Barefoot Friar Posted July 10, 2015 Share Posted July 10, 2015 I came here to talk about just this issue. I'll read back over the past few pages, but I wanted to make sure I could find this again so I'm posting.I've tried everything in-game I can think of, including putting a small tank immediately above the engine and then the large tank (the old trick we used to use on Mainsails), putting a large tank immediately above the engine, putting large radiators (the passive ones) on the tank, the engine, and both, and using wings as heat sinks. It still overheats like crazy. I'll try an MM patch as soon as I can figure out what to change. Link to comment Share on other sites More sharing options...
Starwaster Posted July 10, 2015 Share Posted July 10, 2015 I came here to talk about just this issue. I'll read back over the past few pages, but I wanted to make sure I could find this again so I'm posting.I've tried everything in-game I can think of, including putting a small tank immediately above the engine and then the large tank (the old trick we used to use on Mainsails), putting a large tank immediately above the engine, putting large radiators (the passive ones) on the tank, the engine, and both, and using wings as heat sinks. It still overheats like crazy. I'll try an MM patch as soon as I can figure out what to change.That trick with the small tank worked because heat transfer in the old days measured distance, ignoring (and transferring no heat) if the distance to the adjacent part's transform was too long.Small tanks allowed to transfer the maximum amount of heat because the distance was so short. Link to comment Share on other sites More sharing options...
lexmkr Posted July 10, 2015 Share Posted July 10, 2015 Yes, but there may be undiscovered bugs. Use the patch mentioned and force ckan to install the version you want: './ckan.exe upgrade KWRocketry=2.7'.Pardon my ignorance, but where am I supposed to write './ckan.exe upgrade KWRocketry=2.7'? Link to comment Share on other sites More sharing options...
Barklight Posted July 11, 2015 Share Posted July 11, 2015 I've updated my patch, I found a few more small patches. ---snip---Thanks for this, your consolidation of the various contributions by other forum members made this pretty darn easy to apply Link to comment Share on other sites More sharing options...
includao Posted July 11, 2015 Share Posted July 11, 2015 I've updated my patch, I found a few more small patches.Thanks for the fixes! Link to comment Share on other sites More sharing options...
Whovian Posted July 11, 2015 Share Posted July 11, 2015 (edited) Pardon my ignorance, but where am I supposed to write './ckan.exe upgrade KWRocketry=2.7'?Into the command line after you've have cd'd into the directory containing CKAN. You also need to precede that with "mono" if you're running OS X or Linux. Edited July 11, 2015 by Whovian Link to comment Share on other sites More sharing options...
davidy12 Posted July 11, 2015 Share Posted July 11, 2015 @Linuxgurugamer, where do we find the file to place the patch in? Link to comment Share on other sites More sharing options...
somnambulist Posted July 11, 2015 Share Posted July 11, 2015 @Linuxgurugamer, where do we find the file to place the patch in?Save it in GameData as a plain text file named WhateverYouWantToCallIt.cfg -- the extension is all that really matters. Make sure you have ModuleManager installed as well. Link to comment Share on other sites More sharing options...
NecroBones Posted July 11, 2015 Share Posted July 11, 2015 Save it in GameData as a plain text file named WhateverYouWantToCallIt.cfg -- the extension is all that really matters. Make sure you have ModuleManager installed as well.I'm thinking it might actually be worth distributing it as a "mod" in CKAN. It could be called something like "KW Rocketry Community Fixes", and contain just that MM patch. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 12, 2015 Share Posted July 12, 2015 (edited) I'm thinking it might actually be worth distributing it as a "mod" in CKAN. It could be called something like "KW Rocketry Community Fixes", and contain just that MM patch.Sure, I'd be happy to do that.Two things:1. Can someone come up with a patch for the heat values? If you just give me the values, I can write the ModuleManager patch.2. I'd like opinions on whether to keep the following in:// Fix solid booster having thrust when limiter is zero// Following from nicogusuarez// http://forum.kerbalspaceprogram.com/threads/51037-1-02-KW-Rocketry-v2-7-Available-1-02-Compatibility%21-16-05-2015?p=2039003&viewfull=1#post2039003// Fix solids.@PART[KWsrbGlobeI]{ @MODULE[ModuleEnginesFX] { @minThrust = 0 }}@PART[KWsrbGlobeV]{ @MODULE[ModuleEnginesFX] { @minThrust = 0 }}@PART[KWsrbGlobeVI]{ @MODULE[ModuleEnginesFX] { @minThrust = 0 }}LinuxGuruGamer Edited July 12, 2015 by linuxgurugamer Link to comment Share on other sites More sharing options...
