davidy12 Posted November 10, 2015 Share Posted November 10, 2015 Okay the nodes are messed up. - - - Updated - - -NVM: The 5m Titan V is messed up.- - - Updated - - -With the community fix. Link to comment Share on other sites More sharing options...
Virtualgenius Posted November 10, 2015 Share Posted November 10, 2015 I always give it about a week after a release before everything is updated to the new release Link to comment Share on other sites More sharing options...
Tex_NL Posted November 10, 2015 Share Posted November 10, 2015 With the info given here I got KW Rocketry working. But not quite as I am used to.In the past all KW engines had their own shrouds/fairings but now they don't. I can vaguely remember there once was an option to switch this on/off but I can't seem to find it. Anybody know where to look for it? Link to comment Share on other sites More sharing options...
Albert VDS Posted November 10, 2015 Share Posted November 10, 2015 (edited) With the info given here I got KW Rocketry working. But not quite as I am used to.In the past all KW engines had their own shrouds/fairings but now they don't. I can vaguely remember there once was an option to switch this on/off but I can't seem to find it. Anybody know where to look for it?Delete KWPatch-2.cfg in /GameData/KWCommunityFixes, it's the file which disable the shrouds/fairings. Edited November 11, 2015 by Albert VDS Link to comment Share on other sites More sharing options...
Tex_NL Posted November 11, 2015 Share Posted November 11, 2015 (edited) Delete KWPatch-2.cfg in /GameData/KWCommunityFixes, it's the file which disable the shrouds/fairings.Thanks Albert. KWPatch-2.cfg is out the door. Hope that fixes it.Edit: Sadly your fix did not work. The autoshrouds are still MIA. Edited November 11, 2015 by Tex_NL Link to comment Share on other sites More sharing options...
TheWattGaming Posted November 11, 2015 Share Posted November 11, 2015 When is KW going to be compatible with 1.0.5? Link to comment Share on other sites More sharing options...
_Augustus_ Posted November 11, 2015 Share Posted November 11, 2015 When is KW going to be compatible with 1.0.5? Agreed, the parts don't load due to a module error. Link to comment Share on other sites More sharing options...
blowfish Posted November 11, 2015 Share Posted November 11, 2015 Agreed, the parts don't load due to a module error.Which you would know how to fix if you'd read the last few pages Link to comment Share on other sites More sharing options...
yorshee Posted November 11, 2015 Share Posted November 11, 2015 Looks like it's still happening. And it's possible that it's because I forgot a small part of the patch. Try this:@PART[KW*]:HAS[@MODULE[ModuleAnimateEmissive]]:[B]FINAL[/B]{ @MODULE[ModuleAnimateEmissive] { @name = ModuleAnimateHeat }}Still doesn't work...this is strange...Is there a specific folder I'm meant to put it in? Link to comment Share on other sites More sharing options...
blowfish Posted November 11, 2015 Share Posted November 11, 2015 Still doesn't work...this is strange...Is there a specific folder I'm meant to put it in?As long as it's in a .cfg file, somewhere in GameData, and not in a PluginData folder it should work. If you post your output log I can see what's going on. Link to comment Share on other sites More sharing options...
yorshee Posted November 11, 2015 Share Posted November 11, 2015 As long as it's in a .cfg file, somewhere in GameData, and not in a PluginData folder it should work. If you post your output log I can see what's going on.Ah, it wasn't working because it was called AnimateEmissiveTempFix.cfg.txt I've fixed it now though! Link to comment Share on other sites More sharing options...
Ford6 Posted November 12, 2015 Share Posted November 12, 2015 Thanks Albert. KWPatch-2.cfg is out the door. Hope that fixes it.Edit: Sadly your fix did not work. The autoshrouds are still MIA.The auto shroud removal was accidently left in the KWPatch.cfg when the KWPatch-2.cfg was made, and apparently never fixed in the download.The line to change is posted several pages back now. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 12, 2015 Share Posted November 12, 2015 Hi,Can someone point me to what's needed to support 1.0.5? I'd like to get the community patch updated for 1.0.5ThanksLGG Link to comment Share on other sites More sharing options...
