WafflesToo Posted December 24, 2013 Share Posted December 24, 2013 My problem is that even after researching the parts in career mode I go to the vehicle assembly building and everything of the Kw I research goes back to not being research so can't use it. The mod works fine in sandbox mode.Same problem. Most of the parts aren't showing up in the VAB or even the science center. I was going to try updating MM and reinstalling the mod to see if it fixes it. I'll report back later whether it fixes it or not. Link to comment Share on other sites More sharing options...
leops1984 Posted December 25, 2013 Share Posted December 25, 2013 I just upgraded my install to 0.23 and started over, when I noticed this weird bug:There is a weird gap between the engine and the engine. It doesn't look that way when first loaded; you need to switch focus to somewhere else then go back to trigger this.I have far too many mods to mention, but (I think) it's happening with a KW tank connected to a KW engine. Help? Link to comment Share on other sites More sharing options...
Glockshna Posted December 25, 2013 Share Posted December 25, 2013 Made a gif of your beautiful rocket parts Much grace wowvery rocket Link to comment Share on other sites More sharing options...
silverdragon41 Posted December 25, 2013 Share Posted December 25, 2013 Same problem. Most of the parts aren't showing up in the VAB or even the science center. I was going to try updating MM and reinstalling the mod to see if it fixes it. I'll report back later whether it fixes it or not.Yeah I fix it. Turns out there was a older version of Kw in my game folders I didn't see. Link to comment Share on other sites More sharing options...
MacMan131 Posted December 25, 2013 Share Posted December 25, 2013 How do I upload a Crash Report? My game keeps crashing and I think it has to do with KW or Mod Manager. Link to comment Share on other sites More sharing options...
Glockshna Posted December 26, 2013 Share Posted December 26, 2013 I just upgraded my install to 0.23 and started over, when I noticed this weird bug:http://i.imgur.com/qioetAb.pngThere is a weird gap between the engine and the engine. It doesn't look that way when first loaded; you need to switch focus to somewhere else then go back to trigger this.I have far too many mods to mention, but (I think) it's happening with a KW tank connected to a KW engine. Help?This happens to me with the 3m faring base when I return focus to a rocket with it. The piece shrinks by about 30%. Link to comment Share on other sites More sharing options...
kiwiak Posted December 26, 2013 Share Posted December 26, 2013 Why inline stabilizator is separated into two halfs? Link to comment Share on other sites More sharing options...
WafflesToo Posted December 27, 2013 Share Posted December 27, 2013 Yeah I fix it. Turns out there was a older version of Kw in my game folders I didn't see.Mine turned out to be an ID-10T error. (I failed to unpack the*.ZIP properly) Link to comment Share on other sites More sharing options...
TomatoSoup Posted December 27, 2013 Share Posted December 27, 2013 Why inline stabilizator is separated into two halfs?It's not inline. That's a radial one, intended to be used in pairs. Link to comment Share on other sites More sharing options...
Glockshna Posted December 27, 2013 Share Posted December 27, 2013 Why inline stabilizator is separated into two halfs?Turn on 2x symmetry and attach it radially to an appropriately sized rocket and you'll understand it. Took me a second too. Link to comment Share on other sites More sharing options...
afroraydude Posted December 27, 2013 Share Posted December 27, 2013 Did they fix this for .23 Link to comment Share on other sites More sharing options...
wasmic Posted December 27, 2013 Share Posted December 27, 2013 (edited) Did they fix this for .23It already works for 0.23.EDIT: I've been using procedural fairings for some time, and I have therefore always deleted the fairings from this mod. There's just one thing: I've just realized that the fairings from this mod look much better than the ones from Procedural Fairings. I'll try to play around with the textures sometime.Also, have any of you thought about adding a space shuttle engine, like the one in SSE, but KW style? Edited December 27, 2013 by wasmic Link to comment Share on other sites More sharing options...
Wiracho Posted December 27, 2013 Share Posted December 27, 2013 (edited) i had a problem with this mod, if someone can helpme plz.....i dont know why, but i have two of the same engine, and no sound....sorry for my englishedit: i fixed!!hehe, i only need to read the instructions...and delete the extras folder(or not unzip) Edited December 28, 2013 by Wiracho Link to comment Share on other sites More sharing options...
Hyomoto Posted December 28, 2013 Share Posted December 28, 2013 It already works for 0.23.EDIT: I've been using procedural fairings for some time, and I have therefore always deleted the fairings from this mod. There's just one thing: I've just realized that the fairings from this mod look much better than the ones from Procedural Fairings. I'll try to play around with the textures sometime.Also, have any of you thought about adding a space shuttle engine, like the one in SSE, but KW style?Already use SSE, the engines are sort of niche but the utility parts are pretty unique and useful. I use the fairings from KW, Nova and Procedural. I laugh when I read, "Well, procedural fairings pretty much cinches it!" The thing is, you aren't always sure what kind of fairing you need and they all work a bit differently, and as far as I can tell you can only do this with NovaPunch (actually using KW and Nova on this rocket, but note the interior section):You could do that with maybe a K9 docking bay (a pack I think looks great, but is FAR to niche to be practical in that it clashes with every other part in existence). But it's all about the look you want, and the function you need. Those are the only ones I know of that let you make a hollow rocket. Link to comment Share on other sites More sharing options...
