marce Posted August 18, 2014 Share Posted August 18, 2014 (edited) Do you have any other mods or plugins installed that could interact with the shroud functionality?I have a lot of mods for sure:ModuleManager v2.2.0.0 aaa_Toolbar v1.0.0.0 ActiveStruts v1.0.0.0 ActiveTextureManagement v1.0.0.0 AdaptiveDockingNode v1.5.5311.28823 AviationLights v0.0.0.0 BDAnimationModules v0.0.0.0 Chatterer v0.5.9.4 ChopIt v2.0.1.0 CLSInterfaces v1.0.0.0 ConnectedLivingSpace v1.0.8.0 CrewManifest v0.5.8.0 DifferentialThrust v1.0.0.0 DeadlyReentry v5.1.5319.31493 DebRefund v1.0.12.31180 AGExt v1.0.0.0 EditorExtensions v1.3.5313.1464 FerramAerospaceResearch v0.14.1.1 ferramGraph v1.3.0.0 JsonFx v2.0.1209.2800 FinePrint v1.0.0.0 Firespitter v7.0.5320.35444 Pump v0.0.0.0 InfinitechTACGreenhouseLights v1.0.0.0 MechJeb2 v2.3.0.0 RasterPropMonitor v0.17.0.0 MechJebRPM v0.17.0.0 KAS v1.0.5325.39758 KerbalJointReinforcement v2.4.3.0 HyperEdit v1.2.4.1 MapShowNavBall v1.1.5254.4435 InfernalRobotics v0.18.4.0 KSPAPIExtensions v1.7.0.0 Scale_Redist v1.0.0.0 MechJebFARExt v1.0.0.0 NBody v1.0.0.0 FinalFrontier v1.0.0.0 OpenResourceSystem_1_1_0 v1.1.0.0 PartAngleDisplay v0.2.4.1 ProceduralFairings v0.0.0.0 ProceduralParts v0.9.18.0 QuantumStrutsContinued v1.0.1.30222 SCANsat v1.0.6.0 ScienceAlert v1.7.0.0 SelectRoot v0.0.0.0 SmokeScreen v0.9.0.0 StripSymmetry v1.3.0.0 SwitchVessel v0.0.0.0 MiniAVC v1.0.2.1 TacFuelBalancer v2.4.0.0 TacLifeSupport v0.9.0.0 ModuleDB v1.0.5338.38984 ToadicusTools v0.0.0.0 KerbalAlarmClock v2.7.8.2 KSPAlternateResourcePanel v2.5.1.0 TweakableAnimateGeneric v1.2.5338.38982 TweakableDecouplers v1.4.5338.38980 TweakableDockingNode v1.1.5338.38979 TweakableEngineFairings v1.0.5338.38983 TweakableEVA v1.4.5338.38983 TweakableGimbals v1.3.5338.38981 TweakableIntakes v1.4.5338.38984 TweakableLadders v1.2.5338.38981 TweakableRCS v1.3.5338.38982 TweakableReactionWheels v1.2.5338.38981 TweakableSolarPanels v1.2.5338.38980 TweakableStaging v1.4.5338.38979 Scale v1.41.0.0 Karbonite v1.0.0.0 KolonyTools v0.16.0.0 USITools v1.0.0.0 AirbagTools v1.0.0.0 WheelSounds v0.4.0.0 bounce v1.0.0.0Shrouds are working for Stock & NovaPunch engines and I don't see any errors. Therefore I suspected a faulty KW install on my side at first. However, once I removed everything except KW the shrouds appeared, so yes there is a conflict. Do you see anything suspicous? Otherwise I'll do the ususl "add one mod and test" dance EDIT: got it! It was my own foolishness of course... I had an old tweak lying around which fixed KW & TweakScale. Looks like it's not required anymore, but it messed up with the shroud models... Edited August 18, 2014 by marce Link to comment Share on other sites More sharing options...