G'th Posted July 12, 2015 Share Posted July 12, 2015 How difficult would it be to return to the old way the fairings worked? I miss having to design my payloads around what the fairings could hold (rather than the other way around). Link to comment Share on other sites More sharing options...
blowfish Posted July 12, 2015 Share Posted July 12, 2015 How difficult would it be to return to the old way the fairings worked? I miss having to design my payloads around what the fairings could hold (rather than the other way around).It would require a new fairing module that actually calculated part occlusion in the correct way. Link to comment Share on other sites More sharing options...
somnambulist Posted July 12, 2015 Share Posted July 12, 2015 2. I'd like opinions on whether to keep the following in:// Fix solid booster having thrust when limiter is zeroI vote to keep it -- it's clearly intended behavior by K & W and adds some unique flavor to the SRBs. That said the effects for SRBs that are thrust limited to 0 are broken under 1.x -- they generate thrust but do not display visual effects. It might be possible to fix this by switching the effects over to SmokeScreen.Here's my own contribution to the patch, feel free to include if you want. It switches the interstage fairings over to omni decouplers and removes the finicky extra node on engines/shrouds. This is convceivably craft breaking so it might be best to leave it as an optional module.// Disable KW Engine autofairings@PART[KW1mengine*|KW2mengine*|KW3mengine*|KW5mengineTitanV]:AFTER[KWRocketry] { !MODEL,2 {} !node_stack_top2 = 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0}// Shroud changes. Cigarette filter shrouds get switched to omni decuplers@PART[KW?mDecouplerShroud]:AFTER[KWRocketry] { !node_stack_top = 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0 @MODULE[ModuleDecouple] { !explosiveNodeID = top %isOmniDecoupler = true }} @PART[KWadapter2x1]:AFTER[KWRocketry] { @mass = 0.5 !node_stack_top = 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0 @node_stack_bottom2 = 0.0, -.80, 0.0, 0.0, 1.0, 0.0, 1 @MODULE[ModuleDecouple] { @explosiveNodeID = bottom2 }}@PART[KWadapter3x2]:AFTER[KWRocketry] { @MODEL { @scale = 1.25, 1.65, 1.25 //Scale so it covers all three 2.5m engines } @node_stack_top = 0.0, -1.2, 0.0, 0.0, 1.0, 0.0, 2 @node_stack_bottom = 0.0, -1.415, 0.0, 0.0, -1.0, 0.0, 3}@PART[KW5x3AdapterShroud]:AFTER[KWRocketry] { @node_stack_top = 0.0, -1.50, 0.0, 0.0, 1.0, 0.0, 3} Link to comment Share on other sites More sharing options...
autumnalequinox Posted July 12, 2015 Share Posted July 12, 2015 (edited) Got a bit of weirdness. I have the most recent combined community patch installed. The KW fairing bases have their temp tolerances cut in half (as listed in the VAB). Only 1200 degrees. They are frying quick on ascent. Anybody have this? In the part file there is nothing amiss, same with patch.Edit: Partially my fault, I'm still not used to the heating in 1.0.4 and was spending too much time in the upper atmosphere doing a G-turn. So being as how these fairings come earlier in the tree and such might not be a big prob. Edited July 13, 2015 by autumnalequinox Link to comment Share on other sites More sharing options...
nicogusuarez Posted July 13, 2015 Share Posted July 13, 2015 I'll try to adapt one or two SRB's to Smoke Screen and see how it goes. Link to comment Share on other sites More sharing options...
