, 2015 I just released the patch for 1.0.5Re. the mm change, either works, so I'm just going to leave what I have in, it's a bit clearer to me what it's doing- - - Updated - - -I just checked the Swivel constraints, they are the same as the surfact ones.LGGSorry, I meant vector. This is what I get for trying to mod without having KSP in front of me... Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 13, 2015 Share Posted November 13, 2015 Sorry, I meant vector. This is what I get for trying to mod without having KSP in front of me...Just checked the Vector, same answer. No difference.LGG Link to comment Share on other sites More sharing options...
kadavi1202 Posted November 14, 2015 Share Posted November 14, 2015 Hello KW, When it comes to recovering from updates I'm not the best. I appreciate all your help to get KW running in 1.05. After making all the changes above, I was left with engine bells heating up while on the pad being throttled up for launch. I reviewed Squad's code and the last 2 line corrected the issue.MODULE{ name = FXModuleAnimateThrottle animationName = GriffonEmissiveAnim useHeat = True lerpMin = 0 lerpMax = 850 lerpOffset = -150 lerpPow = 0.875 lerpOuterScalar = 1 lerpInnerScalar = 1 dependOnEngineState = True dependOnThrottle = True}Hope this helps, Homer to your mobile! Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 15, 2015 Share Posted November 15, 2015 Hello KW, When it comes to recovering from updates I'm not the best. I appreciate all your help to get KW running in 1.05. After making all the changes above, I was left with engine bells heating up while on the pad being throttled up for launch. I reviewed Squad's code and the last 2 line corrected the issue.MODULE{ name = FXModuleAnimateThrottle animationName = GriffonEmissiveAnim useHeat = True lerpMin = 0 lerpMax = 850 lerpOffset = -150 lerpPow = 0.875 lerpOuterScalar = 1 lerpInnerScalar = 1 dependOnEngineState = True dependOnThrottle = True}Hope this helps, Homer to your mobile!Umm, those last two lines WERE in the KW 1.0.5 patch. Did you install the latest KW community patches?And FIY, for anyone interested, the latest patch for KW is now available via CKAN. Link to comment Share on other sites More sharing options...
tempes156 Posted November 15, 2015 Share Posted November 15, 2015 (edited) [quote name='linuxgurugamer']Umm, those last two lines WERE in the KW 1.0.5 patch. Did you install the latest KW community patches? And FIY, for anyone interested, the latest patch for KW is now available via CKAN.[/QUOTE] Saw the patch(s) in CKAN, however CKAN is throwing an error as it's not overwriting anything else? Two versions of the KW Rockety Community Fixes exist in the CKAN listing, both indicate as updates to 1.0.4, so not sure which one needs to go. Edited November 15, 2015 by tempes156 Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 16, 2015 Share Posted November 16, 2015 [quote name='tempes156']Saw the patch(s) in CKAN, however CKAN is throwing an error as it's not overwriting anything else? Two versions of the KW Rockety Community Fixes exist in the CKAN listing, both indicate as updates to 1.0.4, so not sure which one needs to go.[/QUOTE] make sure you are fully updated with CKAN. It took about a day for CKAN to finish updating itself. Link to comment Share on other sites More sharing options...
LostOblivion Posted November 16, 2015 Share Posted November 16, 2015 [quote name='linuxgurugamer']Umm, those last two lines WERE in the KW 1.0.5 patch. Did you install the latest KW community patches? And FIY, for anyone interested, the latest patch for KW is now available via CKAN.[/QUOTE] When you say 1.0.5 patch, do you mean Community Fixes? Can you link the patches? Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 16, 2015 Share Posted November 16, 2015 [quote name='LostOblivion']When you say 1.0.5 patch, do you mean Community Fixes? Can you link the patches?[/QUOTE] [URL]https://kerbalstuff.com/mod/1036/KW-Rocketry-Community-Fixes[/URL] Link to comment Share on other sites More sharing options...
kadavi1202 Posted November 16, 2015 Share Posted November 16, 2015 [quote name='linuxgurugamer']Umm, those last two lines WERE in the KW 1.0.5 patch. Did you install the latest KW community patches? And FIY, for anyone interested, the latest patch for KW is now available via CKAN.[/QUOTE] I installed the Community patches and the update, but it was not working...Which folder does the community patch file go? I placed them in GAMEDATA. The good news is I got KW working. Thanks again for the help! Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 17, 2015 Share Posted November 17, 2015 [quote name='kadavi1202']I installed the Community patches and the update, but it was not working...Which folder does the community patch file go? I placed them in GAMEDATA. The good news is I got KW working. Thanks again for the help![/QUOTE] The community patches should go in their own folder, but it doesn't really matter where. Glad you got it working. LGG Link to comment Share on other sites More sharing options...
Argonicus Posted November 18, 2015 Share Posted November 18, 2015 Engines lost their cover if you have decupler under tham, anyone know how to fix this? And loooks it more visual bag then physical Link to comment Share on other sites More sharing options...