Kickasskyle Posted August 18, 2014 Author Share Posted August 18, 2014 I have a lot of mods for sure:ModuleManager v2.2.0.0 aaa_Toolbar v1.0.0.0 ActiveStruts v1.0.0.0 ActiveTextureManagement v1.0.0.0 AdaptiveDockingNode v1.5.5311.28823 AviationLights v0.0.0.0 BDAnimationModules v0.0.0.0 Chatterer v0.5.9.4 ChopIt v2.0.1.0 CLSInterfaces v1.0.0.0 ConnectedLivingSpace v1.0.8.0 CrewManifest v0.5.8.0 DifferentialThrust v1.0.0.0 DeadlyReentry v5.1.5319.31493 DebRefund v1.0.12.31180 AGExt v1.0.0.0 EditorExtensions v1.3.5313.1464 FerramAerospaceResearch v0.14.1.1 ferramGraph v1.3.0.0 JsonFx v2.0.1209.2800 FinePrint v1.0.0.0 Firespitter v7.0.5320.35444 Pump v0.0.0.0 InfinitechTACGreenhouseLights v1.0.0.0 MechJeb2 v2.3.0.0 RasterPropMonitor v0.17.0.0 MechJebRPM v0.17.0.0 KAS v1.0.5325.39758 KerbalJointReinforcement v2.4.3.0 HyperEdit v1.2.4.1 MapShowNavBall v1.1.5254.4435 InfernalRobotics v0.18.4.0 KSPAPIExtensions v1.7.0.0 Scale_Redist v1.0.0.0 MechJebFARExt v1.0.0.0 NBody v1.0.0.0 FinalFrontier v1.0.0.0 OpenResourceSystem_1_1_0 v1.1.0.0 PartAngleDisplay v0.2.4.1 ProceduralFairings v0.0.0.0 ProceduralParts v0.9.18.0 QuantumStrutsContinued v1.0.1.30222 SCANsat v1.0.6.0 ScienceAlert v1.7.0.0 SelectRoot v0.0.0.0 SmokeScreen v0.9.0.0 StripSymmetry v1.3.0.0 SwitchVessel v0.0.0.0 MiniAVC v1.0.2.1 TacFuelBalancer v2.4.0.0 TacLifeSupport v0.9.0.0 ModuleDB v1.0.5338.38984 ToadicusTools v0.0.0.0 KerbalAlarmClock v2.7.8.2 KSPAlternateResourcePanel v2.5.1.0 TweakableAnimateGeneric v1.2.5338.38982 TweakableDecouplers v1.4.5338.38980 TweakableDockingNode v1.1.5338.38979 TweakableEngineFairings v1.0.5338.38983 TweakableEVA v1.4.5338.38983 TweakableGimbals v1.3.5338.38981 TweakableIntakes v1.4.5338.38984 TweakableLadders v1.2.5338.38981 TweakableRCS v1.3.5338.38982 TweakableReactionWheels v1.2.5338.38981 TweakableSolarPanels v1.2.5338.38980 TweakableStaging v1.4.5338.38979 Scale v1.41.0.0 Karbonite v1.0.0.0 KolonyTools v0.16.0.0 USITools v1.0.0.0 AirbagTools v1.0.0.0 WheelSounds v0.4.0.0 bounce v1.0.0.0Shrouds are working for Stock & NovaPunch engines and I don't see any errors. Therefore I suspected a faulty KW install on my side at first. However, once I removed everything except KW the shrouds appeared, so yes there is a conflict. Do you see anything suspicous? Otherwise I'll do the ususl "add one mod and test" dance EDIT: got it! It was my own foolishness of course... I had an old tweak lying around which fixed KW & TweakScale. Looks like it's not required anymore, but it messed up with the shroud models... Well I'm glad you managed to fix it, hopefully your efforts will help anyone else that comes across a similar problem. Link to comment Share on other sites More sharing options...
