breadcrumb Posted December 20, 2013 Share Posted December 20, 2013 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 Link to comment Share on other sites More sharing options...
Deltac Posted December 20, 2013 Share Posted December 20, 2013 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 Go to the first post and look at the video at the bottom. Link to comment Share on other sites More sharing options...
lyndonguitar Posted December 21, 2013 Share Posted December 21, 2013 .23 working? Link to comment Share on other sites More sharing options...
astropapi1 Posted December 21, 2013 Share Posted December 21, 2013 .23 working?Fine and dandy. Link to comment Share on other sites More sharing options...
Tommy59375 Posted December 21, 2013 Share Posted December 21, 2013 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? Link to comment Share on other sites More sharing options...
Tex_NL Posted December 21, 2013 Share Posted December 21, 2013 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??? Link to comment Share on other sites More sharing options...
AbeS Posted December 21, 2013 Share Posted December 21, 2013 People will just keep asking that until it says [0.23] in the title... *sighs* Link to comment Share on other sites More sharing options...
zakkpaz Posted December 21, 2013 Share Posted December 21, 2013 has anyone done a 3.75m NTR? Link to comment Share on other sites More sharing options...
wasmic Posted December 21, 2013 Share Posted December 21, 2013 has anyone done a 3.75m NTR?I believe kommitz has done one, or otherwise he has just done 2.5m nervas. I'm not sure. Link to comment Share on other sites More sharing options...
oktav Posted December 21, 2013 Share Posted December 21, 2013 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 Link to comment Share on other sites More sharing options...
Steve-S Posted December 21, 2013 Share Posted December 21, 2013 (edited) 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 December 21, 2013 by Steve-S Link to comment Share on other sites More sharing options...
Glockshna Posted December 21, 2013 Share Posted December 21, 2013 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. Link to comment Share on other sites More sharing options...
Sirius Celestia Posted December 22, 2013 Share Posted December 22, 2013 Hmm how about 0.23 version? is it compatible with the 0.23? Link to comment Share on other sites More sharing options...
therealcrow999 Posted December 22, 2013 Share Posted December 22, 2013 Part mods don't have a problem with 0.23. It was plugins .DLL that had problems. So this is compatible. Hmm how about 0.23 version? is it compatible with the 0.23? Link to comment Share on other sites More sharing options...
Tommy59375 Posted December 22, 2013 Share Posted December 22, 2013 Really? Is reading THE FREAKING PREVIOUS POST !!! really that hard???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? Link to comment Share on other sites More sharing options...
jfjohnny5 Posted December 22, 2013 Share Posted December 22, 2013 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. Link to comment Share on other sites More sharing options...
Hyomoto Posted December 22, 2013 Share Posted December 22, 2013 (edited) 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 December 22, 2013 by Hyomoto Link to comment Share on other sites More sharing options...
therealcrow999 Posted December 22, 2013 Share Posted December 22, 2013 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#post861260Here'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. Link to comment Share on other sites More sharing options...
sarbian Posted December 22, 2013 Share Posted December 22, 2013 Edit : wrong thread Link to comment Share on other sites More sharing options...
Sugoi Posted December 22, 2013 Share Posted December 22, 2013 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. Link to comment Share on other sites More sharing options...
Hyomoto Posted December 22, 2013 Share Posted December 22, 2013 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#post861260So 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. Link to comment Share on other sites More sharing options...
therealcrow999 Posted December 22, 2013 Share Posted December 22, 2013 MM 1.5.6 just got released: http://forum.kerbalspaceprogram.com/threads/55219-Module-Manager-1-5-%28Nov-11%29?p=861859#post861859So 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. Link to comment Share on other sites More sharing options...
Tommy59375 Posted December 23, 2013 Share Posted December 23, 2013 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! Link to comment Share on other sites More sharing options...
MarcRan17 Posted December 24, 2013 Share Posted December 24, 2013 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. Link to comment Share on other sites More sharing options...
Hyomoto Posted December 24, 2013 Share Posted December 24, 2013 MM 1.5.6 just got released: http://forum.kerbalspaceprogram.com/threads/55219-Module-Manager-1-5-%28Nov-11%29?p=861859#post861859Excellent, thanks! Link to comment Share on other sites More sharing options...
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