Marstiphal Posted November 18, 2015 Share Posted November 18, 2015 [quote name='Argonicus']Engines lost their cover if you have decupler under tham, anyone know how to fix this? And loooks it more visual bag then physical[/QUOTE] yeah same issue here Link to comment Share on other sites More sharing options...
void_error Posted November 18, 2015 Share Posted November 18, 2015 (edited) Don't use KW Patch 2 and the shrouds work. One more thing: Is there an aerodynamics bug with KW rocketry fairings? I was wondering why some of my rockets tip over so I turned Aerodynamics Overlay ON (F12 I think...) and the vectors were far ahead of the rocket's tip. Haven't checked with the stock fairings though. Edited November 18, 2015 by void_error Link to comment Share on other sites More sharing options...
fsxthai Posted November 19, 2015 Share Posted November 19, 2015 What is Patch 2? I currently use KW through CKAN and shrouds don't show up. :( Link to comment Share on other sites More sharing options...
eeihcop Posted November 19, 2015 Share Posted November 19, 2015 Removed KWPatch-2.cfg and shrouds still don't work. Also, KWPatch-2.cfg and KWPatch-interstage.cfg are almost the same, except for a line which fixes the petal shroud. Link to comment Share on other sites More sharing options...
void_error Posted November 19, 2015 Share Posted November 19, 2015 Hmm... never used the petal adapter but I'm guessing that if you remove KWPatch-interstage.cfg or edit/comment out the parts that handle the shrouds it might work. Link to comment Share on other sites More sharing options...
eeihcop Posted November 19, 2015 Share Posted November 19, 2015 [quote name='void_error']Hmm... never used the petal adapter but I'm guessing that if you remove KWPatch-interstage.cfg or edit/comment out the parts that handle the shrouds it might work.[/QUOTE] I removed both cfgs and the shrouds now work correctly. Thanks. Link to comment Share on other sites More sharing options...
StickyScissors Posted November 22, 2015 Share Posted November 22, 2015 Good god this mod needs an update. Relying on half-assed community patches is starting to annoy and confuse me. Link to comment Share on other sites More sharing options...
gilflo Posted November 24, 2015 Share Posted November 24, 2015 A lot of my planes cannot be loaded on 1.0.5 because 1part of KWrocketry is missing, for example KW1mNoseCone or KWRcsQuad. This does not work, even with the patch. Can you confirm the patch must be here:GameData/KWCommunityFixes ? KW engines are visible in the engine section but some parts are still missing, for example the KW Rcs Quad that should be visible in the Control section..... Is the patch suppose to fix that? For the time being I will stay on 1.0.4, it's to much work to rebuild all my vessels because only one part is missing!! Link to comment Share on other sites More sharing options...
KeroLox Posted November 26, 2015 Share Posted November 26, 2015 (edited) I am currently having some issues with the KW Rocketry pack. I've noticed recently that the 5m Titan V rocket engine is not using the correct model. The game is replacing the correct model with the Griffon Century model but a little smaller. Selecting the engine and placing it on the rocket does not fix this issue and just places a small Century engine with askew attachment points (top attachment point is 2 Kerbal heights from the actual top of the model). Everything else about the engine matches the Titan V except for the actual model. The only mods installed are KW Rocketry, ModuleAnimateEmissive, KWCommunityFixes, and ModuleManager. I have looked into trying to fix the problem myself, but I have no experience with coding or working with game models. If any other information is needed please ask; I am new to the forums and am not familiar with what sort of information is needed to solve mod problems. Thanks in advance, guys. EDIT: I fixed it; for those who are experiencing the same problem, removing the config files "KWPatch-interstage.cfg" and "KWPatch-2.cfg" under the KWComunityFixes folder fixes this problem as well as the decoupler shroud issue. Edited November 26, 2015 by KeroLox Link to comment Share on other sites More sharing options...
Gandy1596 Posted December 4, 2015 Share Posted December 4, 2015 Hey, not sure if anyone else is experiencing this but when I load KW Rocketry I don't see the fairings that are supposed to come with the game. I can see all of the bases but not the shrouds that are supposed to come with the mod. Is this common or did I just install this incorrectly? Any help is appreciated! Link to comment Share on other sites More sharing options...
Nansuchao Posted December 4, 2015 Share Posted December 4, 2015 8 hours ago, Gandy1596 said: Hey, not sure if anyone else is experiencing this but when I load KW Rocketry I don't see the fairings that are supposed to come with the game. I can see all of the bases but not the shrouds that are supposed to come with the mod. Is this common or did I just install this incorrectly? Any help is appreciated! Currently KW doesn't use the old fairings, but the stock procedural ones. Link to comment Share on other sites More sharing options...
webward Posted December 5, 2015 Share Posted December 5, 2015 On 11/21/2015, 9:31:00, StickyScissors said: Good god this mod needs an update. Relying on half-assed community patches is starting to annoy and confuse me. I really loved this mod, basically gave up on it after the 1.0.x release because of the random issues. I'm glad that community fixes are available, but I agree that it just makes installing this mod a much more confusing, and frustrating endeavor. It seems like this mod has fallen off of Kyle's and Winston's radar, which I totally understand, I appreciate all of the unpaid effort that went into creating a mod that helped me create some of my best missions pre 1.0... With that in mind, is there any chance of an official handover to a new developer to maintain this mod? Link to comment Share on other sites More sharing options...
galactictaco Posted December 18, 2015 Share Posted December 18, 2015 (edited) so in asking this i recognize its been asked and answered but I'm still getting no where...i can't see any engines or other parts when i install the kW 2.7 and the community fixes minus the weird patches (which begs the question why they are in there) and i removed the emission thing but can't find any FX throttle animate download so i can't finish that replacement...so I've done what the magic board told me to do, mostly, but i see no parts anywhere in tech tree or in VAB in a sandbox save. so what am i missing? i remember an older fix was replacing .cfg files, is that a possible thing i can do somehow or would that be counterproductive? Edited December 18, 2015 by galactictaco Link to comment Share on other sites More sharing options...
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