Nuclear Arbitor Posted August 19, 2014 Share Posted August 19, 2014 (edited) all of my fairings walls are ~~20% undersized and break the game when i try to place them. any help?EDIT: same issue with manual engine interstages. Edited August 20, 2014 by Nuclear Arbitor Link to comment Share on other sites More sharing options...
ThreePounds Posted August 19, 2014 Share Posted August 19, 2014 Hello!I made a quick MM patch to allow the interstage fairings to work with the stock engines (those that are stack-attachable). No more ugly stock engine shrouds that don't fit the diameter of the rocket!I have dropped the patch to pastebin here.I hope this doesn't violate any license. Do whatever you want with this patch.I have also made similar patches for the 3 HGR rockets and Near Future Propulsion and I'm going to post those, too, if someone is interested. Actually, it's very easy to make them.Have fun! Link to comment Share on other sites More sharing options...
sparklos Posted August 20, 2014 Share Posted August 20, 2014 Sorry, if this has been answered before, i went trough 10 pages of older posts, but got tired of repeating questions & answers about engine shrouds & shrinking parts.Either there's something wrong the new 3.75 -> 2.5m petal adapter, or I'm doing something wrong myself.Every time i decouple the top node, using the top decouple button from right click menu, my CSM gets catapulted at about 5-10m/s and before i manage to turn it around, I'm about 200m+ away. I'd prefer if the ejection force was close to zero, or none at all.I built it this way:CSM is a saved ship with CM as root part. Two 2.5 KW RCS tanks and KW SPS on the bottom.Then petal adapter, it's top node is connected to (probably) SPS top node. SPS's top node isn't visible, but i guess it's there or ti wouldn't snap on it so nicely.Then there is small probe core & bateries on top of the middle node, then small decoupler and LEM (saved as subassembly) on top of that.Tank and engine of TLI stage is under, bolted to the bottom node of petal adapter.Did I do something wrong, or is this some kind of bug? Hopefully it's not intended behaviour...When I incorrectly mounted top node of the petal adapter to the bottom node of SPS, the catapult thing didn't happen, but there was SPS interstage in the way then.I have latest version - 2.6c, deleted previous version before installing this one.Thx for help.BTW you asked for sugestions about this part, I've got one.If it'S possible for you, tie petal opening animation with staging. Staging then would decouple top node and open petals. The bottom decoupler we can add ourselves manually. In my case I'd add probe core & batteries under that decoupler, so i can deorbit the stage (or hit Mun with it). Link to comment Share on other sites More sharing options...
Winston Posted August 20, 2014 Share Posted August 20, 2014 BTW you asked for sugestions about this part, I've got one.If it'S possible for you, tie petal opening animation with staging. Staging then would decouple top node and open petals. The bottom decoupler we can add ourselves manually. In my case I'd add probe core & batteries under that decoupler, so i can deorbit the stage (or hit Mun with it).That was the idea to begin with but it just doesn't seem to be possible using the default part modules.We might have it working a bit better for the next update as we've had a bit of help doing a plugin for it.As for the ejection force, I never found it to be overly powerful but I'll reduce it for the next version as we've had a couple of complaints on that. Link to comment Share on other sites More sharing options...
PhoenixComet Posted August 20, 2014 Share Posted August 20, 2014 I seem to be having a problem with the KW engines. They appear to be activated, even when they aren't.http://imgur.com/mw20KJw Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted August 20, 2014 Share Posted August 20, 2014 I seem to be having a problem with the KW engines. They appear to be activated, even when they aren't.http://imgur.com/mw20KJwDelete the KW Rocketry config from your HotRockets folder. Or use the fixed version from somewhere in its thread. Link to comment Share on other sites More sharing options...
PhoenixComet Posted August 20, 2014 Share Posted August 20, 2014 Thank you, it works now. Link to comment Share on other sites More sharing options...
edemlama Posted August 21, 2014 Share Posted August 21, 2014 the sound that the new 5m griffon does at liftoff it's awesome Link to comment Share on other sites More sharing options...
somnambulist Posted August 22, 2014 Share Posted August 22, 2014 Kyle, Winston -Test craft that suffers from the engine fuel flow / flame out problem. It looks like the engine is connected to the shroud, not the fuel tank. Oddly the engine doesn't decouple with the shroud. Link to comment Share on other sites More sharing options...