Glockshna Posted December 28, 2013 Share Posted December 28, 2013 It already works for 0.23.There are some issues with 0.23 that need to be corrected such as parts shrinking on vessel reload and some bugs with tweakables being available for electric charge on engines when they shouldn't. So it WORKS but there are still issues. Link to comment Share on other sites More sharing options...
Phantomewzick Posted December 28, 2013 Share Posted December 28, 2013 Actually the Procedural Fairings mod has support for those types of interstage fairings, you just have to use two of the fairing bases, and turn the top one upside-down. Link to comment Share on other sites More sharing options...
afroraydude Posted December 29, 2013 Share Posted December 29, 2013 the saylut stuff doesn't work for me Link to comment Share on other sites More sharing options...
Kickasskyle Posted December 29, 2013 Author Share Posted December 29, 2013 There are some issues with 0.23 that need to be corrected such as parts shrinking on vessel reload and some bugs with tweakables being available for electric charge on engines when they shouldn't. So it WORKS but there are still issues.I've gone through and changed the electric charge tweakables on the engines, not far now.In regards to the "shrinking" parts on reload/switching, judging from the very specific size that it shrinks by, I'm thinking it's an issue with KSP and it's model scaling (since the node looks to be in the correct place relative to the size decrease). I've tried to replicating the error without success is there anything special or off about your KSP install/mod choices that you think would mess it up in particular? Link to comment Share on other sites More sharing options...
Bobe Posted December 30, 2013 Share Posted December 30, 2013 Is it possible to combine two fairing bases so that you effectively get a 0 ejection force? I'm just building a simple probe launcher, but for worlds with low gravity, such as Minmus, a 500 ejection force alters the orbit dramatically.I've tried just adding an upside down fairing on top of the payload, but it won't let me place it. I can place a second fairing above the payload facing the same direction, but because of how the panels fit together, the two bases are locked in place relative to each other. So when I decouple the payload, it basically fires out and hits the second base and then sort of tumbles out the side. This is not an elegant solution, so I was wondering if there was anything else I could try. Link to comment Share on other sites More sharing options...
Garek Posted December 30, 2013 Share Posted December 30, 2013 You could just use a docking port for a low-force decouple. If you place a single docking port (during construction) like you would a regular decoupler, you can undock from the payload placed on top of it. Bonus in this case: after the probe is out of the way, fire the fairing decoupler to shoot the port into oblivion. (space, actually. But there isn't that much of a diffference for a lone docking port) Link to comment Share on other sites More sharing options...
FlexGunship Posted December 30, 2013 Share Posted December 30, 2013 Bug Report and Workaround: After installing KW on an in-progress game, my crew portraits showed up as blocks of flashing color. Coincidentally, after changing the resolution from 1920x1200 full screen down to 1600x900 windowed, and then back to maximum the issue has resolved itself and has not recurred (even after restarting the game and starting a new career mode). Link to comment Share on other sites More sharing options...
AbeS Posted December 30, 2013 Share Posted December 30, 2013 I don't think that is KW related Link to comment Share on other sites More sharing options...
leops1984 Posted December 30, 2013 Share Posted December 30, 2013 I've gone through and changed the electric charge tweakables on the engines, not far now.In regards to the "shrinking" parts on reload/switching, judging from the very specific size that it shrinks by, I'm thinking it's an issue with KSP and it's model scaling (since the node looks to be in the correct place relative to the size decrease). I've tried to replicating the error without success is there anything special or off about your KSP install/mod choices that you think would mess it up in particular?I honestly can't imagine anything special about my install, to be honest. I run a lot of mods, but most of them are parts packs which shouldn't be affecting KW at all. I thought it might be KJR, but I got the same result with and without it.I'll see if I can rig up a bare-bones KSP install and replicate this issue. Link to comment Share on other sites More sharing options...
Kickasskyle Posted December 31, 2013 Author Share Posted December 31, 2013 I honestly can't imagine anything special about my install, to be honest. I run a lot of mods, but most of them are parts packs which shouldn't be affecting KW at all. I thought it might be KJR, but I got the same result with and without it.I'll see if I can rig up a bare-bones KSP install and replicate this issue.To be honest, I don't see it as a KW issue as it just seems as though the game is having a ~problem~ and is rescaling stuff more than once, it's certainly not an issue I can solve quickly, it would involve re-exporting everything. It does seem to be a rare occurrence and I've also had reports from people saying it's happened with non KW parts as well. Link to comment Share on other sites More sharing options...
Shad0wCatcher Posted December 31, 2013 Share Posted December 31, 2013 I haven't had any issues with KW in particular with parts resizing themselves; but I have had one instance with a LackLuster Labs part (one of the 1x1 cockpits) I fixed it by exiting to the hanger and re-launching the craft. The re-resizing occurred upon reversion from a failed launch back to launch without going back (in my case) to the SPH. Not sure if that general information will help in the slightest (as it's a different part from a completely different pack). Link to comment Share on other sites More sharing options...
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