Mecripp Posted August 9, 2015 Share Posted August 9, 2015 Concerning the SRB thrust limiter issue that has already been a little discussed, I would like to know if it would be possible to add a setting to the mod that will allow the player to choose to set the thrust limiter "0" setting to 50% or 0%.I have downloaded and used nicogusuarez's fix but I would appreciate if the choice was given to the player in game, rather than having to use DIY fixes.You can already in VAB only not sure why but maybe because the throttle is locked might be why we can't change it in flight. Link to comment Share on other sites More sharing options...
Gaarst Posted August 10, 2015 Share Posted August 10, 2015 You can already in VAB only not sure why but maybe because the throttle is locked might be why we can't change it in flight.You can't change the thrust limiter of a SRB outside the VAB, that's for all SRBs, stock included.What I was refering to is the fact that, in the VAB, if you set thrust limiter of a KW SRB to 0, it will still have 50% of its thrust (can be seen in KER and in flight). It is not possible to limit them to less than 50% of their nominal power, only from 100% to 50%. Link to comment Share on other sites More sharing options...
Drew Kerman Posted August 12, 2015 Share Posted August 12, 2015 here's an interesting issue I've had since 0.90 and finally decided to try to track down while setting up my 1.0.4 install: left image is a simple craft I launched from the VAB to the pad. Right image is what happens after I return to the Space Center and jump back out to the pad. It seems that whenever I set the RCS tank as the root part, whether at the start of construction or through the root tool, once it's launched and then reloaded the RCS tank shrinks. I've stripped down to Stock + KW, AIES, RLA_StockAlike and HyperEdit and it still happens. I can't for the life of me figure out what's causing the game to want to shrink that RCS tank. In the more recent version of KWR this tank was replaced by a procedural tank, but I have kept the part for compatibility with most of my existing vessels. Here is the part.cfg:PART{// Kerbal Space Program - Part Config// --- general parameters ---name = KW1mRCSfuelmodule = Partauthor = KW Rocketry// --- asset parameters ---MODEL{model = KWRocketry/Parts/Fuel/KWRCSfuel/KW_Fuel_RCSscale = 0.335, 0.335, 0.335}scale = 1// --- node definitions ---node_stack_top = 0.0, 0.2, 0.0, 0.0, 1.0, 0.0, 1node_stack_bottom = 0.0, -0.2, 0.0, 0.0, 1.0, 0.0, 1node_attach = 0.0, 0.0, -0.505, 0.0, 0.0, 0.0// --- editor parameters ---TechRequired = fuelSystemscost = 800category = 0subcategory = 0title = SA-1 RCS Fuelmanufacturer = KW Rocketrydescription = A 1.25m container of hypergolic fuels for RCS thrusters.// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollisionattachRules = 1,1,1,1,0// --- standard part parameters ---mass = 0.15dragModelType = defaultmaximum_drag = 0.2minimum_drag = 0.2angularDrag = 2crashTolerance = 12maxTemp = 2900fuelCrossFeed = True// --- rcs fuel tank parameters ---RESOURCE{ name = MonoPropellant amount = 100 maxAmount = 100}}I have not seen this behavior with any other root part in the game. Anyone have any ideas? Link to comment Share on other sites More sharing options...
Dr. Acula Posted August 14, 2015 Share Posted August 14, 2015 Concerning the SRB thrust limiter issue that has already been a little discussed, I would like to know if it would be possible to add a setting to the mod that will allow the player to choose to set the thrust limiter "0" setting to 50% or 0%.I have downloaded and used nicogusuarez's fix but I would appreciate if the choice was given to the player in game, rather than having to use DIY fixes.Nope, that's not possible. There's a value in the .cfg files of the srb's that determinds their minimal thrust. So the only way, to change that is to change it in the .cfg file. Once KSP loaded the parts when you start the game, these values are set and can't be changed as long as the game is running. Link to comment Share on other sites More sharing options...
