BudgetHedgehog Posted March 3, 2015 Share Posted March 3, 2015 While I haven't tried the struts, they do use the old strut code so may not work as expected. Everything else works basically the same as before, the reason there's no 0.90 update is because it's not terribly critical or necessary. Still works fine though. Link to comment Share on other sites More sharing options...
blowfish Posted March 4, 2015 Share Posted March 4, 2015 I haven't used the KW struts specifically, but my experience with the B9 struts (which still use the old code) is that they still work. Link to comment Share on other sites More sharing options...
sevsubarik Posted March 19, 2015 Share Posted March 19, 2015 Why don't I have a gold bar as shown in the video? Link to comment Share on other sites More sharing options...
Tex_NL Posted March 19, 2015 Share Posted March 19, 2015 Why don't I have a gold bar as shown in the video? You mean those that he adds as fairing walls? Those don't come from KW Rocketry, they come from Procedural Fairings. Link to comment Share on other sites More sharing options...
sevsubarik Posted March 19, 2015 Share Posted March 19, 2015 You mean those that he adds as fairing walls? Those don't come from KW Rocketry, they come from Procedural Fairings.Thank YOU! Link to comment Share on other sites More sharing options...
Coga19000 Posted April 2, 2015 Share Posted April 2, 2015 While I haven't tried the struts, they do use the old strut code so may not work as expected. Everything else works basically the same as before, the reason there's no 0.90 update is because it's not terribly critical or necessary. Still works fine though.Really? But Kerbal Stuff specifically mentions that the latest version is know to NOT work with 0.90. Link to comment Share on other sites More sharing options...
smjjames Posted April 2, 2015 Share Posted April 2, 2015 Really? But Kerbal Stuff specifically mentions that the latest version is know to NOT work with 0.90.Did you read the whole post?That's the standard boilerplate text you get when you don't specifically say that a mod is working on the current version of KSP. For the record, it works absolutely fine, but the struts still use the old strut coding so may not work as intended (I haven't tried them). But otherwise, there's no problem with KWR on 0.90 at all.It works absolutely fine for me as well. While I prefer the B9 struts, I've used the KWrocketry struts on occasion and they work. No idea whether the strength value is working though since I also use KJR. Link to comment Share on other sites More sharing options...
Leszek Posted April 2, 2015 Share Posted April 2, 2015 It works absolutely fine for me as well. While I prefer the B9 struts, I've used the KWrocketry struts on occasion and they work. No idea whether the strength value is working though since I also use KJR.I can confirm that KW rocketry works fine struts and all in .90.The issue list is as follows:-KW rocketry parts don't filter by manufacture.-KW struts use the old deprecated code. (Still works)Other than that they seem to work the same as ever. Link to comment Share on other sites More sharing options...
Climberfx Posted April 2, 2015 Share Posted April 2, 2015 (edited) Love this parts, i know it almost do nothing to update it (.9 and then 1.0 when released), in practice, but would be great to have the classical ones on big shape! Edited April 2, 2015 by Climberfx Link to comment Share on other sites More sharing options...
smjjames Posted April 2, 2015 Share Posted April 2, 2015 Actually, it may still break in 1.0 due to all the changes. Link to comment Share on other sites More sharing options...
Wolf Baginski Posted April 4, 2015 Share Posted April 4, 2015 Back to Kerbal Stuff and download then....The message about compatibility is annoying. But if this means that the effort will be directed towards 1.0 compatibility, I can live with it. Link to comment Share on other sites More sharing options...
Smokie23 Posted April 4, 2015 Share Posted April 4, 2015 (edited) Would it be possible to add option to your engines to automatically initiate deorbit burn or done manually by switching to debris and deorbit them, also so they don't fall over populated areas. You could do this by installing a bunch of hardware like control capsule, mono tank and rcs, parachute to each rocket stage but seems rather cumbersome and illogical without integration. It would be nice if this can be built into rocket engines to support a little bit of mono and integrated rcs thrusters and computer, similar to the "USI Survivability Pack (formerly D.E.R.P)" http://forum.kerbalspaceprogram.com/threads/84359. Its only troublesome to have 50+ spent rocket stages floating around with no means of cleaning it all up...and rather odd that we keep on with this behavior of "littering in space" in a game and in real-life.You can also achieve this by making a new part that has integrated rcs system, monopropellent, computer system and parachute, all available either procedurally (custom size) or standard rocket sizes. Can be attached at anyplace in the rocket stage if fuel crossfeed is enabled. Edited April 4, 2015 by Smokie23 Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted April 4, 2015 Share Posted April 4, 2015 Seems an overly complicated solution to something that can be fixed with retrothrusters.. Link to comment Share on other sites More sharing options...