blowfish Posted November 12, 2015 Share Posted November 12, 2015 (edited) Hi,Can someone point me to what's needed to support 1.0.5? I'd like to get the community patch updated for 1.0.5ThanksLGGHere's what I know so far:Replace ModuleAnimateEmissive with FXModuleAnimateThrottle. ModuleAnimateEmissive is now redundant with stock modules and will no longer be updated. MODULE { name = FXModuleAnimateThrottle animationName = HeatAnimationEmissive responseSpeed = 0.001 dependOnEngineState = True dependOnThrottle = True }responseSpeed seems to vary between 0.001 for all engines except the Vector. EDIT: SRBs appear to have 0.002.There are new CONSTRAINT nodes on ModuleTestSubject for some engines. I'm not sure why some have it and some don't. Possibly not worth worrying about.EDIT: NathanKell informs me that all parts with ModuleTestSubject need to have CONSTRAINT nodes. For rocket engines, copying the stock ones is probably fine. Just make sure we don't get contracts to test vacuum engines at sea level or SRBs/heavy lift engines in a vacuum Edited November 12, 2015 by blowfish Link to comment Share on other sites More sharing options...
Tex_NL Posted November 12, 2015 Share Posted November 12, 2015 The auto shroud removal was accidently left in the KWPatch.cfg when the KWPatch-2.cfg was made, and apparently never fixed in the download.The line to change is posted several pages back now.That did it. But saying the answer is 'several pages back' is just as much work as saying I also had to delete KWPatch-interstage.cfg. Link to comment Share on other sites More sharing options...
void_error Posted November 12, 2015 Share Posted November 12, 2015 The line to change is posted several pages back now.... and it's really hard to link ain't it?Not knowing if KW Rocketry will be updated to 1.0.5 I suggest making a thread with all the community-made patches if there isn't one already. It would make everyone's lives a lot easier. Link to comment Share on other sites More sharing options...
blowfish Posted November 12, 2015 Share Posted November 12, 2015 ... and it's really hard to link ain't it?Not knowing if KW Rocketry will be updated to 1.0.5 I suggest making a thread with all the community-made patches if there isn't one already. It would make everyone's lives a lot easier.You mean this?Read the last page and you will discover that the community patches will be updated in due time. Link to comment Share on other sites More sharing options...
void_error Posted November 12, 2015 Share Posted November 12, 2015 You mean this?Read the last page and you will discover that the community patches will be updated in due time.Thanks but I was asking about "The line to change posted several pages back now".Also, the link on Kerbal Stuff for the page links back to this thread instead of the one you linked, that's why I assumed there probably isn't a forum thread already. Link to comment Share on other sites More sharing options...
blowfish Posted November 12, 2015 Share Posted November 12, 2015 Thanks but I was asking about "The line to change posted several pages back now".Also, the link on Kerbal Stuff for the page links back to this thread instead of the one you linked, that's why I assumed there probably isn't a forum thread already.Well the better solution is to just get it fixed in the community patches. Particularly with the new tweakables, there's no reason not to have engine shrouds. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 12, 2015 Share Posted November 12, 2015 Thanks but I was asking about "The line to change posted several pages back now".Also, the link on Kerbal Stuff for the page links back to this thread instead of the one you linked, that's why I assumed there probably isn't a forum thread already.I just updated the kerbalstuff page with the correct link.LGG Link to comment Share on other sites More sharing options...
Tex_NL Posted November 12, 2015 Share Posted November 12, 2015 I just updated the kerbalstuff page with the correct link.LGG'the kerbalstuff page'? What kerbalstuff page?At this moment if I am looking for info I still have to search. If you refer to another page or site, how hard is it to put down a link? Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 13, 2015 Share Posted November 13, 2015 (edited) Here's what I know so far:Replace ModuleAnimateEmissive with FXModuleAnimateThrottle. ModuleAnimateEmissive is now redundant with stock modules and will no longer be updated. MODULE { name = FXModuleAnimateThrottle animationName = HeatAnimationEmissive responseSpeed = 0.001 dependOnEngineState = True dependOnThrottle = True }responseSpeed seems to vary between 0.001 for all engines except the Vector. EDIT: SRBs appear to have 0.002.There are new CONSTRAINT nodes on ModuleTestSubject for some engines. I'm not sure why some have it and some don't. Possibly not worth worrying about.EDIT: NathanKell informs me that all parts with ModuleTestSubject need to have CONSTRAINT nodes. For rocket engines, copying the stock ones is probably fine. Just make sure we don't get contracts to