Kickasskyle Posted October 29, 2013 Author Share Posted October 29, 2013 Are you guys using ferram's new mod? There's a possible decoupler issue with it (and not just with KW)I think that could be it.Don't worry about the minus numbers, that's just a directional thing. Link to comment Share on other sites More sharing options...
wasmic Posted October 29, 2013 Share Posted October 29, 2013 Hey Kyle, I've been using your mod since 0.19, and have just converted back from NP.Why don't you use both mods? They work fantastically together. Link to comment Share on other sites More sharing options...
smunisto Posted October 29, 2013 Share Posted October 29, 2013 So i did some experimenting.This is a stock KSP problem, let me explain.The short story is, the further the attached engine is from the fuel tank's center the more heat it builds up (or the less it dissipates depending on your perspective).Now on any long tank you can actually make the skipper overheat slightly and it seems as though the stock emissive was made under the assumption that this would never happen. As a result the rest of the emissive animation just seems to have not been touched hence why it fades to grey.On a higher note, ferram made a nice mod that does things:http://forum.kerbalspaceprogram.com/threads/55657-0-22-Kerbal-Joint-Reinforcement-v1-0-Properly-Rigid-Part-ConnectionsThanks for the insight into things. Doesn't really bother me, just wondered what it is I also have another question - Can I just delete the interstage adapters if I am using the auto-shroud engines. I can't seem to find any purpose for Interstages, even less with Procedural Fairings installed. Link to comment Share on other sites More sharing options...
restordoc Posted October 29, 2013 Share Posted October 29, 2013 Yes, I am using ferram's new mod, what's wrong with decouplers?Also, I KW and NP do work together wonderfully, what are you doing to me B9? Link to comment Share on other sites More sharing options...
Umlüx Posted October 29, 2013 Share Posted October 29, 2013 that could be.. !i am too using ferrams mod since yesterday and had some decoupler issues... Link to comment Share on other sites More sharing options...
Kickasskyle Posted October 29, 2013 Author Share Posted October 29, 2013 Thanks for the insight into things. Doesn't really bother me, just wondered what it is I also have another question - Can I just delete the interstage adapters if I am using the auto-shroud engines. I can't seem to find any purpose for Interstages, even less with Procedural Fairings installed.You can delete whatever you want, I certainly can't stop you :V Link to comment Share on other sites More sharing options...
b0s Posted October 30, 2013 Share Posted October 30, 2013 (edited) My KSP stops loading assets when it reaches KW engines like KW1mengineMaverick1D. So I deleted that and then it stopped on the next. With or without reduced textures.edit: Sorry, not KW related, it's something general. It was Realfuels. Edited October 30, 2013 by b0s Link to comment Share on other sites More sharing options...
smunisto Posted October 30, 2013 Share Posted October 30, 2013 You can delete whatever you want, I certainly can't stop you :VDon't want you to feel bad about your amazing parts not being utilized Just trying to scrounge up every possible kb to free up RAM.In any case - what do you use the interstages for, if you have engine shrouds? I remember before engine shrouds I used interstages in their place, but now? Link to comment Share on other sites More sharing options...
harwui Posted October 30, 2013 Share Posted October 30, 2013 Hi,everytime i download this mod from spaceport, i get an error "uneunexpected archive end" opening the .zip.Is it me, or anyone else with this problem? Link to comment Share on other sites More sharing options...
Kickasskyle Posted October 30, 2013 Author Share Posted October 30, 2013 Don't want you to feel bad about your amazing parts not being utilized Just trying to scrounge up every possible kb to free up RAM.In any case - what do you use the interstages for, if you have engine shrouds? I remember before engine shrouds I used interstages in their place, but now?With abit of imagination most parts can be used for alternate functions. Link to comment Share on other sites More sharing options...
harwui Posted October 30, 2013 Share Posted October 30, 2013 I tried to repair the archive. The damaged part is ..\Parts\Fuel\KW3mtankL4ALT\KWtank3mL4ALT.mbmEverything else is fine.Could anyone provide the damaged part? Link to comment Share on other sites More sharing options...
Kickasskyle Posted October 30, 2013 Author Share Posted October 30, 2013 I tried to repair the archive. The damaged part is ..\Parts\Fuel\KW3mtankL4ALT\KWtank3mL4ALT.mbmEverything else is fine.Could anyone provide the damaged part?Boophttp://www./download/84609jimibganzw/KWtank3mL4ALT.rar Link to comment Share on other sites More sharing options...
