undercoveryankee Posted December 30, 2014 Share Posted December 30, 2014 It would be nice for KW to include a few tweaks to the stock engines so that we can use the KW parts (like interstages) with the stock engines if we so desire.Edit:Or maybe that'd be better as a separate mod, so KW Rocketry isn't forcing changes upon others that may have unknown consequences.There's a ModuleManager patch somewhere in this thread that adds the extra top node to the stock engines. I have it installed but I didn't keep a link to the post where I got it. Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted December 30, 2014 Share Posted December 30, 2014 There's a ModuleManager patch somewhere in this thread that adds the extra top node to the stock engines. I have it installed but I didn't keep a link to the post where I got it.Found it! Thanks for the clue, I kinda like the KW interstages and I like Vens Revamp engines more than KWR ones (heresy, I know).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...
Dermeister Posted December 31, 2014 Share Posted December 31, 2014 Is there any news on when this will be made compatible with 0.90? Or is it already Fully working without bugs in 0.90? Link to comment Share on other sites More sharing options...
blowfish Posted December 31, 2014 Share Posted December 31, 2014 Is there any news on when this will be made compatible with 0.90? Or is it already Fully working without bugs in 0.90?As far as I can tell everything seems to be working, which makes sense because this is just a parts mod. As a measure of good maintenance the part categories should be updated but that might not even be noticeable since KSP can automatically sort the old "Propulsion" category into fuel tanks and engines. Link to comment Share on other sites More sharing options...
almagnus1 Posted December 31, 2014 Share Posted December 31, 2014 Having another tab for "Fairings" would also be helpful. I get why they're in the aerodynamics tab, but if something like B9 gets installed, it can make them difficult to find. Link to comment Share on other sites More sharing options...
Shtirliz72 Posted December 31, 2014 Share Posted December 31, 2014 Is there any news on when this will be made compatible with 0.90? Or is it already Fully working without bugs in 0.90?I would wait until developers officially acknowledge compatibility with 0.90 Link to comment Share on other sites More sharing options...
Dermeister Posted December 31, 2014 Share Posted December 31, 2014 I would wait until developers officially acknowledge compatibility with 0.90That's what I'm doing Link to comment Share on other sites More sharing options...
Sovek Posted January 1, 2015 Share Posted January 1, 2015 Is it just me or are the SRBs not behaving correctly in.90? For some reason I cant get their Thrust Limiter to go below 50%, and this limits my design options saddly. This makes things even worse when I'm using KIDS to force my ships a little larger (negating FAR for one) and I need to get that thrust below 50% on certain designs. Stock SRBs work fine though, and the S1 is nice, just doesnt have the sound the KW ones do. Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted January 1, 2015 Share Posted January 1, 2015 Is it just me or are the SRBs not behaving correctly in.90?Intended behaviour to mimic reality. If you need a less powerful SRB, use a less powerful SRB. Link to comment Share on other sites More sharing options...
klgraham1013 Posted January 2, 2015 Share Posted January 2, 2015 I don't know why I'm waiting for the official thumbs up on this mod. I'm sure it works. I'm just weird like that. Link to comment Share on other sites More sharing options...
Borklund Posted January 2, 2015 Share Posted January 2, 2015 It works 100% fine in 0.90. Link to comment Share on other sites More sharing options...
Jeb is my copilot Posted January 2, 2015 Share Posted January 2, 2015 Heyo, just made an agency for kw so it will show up in the manufacturers tab. Here it is, just extract to the KWRocketry folder in GameData... should work Link to comment Share on other sites More sharing options...
Virtualgenius Posted January 2, 2015 Share Posted January 2, 2015 Heyo, just made an agency for kw so it will show up in the manufacturers tab. Here it is, just extract to the KWRocketry folder in GameData... should work Thats awesome thanks for that since the new sorting feature came out I cant find anything Link to comment Share on other sites More sharing options...
Candlelight Posted January 4, 2015 Share Posted January 4, 2015 PLEEEEEEEEEEEEEEEASE update to 0.90! Link to comment Share on other sites More sharing options...
