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


Kickasskyle

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Hello world and sorry for my bad english...

Someone could tell me why i see the Rocketry KW Custom Fairing Base and not the Wall Fairing or the Cone Fairing in Aerodynamics ?

I have many mods installed but i don't think i have conflict with "the fairings"

I use ckan to install my mods...

Thank you all

EDIT:

Installed mods:

0.35m SSR Microsat

AIES Aerospace

Alternate Ressource Panel

Animate Emissive Module

B9 Aerospace Procedural Parts

Bahamuto D Animation Module

blackheart612's KW Procedural Fairings

blackheart612's KW Procedural Fairings KSLO

blackheart612's KW Procedural Fairings Textures

blackheart612's Procedural Part Textures

Capcom - Mission Control on the go

Chatterer

Community Resource Pack

Community Tech Tree

Contract Configurator

Contract Pack: Fiels Research

Contract Pack: Grand Tours

Contract Pack: Kerbin Space Station

Contract Pack: SCANsat

Contract Pack: SCANsat lite

Contract Pack: Tourism Plus

Contract window +

Crossfeed enabler

Crowd sourced science

Cryogenic Engines

Cryogenic Engines Extra: LFO Patch

DMagic Orbital Science

Docking Port Alignement Indicator

Environmental Visual Enhancements - High resolution

EVAManager

Firespitter Core

Flight Manager for reusable stages [FMRS]

Graphotron

HeatControl

HeatControl Core

Hot Rockets

Hullcam VDS

HyperEdit

Infernal Robotics Model Rework - Core Pack

Infernal Robotics Model Rework - Expansion Pack

Interstellar Fuel Switch

Interstellar Fuel Switch Core

JebediahKerman42's Procedural Parts Textures

KAE - KSPAPIExtensions

KashCorp Shared Assets

Kerbal Alarm Clocl

Kerbal Attachment System

Kerbal Inventory System

Kerbal Joint Reinforcement

KW Rocketry

Magic Smoke Industries Infernal Robotics

Module Manager

ModuleRCSFX

Near Future Construcion

Near Future Electrial

Near Future Electrial Core

Near Future Electrial Extras: Decaying RTGs Patch

Near Future IVA Props

Near Future Propulsion

Near Future PRopulsion - Hydrogen NTRs

Near Future Propulsion Extras: Redusced thrust configs

Near Future Solar

Near future spacecraft parts

Outer Planets Mod

PlanetShine

PlanetShine Default Config

Precise Node

Procedural Fairings

Procedural Parts

Procedural PArts - Saturn / Nova Texture Pack

Quicksearch

Quiztech Aero Pack

RasterPropMonitor

RasterPropMonitor Core

RCS Sounds

Rover Wheel Sounds

Rovers and Roadsters

SCANsat

ScienceAlert

SETI-Contracts

SmokeScreen - Extended FX Plugin

Spacetux shared assets

Stage Recovery

Station Science

Stockalike Station Parts Expansion

Tarsier Space Technology with galaxies

ToadicusTools

Toolbar

Tundra Exploration - Stockalike Dragon V2

TweakScale

Universal Storage

USI Exploration Pack

USI Freight Transport Technologies

USI Kolonization Systems (MKS/OKS)

USI Life Support

USI Survival Pack

USI Tools

Waypoint Manager

Edited by Atmoz
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Hello world and sorry for my bad english...

Someone could tell me why i see the Rocketry KW Custom Fairing Base and not the Wall Fairing or the Cone Fairing in Aerodynamics ?

I have many mods installed but i don't think i have conflict with "the fairings"

I use ckan to install my mods...

Thank you all

EDIT:

Installed mods:

0.35m SSR Microsat

AIES Aerospace

Alternate Ressource Panel

Animate Emissive Module

B9 Aerospace Procedural Parts

Bahamuto D Animation Module

blackheart612's KW Procedural Fairings

blackheart612's KW Procedural Fairings KSLO

blackheart612's KW Procedural Fairings Textures

blackheart612's Procedural Part Textures

Capcom - Mission Control on the go

Chatterer

Community Resource Pack

Community Tech Tree

Contract Configurator

Contract Pack: Fiels Research

Contract Pack: Grand Tours

Contract Pack: Kerbin Space Station

Contract Pack: SCANsat

Contract Pack: SCANsat lite

Contract Pack: Tourism Plus

Contract window +

Crossfeed enabler

Crowd sourced science

Cryogenic Engines

Cryogenic Engines Extra: LFO Patch

DMagic Orbital Science

Docking Port Alignement Indicator

Environmental Visual Enhancements - High resolution

EVAManager

Firespitter Core

Flight Manager for reusable stages [FMRS]