Jaxx Posted August 22, 2014 Share Posted August 22, 2014 That's really odd. Thrust limiting the Globe V SRB's to 0 actually doesn't set their thrust to 0, it just cuts the thrust in half. Is that supposed to happen?This is actually happening with all my KW boosters. Link to comment Share on other sites More sharing options...
wasmic Posted August 22, 2014 Share Posted August 22, 2014 That's really odd. Thrust limiting the Globe V SRB's to 0 actually doesn't set their thrust to 0, it just cuts the thrust in half. Is that supposed to happen?This is actually happening with all my KW boosters.Yes, that's what's supposed to happen. Older versions of MechJeb and KER might be incompatible with this, but newer versions work fine. Link to comment Share on other sites More sharing options...
JethroReading Posted August 22, 2014 Share Posted August 22, 2014 Hi!Awesome mod, one of the best in my opinion. But I've been having an irritating issue with the mod on 0.24.2 with DMagic Orbital Science installed (although that doesn't seem to be the issues.A picture is here:http://imgur.com/cNVzXIBThanks in advance for any help! Link to comment Share on other sites More sharing options...
Crim1 Posted August 22, 2014 Share Posted August 22, 2014 I missed the good ol days when I could use KW, with the recent patches to kerbal I have been unable to install KW without getting this stupid line 49 unity crash, I have been in denial about the fact its KW causing it, however, when I delete KW and run a steam integrity check the game runs great... Reinstall kw and it does the same thing.. both on my computer and my wifes, this is with 64 bit Win 8, I7 16gig ram, 2 high end dedicated graphics cards. So I'm going to assume its most likely due to trying to run 64 bit with KW, havnt tried to see if i can recreate the error with 32. (sigh) I need my KW Link to comment Share on other sites More sharing options...
CyclonicTuna Posted August 22, 2014 Share Posted August 22, 2014 I missed the good ol days when I could use KW, with the recent patches to kerbal I have been unable to install KW without getting this stupid line 49 unity crash, I have been in denial about the fact its KW causing it, however, when I delete KW and run a steam integrity check the game runs great... Reinstall kw and it does the same thing.. both on my computer and my wifes, this is with 64 bit Win 8, I7 16gig ram, 2 high end dedicated graphics cards. So I'm going to assume its most likely due to trying to run 64 bit with KW, havnt tried to see if i can recreate the error with 32. (sigh) I need my KWI'm running KW on 64bit just fine. Are you sure you have the most recent version installed? And did you make sure you removed the old one completely before installing the latest update? Link to comment Share on other sites More sharing options...
Kickasskyle Posted August 22, 2014 Author Share Posted August 22, 2014 Kyle, Winston -Test craft that suffers from the engine fuel flow / flame out problem. It looks like the engine is connected to the shroud, not the fuel tank. Oddly the engine doesn't decouple with the shroud.I loaded up your craft file and it didn't fire first time, then I took off the shroud and put it back on it the same place and it worked fine.I missed the good ol days when I could use KW, with the recent patches to kerbal I have been unable to install KW without getting this stupid line 49 unity crash, I have been in denial about the fact its KW causing it, however, when I delete KW and run a steam integrity check the game runs great... Reinstall kw and it does the same thing.. both on my computer and my wifes, this is with 64 bit Win 8, I7 16gig ram, 2 high end dedicated graphics cards. So I'm going to assume its most likely due to trying to run 64 bit with KW, havnt tried to see if i can recreate the error with 32. (sigh) I need my KWI did a bit of poking around and you don't seem to be the only person experiencing this error regardless of mods installed, so I'd imagine it might have something to do with 64bit. Trying on 32bit might be a good idea. Link to comment Share on other sites More sharing options...
