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[1.02] KW Rocketry v2.7 Available - 1.02 Compatibility! - 16/05/2015


Kickasskyle

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As far as I can tell everything seems to be functioning correctly with 0.23, if anyone finds any bugs please do post.

I seem to be having a problem with the farings not lining up - The guide marks only allow me to put them close to but not on the rest of the vehicle :)

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Is this mod working flawlessly in 0.23? Or are there some problems still? And, if it is working, when a new patch comes out, will my savefile be wrecked?

Really? Is reading THE FREAKING PREVIOUS POST !!! really that hard???

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People will just keep asking that until it says [0.23] in the title... *sighs*

well, seems like a corrct assumption :) I was waiting for it to change the name in the Space Port, but at least I check the messages before asking :D

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I'm having trouble with KW & Engineer Redux. The Redux thread seems to think it's a result of KW not being updated to .23. something about 'calls' or some such. I know if I add a KW engine or part onto my ship Redux loses all data. Sounds like an incompatability issue at least. I really like KW Rocketry but need Redux for the math.

Looking forward to future compatability.

Edited by Steve-S
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I'm having trouble with KW & Engineer Redux. The Redux thread seems to think it's a result of KW not being updated to .23. something about 'calls' or some such. I know if I add a KW engine or part onto my ship Redux loses all data. Sounds like an incompatability issue at least. I really like KW Rocketry but need Redux for the math.

Looking forward to future compatability.

Same problem. It calculates correctly on the launch pad but not in the VAB.

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I'm having trouble with KW & Engineer Redux. The Redux thread seems to think it's a result of KW not being updated to .23. something about 'calls' or some such. I know if I add a KW engine or part onto my ship Redux loses all data. Sounds like an incompatability issue at least. I really like KW Rocketry but need Redux for the math.

Looking forward to future compatability.

I managed to figure out the problem. It has to do with a minor change to engine part configs in 0.23. The ability to tweak electric charge on engines needs to be explicitly disallowed (as it now is with stock engines), and then Engineer works fine. You simply need to add "isTweakable = false" to the engine part configs as follows:

RESOURCE

{

name = ElectricCharge

amount = 0

maxAmount = 0

isTweakable = false

}

Hopefully this change can get added to the base KW mod, then it should play nice with Engineer, and possibly some other 0.23 mods.

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Here's a quick, dirty module manager (1.5) config to implement jfjohnny5's fix:

@PART[KW1mengine*]:HAS[ @RESOURCE[ElectricCharge] ]
{
@RESOURCE[ElectricCharge]
{
isTweakable = false
hideFlow = true
}
}
@PART[KW2mengine*]:HAS[ @RESOURCE[ElectricCharge] ]
{
@RESOURCE[ElectricCharge]
{
isTweakable = false
hideFlow = true
}
}
@PART[KW3mengine*]:HAS[ @RESOURCE[ElectricCharge] ]
{
@RESOURCE[ElectricCharge]
{
isTweakable = false
hideFlow = true
}
}

I've yet to test if it fixes the disappearing CoM bug as well.

Edited by Hyomoto
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There is also one on this thread that uses MM 1.5.5:

http://forum.kerbalspaceprogram.com/threads/18230-0-23-Kerbal-Engineer-Redux-v0-6-2-1?p=861260#post861260

Here's a quick, dirty module manager (1.5) config to implement jfjohnny5's fix:

@PART[KW1mengine*]:HAS[ @RESOURCE[ElectricCharge] ]
{
@RESOURCE[ElectricCharge]
{
isTweakable = false
hideFlow = true
}
}
@PART[KW2mengine*]:HAS[ @RESOURCE[ElectricCharge] ]
{
@RESOURCE[ElectricCharge]
{
isTweakable = false
hideFlow = true
}
}
@PART[KW3mengine*]:HAS[ @RESOURCE[ElectricCharge] ]
{
@RESOURCE[ElectricCharge]
{
isTweakable = false
hideFlow = true
}
}

I've yet to test if it fixes the disappearing CoM bug as well.

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The "FREAKING PREVIOUS POST !!! " didn't contain anything about the second part of my question. Will my save file have a chance to be wrecked?

If your save file gets it's **** wrecked it won't be KWRocketry's fault, so really your question was answered.

If it makes you feel any better, I migrated my save and all my KW stuff works exactly like it did in 0.22. You can always copy your KSP folder and update, if something doesn't work as intended your old copy of the game is intact.

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So there is! I have 1.5.5, but since I can't seem to find any documentation *grumble* *grumble*, I oriented it the best way I could. It's definitely a catch-all solution but I wonder if there is any noticeable performance impact during start-up since it has to make three comparisons against every single piece. Well, I guess mine is the 1.5-friendly version until they get the documentation/download for the new one.

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MM 1.5.6 just got released: http://forum.kerbalspaceprogram.com/threads/55219-Module-Manager-1-5-%28Nov-11%29?p=861859#post861859

So there is! I have 1.5.5, but since I can't seem to find any documentation *grumble* *grumble*, I oriented it the best way I could. It's definitely a catch-all solution but I wonder if there is any noticeable performance impact during start-up since it has to make three comparisons against every single piece. Well, I guess mine is the 1.5-friendly version until they get the documentation/download for the new one.
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If your save file gets it's **** wrecked it won't be KWRocketry's fault, so really your question was answered.

If it makes you feel any better, I migrated my save and all my KW stuff works exactly like it did in 0.22. You can always copy your KSP folder and update, if something doesn't work as intended your old copy of the game is intact.

Ok, thanks!

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Not sure why but I tried removing KW rocketry today without testing the game afterwards. Came back to play later and it crashed immediately after loading. I couldn't figure out why, and tried restarting the game about six times. I checked my recycle bin to see if it was something I had deleted, and sure enough, after restoring KW the game booted fine... I'm using a handful of other mods too, but I don't see how a parts mod like this is causing this kind of Crash.

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