Graphotron

HeatControl

HeatControl Core

Hot Rockets

Hullcam VDS

HyperEdit

Infernal Robotics Model Rework - Core Pack

Infernal Robotics Model Rework - Expansion Pack

Interstellar Fuel Switch

Interstellar Fuel Switch Core

JebediahKerman42's Procedural Parts Textures

KAE - KSPAPIExtensions

KashCorp Shared Assets

Kerbal Alarm Clocl

Kerbal Attachment System

Kerbal Inventory System

Kerbal Joint Reinforcement

KW Rocketry

Magic Smoke Industries Infernal Robotics

Module Manager

ModuleRCSFX

Near Future Construcion

Near Future Electrial

Near Future Electrial Core

Near Future Electrial Extras: Decaying RTGs Patch

Near Future IVA Props

Near Future Propulsion

Near Future PRopulsion - Hydrogen NTRs

Near Future Propulsion Extras: Redusced thrust configs

Near Future Solar

Near future spacecraft parts

Outer Planets Mod

PlanetShine

PlanetShine Default Config

Precise Node

Procedural Fairings

Procedural Parts

Procedural PArts - Saturn / Nova Texture Pack

Quicksearch

Quiztech Aero Pack

RasterPropMonitor

RasterPropMonitor Core

RCS Sounds

Rover Wheel Sounds

Rovers and Roadsters

SCANsat

ScienceAlert

SETI-Contracts

SmokeScreen - Extended FX Plugin

Spacetux shared assets

Stage Recovery

Station Science

Stockalike Station Parts Expansion

Tarsier Space Technology with galaxies

ToadicusTools

Toolbar

Tundra Exploration - Stockalike Dragon V2

TweakScale

Universal Storage

USI Exploration Pack

USI Freight Transport Technologies

USI Kolonization Systems (MKS/OKS)

USI Life Support

USI Survival Pack

USI Tools

Waypoint Manager

The wall and cone parts have been removed from the default install in this version because they don't shield their contents in stock aerodynamics. If you use FAR, you can find them as an optional install elsewhere in the zip. If you're using stock aero, the "custom" bases that you have now provide procedural fairings like the stock parts.

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Anyone know why the engines start with the "heating glow" and remain on at all times? Even in the VAB, they're glowing orange/red.

You haven't installed ModuleAnimateEmissive properly. It's in the main download.

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Made a fix so one could use the Wildcat-XR with the 5m-3,75m apollo style interstage properly with the engine sitting in the interstage.


// --- node definitions ---
node_stack_top = 0.0, 2.808, 0.0, 0.0, 1.0, 0.0, 3
node_stack_top2 = 0.0, 2.508, 0.0, 0.0, -1.0, 0.0, 3
node_stack_bottom = 0.0, -0.67, 0.0, 0.0, -1.0, 0.0, 3

It has something to do with KSP not agreeing with two nodes being in the same location :)

Thanks!! you've made my day hehe, now I can have my Saturn V going again!

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I can't attatch anything to the SC-4's at all. I can attach them to things, but engines won't attach to the bottom of the tanks.

edit: looks to be a problem with the bottom node of all the KW parts. can't attach anything to them, but the top attach nodes work fine

Edited by Commissar
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Is anyone having trouble with the KW fairings (Jupiter, Long March, etc.) not attaching to the custom fairing bases? I can see two attachment points, but nothing will attach to them.

EDIT: To be clear: they are the blackheart procedural fairings. Shoot, am I in the wrong place? CKAN can be a harsh mistress.

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I can't attatch anything to the SC-4's at all. I can attach them to things, but engines won't attach to the bottom of the tanks.

edit: looks to be a problem with the bottom node of all the KW parts. can't attach anything to them, but the top attach nodes work fine

You're using an outdated version of KW Rocketry. Redownload.

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Why the hell is it so hard for me to build fairings with the parts that come with this?

I can only place the first cross section a few cm's up from the base and then after that I can't place any more cross sections.

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Build them like this.

Base -> nosecone -> side walls.

I do not get those green build nodes around the fairing. Instead it makes me place the fairing cross-sections just like stock fairings.

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I do not get those green build nodes around the fairing. Instead it makes me place the fairing cross-sections just like stock fairings.