Synthesis Posted October 31, 2013 Share Posted October 31, 2013 Has anyone else been running into bugs with the tech tree? I have parts unlocked, but they're not available to use in the VAB. 0.22 is a bit buggy like that. Link to comment Share on other sites More sharing options...
smunisto Posted October 31, 2013 Share Posted October 31, 2013 Has anyone else been running into bugs with the tech tree? I have parts unlocked, but they're not available to use in the VAB. 0.22 is a bit buggy like that.Not a bug, go back to R&D, check which unlocked nodes have little numbers on them, click them and click -> purchase all the parts there. Link to comment Share on other sites More sharing options...
Synthesis Posted October 31, 2013 Share Posted October 31, 2013 Not a bug, go back to R&D, check which unlocked nodes have little numbers on them, click them and click -> purchase all the parts there.I'd done that, it was Vettech (which Rhoark was kind enough to patch). Link to comment Share on other sites More sharing options...
harwui Posted October 31, 2013 Share Posted October 31, 2013 Boophttp://www./download/84609jimibganzw/KWtank3mL4ALT.rarGreat, thank you! Link to comment Share on other sites More sharing options...
Synthesis Posted November 1, 2013 Share Posted November 1, 2013 (edited) Okay, an actual issue that I'm wondering if anyone else has: fairing nosecone sections, in the staging system, discard but they don't actually eject--they just stay in place until I time skip and they kind of drift away. Does anyone else have this strange bug? I've only noticed it since upgrading to 0.22.EDIT: Ah, it's almost certainly caused by the Kerbal Joint Reinforcements mod--so if anyone else has run into this, please advise. Edited November 1, 2013 by Synthesis Link to comment Share on other sites More sharing options...
smunisto Posted November 1, 2013 Share Posted November 1, 2013 Do the nosecones themselves have ejection force? I thought the walls do that, nosecones are just there to finish off the walls.I don't think they were designed for standalone use. Link to comment Share on other sites More sharing options...
Synthesis Posted November 1, 2013 Share Posted November 1, 2013 Nosecones worked by themselves in previous versions (and work by themselves now). It was the KJR mod. Link to comment Share on other sites More sharing options...
Tanya Sapien Posted November 1, 2013 Share Posted November 1, 2013 I don't know if anybody else has found it yet, but there's a typo in one of your configs. the Globe-I SRB. I was tweaking the config to fix a career mode incompatibility and found the line "exhaustdamage = true" had the typo "ehxaust" in it. Sadly, no, this was not the cause of career mode incompatability. As a matter of fact I still haven't rooted out the exact cause, I just kept changing attributes until it worked. Link to comment Share on other sites More sharing options...
wasmic Posted November 1, 2013 Share Posted November 1, 2013 Nosecones worked by themselves in previous versions (and work by themselves now). It was the KJR mod.Use the newest version of KJR. It's got that bug fixed EDIT: @Tanya Sapien, that doesn't matter at all. KSP just skips the line, and since the default is to have exhaust damage on, exhaust damage is on anyways. Link to comment Share on other sites More sharing options...
B787_300 Posted November 4, 2013 Share Posted November 4, 2013 What is KJR? Link to comment Share on other sites More sharing options...
fatfluffycat Posted November 4, 2013 Share Posted November 4, 2013 What is KJR?I think its the mod that makes joints stronger without struts, so you can make longer and bigger rockets without it wobbling Link to comment Share on other sites More sharing options...
Railgunner2160 Posted November 4, 2013 Share Posted November 4, 2013 Kerbal Joint Reinforcement mod, makes rockets behave more like real world rockets, AKA: build'em tall and proud like the Saturn V, without the wobbly rocket syndrome! Link to comment Share on other sites More sharing options...
Octavianus Posted November 4, 2013 Share Posted November 4, 2013 Hello!I have a problem with this (awesome) addon (I am using the latest version of it, on 0.22): while all parts show up in sandbox mode, they don't in career mode. I have researched everything up to fuel pumps, and from some videos I looked up it seems like I should already have some KW parts.I installed the mod copying the game data folder into the game data folder of KSP, and the ships folder into the ships one. I didn't use the "no auto shroud" folder.Does anybody know how to fix this?PS (My game also started crashing once I updated KW Rocketry and B9, and I also raised the texture res.....any idea why?)Thanks Link to comment Share on other sites More sharing options...
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