Mecripp Posted January 4, 2015 Share Posted January 4, 2015 It works in .90 just fine what problem are you having ? Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted January 4, 2015 Share Posted January 4, 2015 PLEEEEEEEEEEEEEEEASE update to 0.90!It doesn't need updating, it works perfectly fine. You can go right ahead and copy over the KWRocketry folder from your 0.25 install to you 0.90 one with no fear of problems.Fr future reference, part mods like this that don't rely on plugins are very resilient to version changes - functionally, they're no different to stock parts. Granted, sometimes they might not be balanced well, but they still work just fine. Link to comment Share on other sites More sharing options...
lucretius Posted January 5, 2015 Share Posted January 5, 2015 It doesn't need updating, it works perfectly fine. You can go right ahead and copy over the KWRocketry folder from your 0.25 install to you 0.90 one with no fear of problems.Fr future reference, part mods like this that don't rely on plugins are very resilient to version changes - functionally, they're no different to stock parts. Granted, sometimes they might not be balanced well, but they still work just fine.It doesn't seem to be working for me. The game crashes after a few minutes. It seems to run fine while its running, no glitches. But the crashing is frequent and only occurs with KWRocketery installed. Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted January 5, 2015 Share Posted January 5, 2015 It doesn't seem to be working for me.Working fine my end, so yeah, it's a problem on yours. Please see the How To Get Support sticky if you'd like further help (but my guess is that you're running out of memory). Link to comment Share on other sites More sharing options...
Virtualgenius Posted January 5, 2015 Share Posted January 5, 2015 Would the KW team consider doing some small radial engines for satellites and landers there seems to be not a lot to choose from trying to find decent engines for my 2 stage alcor pod is a challenge Link to comment Share on other sites More sharing options...
lucretius Posted January 5, 2015 Share Posted January 5, 2015 Working fine my end, so yeah, it's a problem on yours. Please see the How To Get Support sticky if you'd like further help (but my guess is that you're running out of memory).oh thanks for the thread.It seems KSP mac only utilises around 3GB of ram being a 32bit application. So the 12GB i have installed makes no difference. And apparently the 64bit Windows version has some issues. What does everyone commonly use ?, since the win 32bit is fairly limited in the same way. Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted January 5, 2015 Share Posted January 5, 2015 Yeah, the 32 bit version is limited to using about 3.5 gigs of memory. I myself use the 32 bit version with aggressive Active Texture Management and forcing OpenGL. Works wonders for me, but YMMV. Link to comment Share on other sites More sharing options...
bmyers831 Posted January 5, 2015 Share Posted January 5, 2015 What does everyone commonly use ?On Windows my best experience by far is to use the 32-bit version in OpenGL mode (with a switch on the shortcut that disables the window frame). In this mode you literally save over a gig of RAM and can go mod crazy. The performance is the same and the stability is far superior. I can run KSP for around 36 hours before it crashes.I don't know what the Mac version of open GL is called but see if you have a switch in your KSP video settings for... I think it's "full screen". non-full screen would be open GL for windows.Good luck Link to comment Share on other sites More sharing options...
undercoveryankee Posted January 5, 2015 Share Posted January 5, 2015 On Windows my best experience by far is to use the 32-bit version in OpenGL mode (with a switch on the shortcut that disables the window frame). In this mode you literally save over a gig of RAM and can go mod crazy. The performance is the same and the stability is far superior. I can run KSP for around 36 hours before it crashes.I don't know what the Mac version of open GL is called but see if you have a switch in your KSP video settings for... I think it's "full screen". non-full screen would be open GL for windows.Good luckMicrosoft hasn't released DirectX for non-Windows platforms, so 3D on OS X and Linux is always OpenGL by necessity. I run on OS X Yosemite with the standard full-screen mode (on OS X, it uses the OS full-screen feature that gives the full-screen window its own virtual desktop). Memory usage with my ATM settings is in the 3.2 to 3.5 range, and I've been putting up with an out-of-memory after about two hours because cutting any further would be more painful for me than the crashes. Link to comment Share on other sites More sharing options...
microsoftenator Posted January 5, 2015 Share Posted January 5, 2015 The performance is the sameIn my experience, the performance in OpenGL mode is somewhat lower. With my previous graphics card (Radeon 4890), it was literally half the FPS of DirectX mode. The difference may be less pronounced on nVidia GPUs as they tend to have better OpenGL performance. Link to comment Share on other sites More sharing options...
lucretius Posted January 6, 2015 Share Posted January 6, 2015 Microsoft hasn't released DirectX for non-Windows platforms, so 3D on OS X and Linux is always OpenGL by necessity. I run on OS X Yosemite with the standard full-screen mode (on OS X, it uses the OS full-screen feature that gives the full-screen window its own virtual desktop). Memory usage with my ATM settings is in the 3.2 to 3.5 range, and I've been putting up with an out-of-memory after about two hours because cutting any further would be more painful for me than the crashes.oh dam, ive been running windowed, since at 1080p it just looks better. I will attempt fullscreen. so in full screen mode, having its virtual desktop, allocates more ram ? Link to comment Share on other sites More sharing options...
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