marce Posted August 15, 2015 Share Posted August 15, 2015 [...] Second, if I put a decoupler under a KW Rocketry engine no fairings builds around it. I'm using the KW Community Fixes for 1.0.4.I suffer the same issue, installed via CKAN including community fixes. I only use the engines usually and delete all other parts except for the fairings (because I think they are needed for the shrouds), so I keep those as well. Anyway, this time I didn't delete anything so far to make sure I'm not causing the problem myself.Any hint is appreciated. Link to comment Share on other sites More sharing options...
blowfish Posted August 15, 2015 Share Posted August 15, 2015 The community fixes patch disables the auto-fairings. Not sure why. This line. Link to comment Share on other sites More sharing options...
marce Posted August 15, 2015 Share Posted August 15, 2015 The community fixes patch disables the auto-fairings. Not sure why. This line.Interesting, thanks!I'd like to know why this is done, though. Suppose there is a pretty good reason for and and enabling it again migth cause issues. Link to comment Share on other sites More sharing options...
the_Demongod Posted August 23, 2015 Share Posted August 23, 2015 I'm using a bunch of mods related to Realism Overhaul and Real Solar System and for some reason it has made the upper-stage large diameter engine cluster (5*10mJ2 engines in real life) disappear entirely. Are there any known conflicts with this mod that may have caused this? Link to comment Share on other sites More sharing options...
DocRabbit Posted August 27, 2015 Share Posted August 27, 2015 The community fixes patch disables the auto-fairings. Not sure why. This line.Yeah, I don't understand this either. This should have been done in an auxillary patch to allow end users the same choices KW has always given them. Link to comment Share on other sites More sharing options...
nukedragon676 Posted August 28, 2015 Share Posted August 28, 2015 WHen i download this mod and i change the fairings to the original fairings but it doesn't included the 5m expanded fairing cone or wall for the original fairings. It has the original base, 5m expanded base, but not the cone or walls. What should i do. Thank you! Link to comment Share on other sites More sharing options...
somnambulist Posted August 29, 2015 Share Posted August 29, 2015 Yeah, I don't understand this either. This should have been done in an auxillary patch to allow end users the same choices KW has always given them.That was the intent when I posted the patch for linuxgurugamer to include. It shouldn't be installed by default. Link to comment Share on other sites More sharing options...
aandreispike Posted August 31, 2015 Share Posted August 31, 2015 Guys, I have a problem. The KW 3.75m‑2.5m Petal Adaptor doesn't decouple. I followed the instructions and I didn't staged it. First „Open Fairingâ€Â, then „Decouple†in the top to bottom order of the buttons, and it doesn't work. Please help! https://www.dropbox.com/s/bp1y94hj9egcr0n/screenshot0.png?dl=0 Link to comment Share on other sites More sharing options...
trooperMNG Posted September 5, 2015 Share Posted September 5, 2015 Any fix for the fairings issue? Link to comment Share on other sites More sharing options...
panzerwaffe044 Posted September 8, 2015 Share Posted September 8, 2015 Hi! I've installed both community fixes and interstage config using CKAN, but my interstages still work as interstages, not as decouplers. And decouplers don't make a procedural shroud around KWR engines... Link to comment Share on other sites More sharing options...
Tetra84 Posted September 10, 2015 Share Posted September 10, 2015 (edited) Is there a reason why i'm not seeing fairing walls and cones? I only see the base in my inventory and assembling the fairing from there is how it is stock in 1.0.4 where you click and drag it up shaping it out. Am I missing parts? Edited September 10, 2015 by Tetra84 Link to comment Share on other sites More sharing options...
somnambulist Posted September 12, 2015 Share Posted September 12, 2015 Hi! I've installed both community fixes and interstage config using CKAN, but my interstages still work as interstages, not as decouplers. And decouplers don't make a procedural shroud around KWR engines...If you're talking about my contribution to the community fixes, this is working as intended. If you want decouplers to create shrouds you need to delete `KWPatch-interstage.cfg` -- warning, this may be craft breaking.Is there a reason why i'm not seeing fairing walls and cones? I only see the base in my inventory and assembling the fairing from there is how it is stock in 1.0.4 where you click and drag it up shaping it out. Am I missing parts?KW Rocketry fairings don't work with stock aero so they were moved to an optional install. If you want to use KW's fairings install FAR or check out Felbourn's "Old School Fairings" (in development).http://forum.kerbalspaceprogram.com/threads/132343-1-0-4-Old-School-Fairings Link to comment Share on other sites More sharing options...