Smokie23 Posted April 4, 2015 Share Posted April 4, 2015 Seems an overly complicated solution to something that can be fixed with retrothrusters.."retrothrusters" you talking about a mod or module? or just retroburning? Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted April 4, 2015 Share Posted April 4, 2015 Retroburning. Put separtrons or whatever so they thrust retrograde, once in orbit, release payload and then fire the separtrons. Don't even need to turn round as you're (hopefully) facing prograde still. Course, depending on the rocket, you may need bigger/more separtrons, but you only need to get the PE below 21km and it'll be deleted. You don't need to care about populated areas (disregarding the fact there are none) as the thing can and should be considered unable to survive re-entry. Link to comment Share on other sites More sharing options...
somnambulist Posted April 4, 2015 Share Posted April 4, 2015 Course, depending on the rocket, you may need bigger/more separtrons, but you only need to get the PE below 21km and it'll be deleted. You don't need to care about populated areas (disregarding the fact there are none) as the thing can and should be considered unable to survive re-entry.You can also ride the debris down as long as the PE is somewhere inside of atmosphere. Depending on the AP and PE it could take awhile to come down but it'll come down eventually. DRE helps quite a bit as anything moving orbital velocity below 45km tends to go poof pretty quickly. Link to comment Share on other sites More sharing options...
Leszek Posted April 4, 2015 Share Posted April 4, 2015 Retroburning. Put separtrons or whatever so they thrust retrograde, once in orbit, release payload and then fire the separtrons. Don't even need to turn round as you're (hopefully) facing prograde still. Course, depending on the rocket, you may need bigger/more separtrons, but you only need to get the PE below 21km and it'll be deleted. You don't need to care about populated areas (disregarding the fact there are none) as the thing can and should be considered unable to survive re-entry.This, though I use the KW Rocketry Ullage motors because they look better than sepatrons. Another thing I do is use the Procedural Fairings structural fairings to hid the probe core, RCS, batteries and antenna. (I use Remote Tech) Then I put the whole sub assembly in the sub assemblies section so that I can add them to the top of any booster after only making them once. I also add RCS by the engine like the real life Centaur. I move them so that you can't see them inside the engine shroud so that they become exposed the same time as the engine during staging. That is a mouthful, I hope it is clear. Link to comment Share on other sites More sharing options...
lawlbear Posted April 5, 2015 Share Posted April 5, 2015 (edited) I seem to have an issue with connecting some rockets. Some just don't connect flush to the fuel tanks, looks like this,Edit: Found the issue, installing "InstantPowerResponseConfigs" causes this bug. Edited April 6, 2015 by lawlbear Link to comment Share on other sites More sharing options...
WuphonsReach Posted April 5, 2015 Share Posted April 5, 2015 The Ullage motors in KW are definitely something that I miss now that I no longer use KW. Stock Separatron rockets are just fugly. Link to comment Share on other sites More sharing options...
Molito Posted April 5, 2015 Share Posted April 5, 2015 The Ullage motors in KW are definitely something that I miss now that I no longer use KW. Stock Separatron rockets are just fugly.KW works fine in .90 Link to comment Share on other sites More sharing options...
somnambulist Posted April 6, 2015 Share Posted April 6, 2015 I seem to have an issue with connecting some rockets. Some just don't connect flush to the fuel tanks, looks like this,Delete KWRocketry, redownload from the link in the OP and reinstall. Link to comment Share on other sites More sharing options...
lawlbear Posted April 6, 2015 Share Posted April 6, 2015 Delete KWRocketry, redownload from the link in the OP and reinstall.Found the issue, installing "InstantPowerResponseConfigs" causes this bug. Link to comment Share on other sites More sharing options...
MastaSchmitty Posted April 7, 2015 Share Posted April 7, 2015 Been having problems getting most KW engines to load in the VAB/SPH. It's like they're there, but the models and thumbnails don't load. Is this something that can be fixed by reinstalling KW, or do we know of a different cause/solution? Link to comment Share on other sites More sharing options...
somnambulist Posted April 7, 2015 Share Posted April 7, 2015 Been having problems getting most KW engines to load in the VAB/SPH. It's like they're there, but the models and thumbnails don't load. Is this something that can be fixed by reinstalling KW, or do we know of a different cause/solution?Can you explain what you mean by "It's like they're there, but the models and thumbnails don't load"? If the model doesn't load the game shouldn't load the part. Link to comment Share on other sites More sharing options...
MastaSchmitty Posted April 7, 2015 Share Posted April 7, 2015 Can you explain what you mean by "It's like they're there, but the models and thumbnails don't load"? If the model doesn't load the game shouldn't load the part.The part's info loads, as does its spot in the catalog. However, the tile itself has no thumbnail. And when I click the part to add it to a ship, it's...invisible, I guess is the best way to put it. The attachment nodes show up and seem to work fine, but there's nothing visible there. If it helps, I do not play on the highest graphics setting. Link to comment Share on other sites More sharing options...
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