Jaxx Posted August 22, 2014 Share Posted August 22, 2014 Yes, that's what's supposed to happen. Older versions of MechJeb and KER might be incompatible with this, but newer versions work fine. Link to comment Share on other sites More sharing options...
Temeter Posted August 22, 2014 Share Posted August 22, 2014 I did a bit of poking around and you don't seem to be the only person experiencing this error regardless of mods installed, so I'd imagine it might have something to do with 64bit. Trying on 32bit might be a good idea.There are definitively some crashes caused by Unity 64 bit. I had some cases where a mod would reliably produce crashes (including the error log pointing to the mod), even after adding and removing it multiple times. And then i would try the mod later again, and everything works fine. Happened e.g. with module manager, even if it didn't actually update anything. Link to comment Share on other sites More sharing options...
HafCoJoe Posted August 23, 2014 Share Posted August 23, 2014 Is there a fairing only download? I love the fairings and I'd like them in my space program. Link to comment Share on other sites More sharing options...
uraa Posted August 23, 2014 Share Posted August 23, 2014 (edited) Kyle, Winstonsince you are planing next update, may I suggest to add some additional tuning to engine sound volume levels.Using this, you need to throttle to almost one third to hear any sound EFFECTS { running_closed { AUDIO { channel = Ship clip = KWRocketry/Soundbank/sound_altloop volume = 0.0 0.0 volume = 1.0 1.0while adding one or two additional levels of "volume" you can have something that don't sound like throttling electric engine and make your engines (and neighbors) scream when you throttle above 80%. EFFECTS { running_closed { AUDIO { channel = Ship clip = KWRocketry/Soundbank/sound_altloop volume = 0.0 0.0 volume = 0.1 0.6 volume = 0.8 1.0 volume = 1.0 1.6I forgot to tell, changing pitch also helps with screaming neighbors. pitch = 0.0 0.2 pitch = 0.8 1.0 pitch = 1.0 1.6 Edited August 23, 2014 by uraa Link to comment Share on other sites More sharing options...
Mein_Gott Posted August 23, 2014 Share Posted August 23, 2014 I concur. I really like to hear some serious oxidation going on behind my rocket Link to comment Share on other sites More sharing options...
somnambulist Posted August 23, 2014 Share Posted August 23, 2014 Is there a fairing only download? I love the fairings and I'd like them in my space program.Download and install the whole thing. Go into the parts folder, delete everything except 'FairingBases' and 'Fairings'. There don't seem to be texture dependencies outside of those folders. Link to comment Share on other sites More sharing options...
Kickasskyle Posted August 23, 2014 Author Share Posted August 23, 2014 Is there a fairing only download? I love the fairings and I'd like them in my space program.Download and install the whole thing. Go into the parts folder, delete everything except 'FairingBases' and 'Fairings'. There don't seem to be texture dependencies outside of those folders.I was writing a reply and he beat me to it, the only thing you'd be missing of things somewhat 'related' to fairings would be the 3m petal adapter and the adapter shroud decouplers.Kyle, Winstonsince you are planing next update, may I suggest to add some additional tuning to engine sound volume levels.Using this, you need to throttle to almost one third to hear any sound...I honestly didn't know what the exact arguments were in the sound/effects system, but now that I look at it with what you've said it does seem pretty obvious. We'll no doubt have another look at them before the next version, so we'll see how that goes. Cheers by the way. Link to comment Share on other sites More sharing options...
HafCoJoe Posted August 23, 2014 Share Posted August 23, 2014 I was writing a reply and he beat me to it, the only thing you'd be missing of things somewhat 'related' to fairings would be the 3m petal adapter and the adapter shroud decouplers.I'd quote both of you, but mobile interwebs doesn't let me . Thanks, I shall do that when I can. If I want the shrouds, I can just delete everything but them and the fairings I'm guessing. Thanks again! Link to comment Share on other sites More sharing options...
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