It is the stock fairing just with the KWR fairing base as a model, and restricted a little in their configuration as to how you can place. For instance, you can't flare the bottom out. Other than that, they're not really any different. Same stock ModuleProceduralFairing.

Just keep trying and if you get frustrated, take a deep breath and try again.

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It is the stock fairing just with the KWR fairing base as a model, and restricted a little in their configuration as to how you can place. For instance, you can't flare the bottom out. Other than that, they're not really any different. Same stock ModuleProceduralFairing.

Just keep trying and if you get frustrated, take a deep breath and try again.

Still can not get the fairing cross-section to place. I can place the first cross-section just a few cms up from the base and then after that I never get a green marker it's just that orange.

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It is -- the cfg file references an invalid science tree entry. I edited mine so that it is unlocked by the same tech as the 2.5m SAS. You can specify any tech you want, I just did the same as 2.5m SAS because it's easier. Below is the change I made:

KWRocketry\Parts\Control\KWRadialSAS\part3m.cfg

Change the line:

TechRequired = largeControl

To:

TechRequired = specializedControl

To fix this problem until they fix the mod, add the following to a .cfg file in the GameData directory. This is a ModuleManager patch to put the correct value in place:


// Fix a bug in KWRocketry
@PART[KWSASmodule3mHalf]
{
@TechRequired = specializedControl
}

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Hi! I've been playing with this mod and found a bug.

I was launching a simple rocket when I saw that KW Solids didn't turn off when their thrust was 0.

Then I changed min thrust from 75 to 0 and I stopped having this phantom thrust.

http://imgur.com/a/inFgs#0


// Fix solids.

@PART[KWsrbGlobeI]
{
@MODULE[ModuleEnginesFX]
{
@minThrust = 0
}
}

This MM should do the trick right?

Edited by nicogusuarez
Images
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Hi! I've been playing with this mod and found a bug.

I was launching a simple rocket when I saw that KW Solids didn't turn off when their thrust was 0.

Then I changed min thrust from 75 to 0 and I stopped having this phantom thrust.

http://imgur.com/a/inFgs#0


// Fix solids.

@PART[KWsrbGlobeI]
{
@MODULE[ModuleEnginesFX]
{
@minThrust = 0
}
}

For that one rocket, yes. You'll need that for each KWR SRB.

I think they all share a similar name format so you might be able to modify that to cover them all. (like @PART[KWsrb*] would work if they all start the same way)

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Anyone having thrust when a solid booster has a limiter of 0 make a blank file and paste this code. Then save it in your Game Data folder as a .cfg .

You need module manager.


// Fix solids.


@PART[KWsrbGlobeI]
{
@MODULE[ModuleEnginesFX]
{
@minThrust = 0
}
}


@PART[KWsrbGlobeV]
{
@MODULE[ModuleEnginesFX]
{
@minThrust = 0
}
}


@PART[KWsrbGlobeVI]
{
@MODULE[ModuleEnginesFX]
{
@minThrust = 0
}
}


@PART[KWsrbGlobeX10S]
{
@MODULE[ModuleEnginesFX]
{
@minThrust = 0
}
}


@PART[KWsrbGlobeX5]
{
@MODULE[ModuleEnginesFX]
{
@minThrust = 0
}
}


@PART[KWsrbUllage]
{
@MODULE[ModuleEnginesFX]
{
@minThrust = 0
}
}


@PART[KWsrbUllageLarge]
{
@MODULE[ModuleEnginesFX]
{
@minThrust = 0
}
}


@PART[KWsrbGlobeX10L]
{
@MODULE[ModuleEnginesFX]
{
@minThrust = 0
}
}


@PART[KWsrbGlobeX2]
{
@MODULE[ModuleEnginesFX]
{
@minThrust = 0
}
}


@PART[KWsrbGlobeX]
{
@MODULE[ModuleEnginesFX]
{
@minThrust = 0
}
}

Edited by nicogusuarez
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So, I'm having a little problem with interstage adapters, engines and auto-shrouds; specifically the 5m-3.75m Adapter Interstage and the Wildcat-XR.

I've summarised the problem in this album.

I'm probably missing something really obvious, but I'm stuck!

The problem there is with stacking nodes. You could fix it in two ways:

1. Look back a couple of pages & see there a reference to a fix

2. Or you can press Alt + F12 while in-game & in the appeared popup enable part clipping by selecting "Allow Part Clipping in Editors [bug Hazard]" (in "Cheats" rollout).

You are welcome.

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