test vacuum engines at sea level or SRBs/heavy lift engines in a vacuum Ok,I'm working on a new patch for 1.0.5Here is my best guess of the KW engines by vacuum/SRB-hvy lift engine:SRB/Heavy liftKW1mengineMaverick1DKW1mengineVestaVR1KW1mengineWildCatVKW2mengineGriffonG8DKW2mengineMaverickVKW3mengineGriffonXXKW5mengineTitanVKW5mengineGriffonCVacuumKW2mengineSPSKW2mengineVestaVR9DKW3mengineTitanT1KW3mengineWildcarXRSo, unless someone can define these better, I'm going to set it up so that the vacuum engines will have a constraint similar to the LV-909 (or ion) engine, (suggestions are welcome), and the SRB/heavy lift engines similar to the Mainsail.Also, the patch is going to changeall ModuleAnimateEmissive to FXModuleAnimateThrottle, and add the following three lines to the FXModuleAnimateThrottle (formally ModuleAnimateEmissive ) module using this patch:@PART[KW*]:HAS[@MODULE[ModuleAnimateEmissive]]:FINAL{ @MODULE[ModuleAnimateEmissive] { @name = FXModuleAnimateThrottle %responseSpeed = 0.001 %dependOnEngineState = True %dependOnThrottle = True }}This is the code I'll be adding for vacuum engines:@PART[KW2mengineSPS|KW2mengineVestaVR9D|KW3mengineTitanT1|KW3mengineWildcarXR]:FINAL{ MODULE { name = ModuleTestSubject useStaging = True useEvent = True situationMask = 112 CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } }}and this is the code for surface engines:@PART[KW1mengineMaverick1D|KW1mengineVestaVR1|KW1mengineWildCatV|KW2mengineGriffonG8D|KW2mengineMaverickV|KW3mengineGriffonXX|KW5mengineTitanV|KW5mengineGriffonC]:FINAL{MODULE { name = ModuleTestSubject useStaging = True useEvent = True situationMask = 127 CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 0 // this just registers altitude as something to care about situationMask = 8 } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } CONSTRAINT { type = SPEED test = GT value = 0 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = LT value = 600 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = GT value = 300 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = LT value = 1200 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = GT value = 600 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 2500 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = LT value = 200 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 100 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 100 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 50 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 50 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 20 prestige = Exceptional } }}I need to either finish this soon, or it will wait until the end of Nov., which is my timeline because I then am going away for another week. So, any help is greatly appreciated.I'll update this thread with any progress I make.Here is a link to the complete patch: KWPatch-1-0-5I need other people to test this and verify that it is correct. Changes and suggestions are welcome.I'm hoping to add this to the Community Patches and upload on Sunday, if possible. This is dependent on reports from other people, since I don't have the time right now to do extensive testing.LinuxGuruGamer Edited November 13, 2015 by linuxgurugamer Link to comment Share on other sites More sharing options...
blowfish Posted November 13, 2015 Share Posted November 13, 2015 I'm not at home right now so I can't check, but is there any difference in the stock scenario modules between SRBs and lifters? Also, I'd argue that there's definitely a third category, sustainer engines that are designed to be used into the upper atmosphere. The Titan V and T1 definitely fall into this category, and possibly a few others too. If the scenario module for the Swivel looks any different, it's probably worth using for these. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 13, 2015 Share Posted November 13, 2015 (edited) I've been doing some testing, and the only thing I've found so far is that the thermal animation wasn't working.I fixed it with this change to the patch:@PART[KW*]:HAS[@MODULE[ModuleAnimateEmissive]]:FINAL{ @MODULE[ModuleAnimateEmissive] { @name = FXModuleAnimateThrottle !ThermalAnim = GriffonEmissiveAnim animationName = GriffonEmissiveAnim %responseSpeed = 0.001 %dependOnEngineState = True %dependOnThrottle = True }I deleted ThermanAnim, and added animationNameDropbox linkLGG Edited November 13, 2015 by linuxgurugamer Link to comment Share on other sites More sharing options...
blowfish Posted November 13, 2015 Share Posted November 13, 2015 I've been doing some testing, and the only thing I've found so far is that the thermal animation wasn't working.I fixed it with this change to the patch:I deleted ThermanAnim, and added animationNameYou can batch copy the value with ModuleManager@PART[KW*]:HAS[@MODULE[ModuleAnimateEmissive]]:FINAL{ @MODULE[ModuleAnimateEmissive] { @name = FXModuleAnimateThrottle animationName = #$ThermalAnim$ !ThermalAnim = DELETE ... } Link to comment Share on other sites More sharing options...
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