LostOblivion Posted July 13, 2015 Share Posted July 13, 2015 Sure, I'd be happy to do that.Two things:1. Can someone come up with a patch for the heat values? If you just give me the values, I can write the ModuleManager patch.2. I'd like opinions on whether to keep the following in:// Fix solid booster having thrust when limiter is zero// Following from nicogusuarez// http://forum.kerbalspaceprogram.com/threads/51037-1-02-KW-Rocketry-v2-7-Available-1-02-Compatibility%21-16-05-2015?p=2039003&viewfull=1#post2039003// Fix solids.@PART[KWsrbGlobeI]{ @MODULE[ModuleEnginesFX] { @minThrust = 0 }}@PART[KWsrbGlobeV]{ @MODULE[ModuleEnginesFX] { @minThrust = 0 }}@PART[KWsrbGlobeVI]{ @MODULE[ModuleEnginesFX] { @minThrust = 0 }}LinuxGuruGamerIt always bugged me that KW SRBs were limited this way. I think it's just in the way of creativity, so I vote for 0 minThrust. Link to comment Share on other sites More sharing options...
Enterprise0709 Posted July 15, 2015 Share Posted July 15, 2015 Is it just me, or is the Grifon XX a bit OP since the convergence to the new aerodynamics model? I got two identical rockets: one in KSP .24 and one in 1.0.2. Both have a Griffon XX engine and SC-4-LFT for a first stage. both gor a SC-1-LFT and Wildcat-XR as second stage. Propelling a payload at aprox 16 tonThe one in KSP .24 is at Ap 32km upon MECO. The one in KSP 1.0.2 is at Ap 66km.Is the Griffon XX supposed to be that much more powerful? Link to comment Share on other sites More sharing options...
Temeter Posted July 15, 2015 Share Posted July 15, 2015 Is it just me, or is the Grifon XX a bit OP since the convergence to the new aerodynamics model? I got two identical rockets: one in KSP .24 and one in 1.0.2. Both have a Griffon XX engine and SC-4-LFT for a first stage. both gor a SC-1-LFT and Wildcat-XR as second stage. Propelling a payload at aprox 16 tonThe one in KSP .24 is at Ap 32km upon MECO. The one in KSP 1.0.2 is at Ap 66km.Is the Griffon XX supposed to be that much more powerful?Engines afaik actually got weaker in 1.0. It's just the atmosphere that is that much thinner. Getting to Orbit now takes 3.3k D/V, 0.24 was around 4.5k. Link to comment Share on other sites More sharing options...
Luka 999 Posted July 16, 2015 Share Posted July 16, 2015 Could you make make textures for procedural parts using fuel tanks textures from the mod? Link to comment Share on other sites More sharing options...
pack_rtr Posted July 17, 2015 Share Posted July 17, 2015 Hey, I am thinking of making a ''Stock Engine Sound Overhaul'' mod and your engine sounds are amazing.Would you mind using your sounds? Link to comment Share on other sites More sharing options...
edemlama Posted July 17, 2015 Share Posted July 17, 2015 please please update this for the new 1.0.4 heating system Link to comment Share on other sites More sharing options...
Jananton Posted July 17, 2015 Share Posted July 17, 2015 (edited) please please update this for the new 1.0.4 heating systemHmm, a few pages back in this thread is a patch for module manager that makes some changes. Personally I found that the heating values are the opposite as before and too low if you ask me, but it's a good start if you want to tweak these things yourself. ;-)Greets,Jan Edited July 18, 2015 by Jananton Link to comment Share on other sites More sharing options...
Virtualgenius Posted July 18, 2015 Share Posted July 18, 2015 Anyone else having issues with fuel tanks not draining completely but leaving small amounts of residual fuel in them like 0.12 Link to comment Share on other sites More sharing options...
smjjames Posted July 18, 2015 Share Posted July 18, 2015 I have, though I've been experiencing it with tanks from other mods and someone said that they had it with a stock tank (fuel switched to liquid fuel only I believe). So it may be a stock bug. Link to comment Share on other sites More sharing options...
kaoz Posted July 18, 2015 Share Posted July 18, 2015 I'm testing the petal adapter and is not working I made a model just like the video, so the fairing work well but when I do the first decoupler my main spacecraft just gets stock there, the second decoupler works with the lander, I try to place the main spacecraft higher and the decoupler worked but since the engine is sticking out it creates a cover for it so when you decouple the thing is floating in front of the petal if anyone knows how to fix this that'll be great Link to comment Share on other sites More sharing options...
Recommended Posts