123nick Posted September 13, 2015 Share Posted September 13, 2015 will there be a re-birth of the ye-olde parts of .15? i liked the 5 nozzle 1.25 meter (1 meter only back in the day) engine. and the others, too. Link to comment Share on other sites More sharing options...
Beano Posted September 15, 2015 Share Posted September 15, 2015 (edited) 5 meter expanded fairing wall and nosecone from old fairings is not appearing in the parts selection.Update: The problem was caused by missing .mu files, KW_Fairing_ExpandingWall5m and KW_Fairing_ExpandingCone5m in Parts/Fairings/UnifiedFairings5m. I downloaded from a previous version, 2.6d2 from the curse project site and put it there. Edited September 16, 2015 by Beano Link to comment Share on other sites More sharing options...
nablabla Posted September 17, 2015 Share Posted September 17, 2015 hi, why do the engines not have fairings if I put a decoupler at the bottom?like the vesta-vr-1 (the 90kN one), so the engine is naked then, an option to enable/disable them whould be great. Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted September 17, 2015 Share Posted September 17, 2015 hi, why do the engines not have fairings if I put a decoupler at the bottom?3 posts above you, mate.If you want decouplers to create shrouds you need to delete `KWPatch-interstage.cfg` -- warning, this may be craft breaking.Also, on the last page:The community fixes patch disables the auto-fairings. Not sure why. This line. Link to comment Share on other sites More sharing options...
nablabla Posted September 17, 2015 Share Posted September 17, 2015 sorry, i searched with google, and I didn't know that they are called 'shrouds'anyways, if you want to install kw using ckan it automatically adds the community fixes, (u cannot uncheck it)i did not add the "comunity fixes - interstage" config, because i wanted to keep shroundsalready the first of these fixes does that, so the second does nothing, as i see it correctly.so removing the above mentioned file does not suffice, but the strage thin is, after removing both, also the file "KWPatch-2.cfg" which is identical to the "KWPatch-interstage.cfg" brings me no shroudsoh wait, the stock parts now have shrouds, but not the kw engines Link to comment Share on other sites More sharing options...
wage0048 Posted September 19, 2015 Share Posted September 19, 2015 Would it be possible to adjust the texture for the SRB Nosecone? Making the nozzles more visible (say, red) would make it much easier to ensure that they're attached correctly. Link to comment Share on other sites More sharing options...
FiiZzioN Posted September 19, 2015 Share Posted September 19, 2015 Would it be possible to adjust the texture for the SRB Nosecone? Making the nozzles more visible (say, red) would make it much easier to ensure that they're attached correctly.Hopefully this is what you had in mind. All you'll have to do is drop GameData into your KSP directory, once dropped into the directory a window should pop up asking you whether you want to replace a file or not. If you click accept the old texture will be overwritten and the new one will take its place. There is also a different folder in the archive that has the original texture should you want that one back.Click here to download. Link to comment Share on other sites More sharing options...
Sampa Posted September 20, 2015 Share Posted September 20, 2015 Hey, i really love this mod, but not much of a fan of the new P fairings. I can deal with them for most single launch payloads, but when building stations, i like to use the fairing base as an orbital tug. Would it be possible to give us the ability to set the fairing sides to jettison but leave the payload attached to the base? If so, i will be more happy to keep useing this. Link to comment Share on other sites More sharing options...
Tristonwilson12 Posted September 20, 2015 Share Posted September 20, 2015 Hey, i really love this mod, but not much of a fan of the new P fairings. I can deal with them for most single launch payloads, but when building stations, i like to use the fairing base as an orbital tug. Would it be possible to give us the ability to set the fairing sides to jettison but leave the payload attached to the base? If so, i will be more happy to keep useing this.Me too Link to comment Share on other sites More sharing options...
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