HelloMaxxo Posted March 30, 2021 Share Posted March 30, 2021 (edited) I have installed the mod but i dont see the drive anywhere, Also is K&K Apart of the mod? Edited March 30, 2021 by HelloMaxxo to put a image on Quote Link to comment Share on other sites More sharing options...
RoverDude Posted March 30, 2021 Author Share Posted March 30, 2021 K&K is not part of this mod - sounds like an install issue, and insufficient details have been provided. KSP version? Mod version? Screenshot of your Gamedata folder? Quote Link to comment Share on other sites More sharing options...
HelloMaxxo Posted March 30, 2021 Share Posted March 30, 2021 36 minutes ago, RoverDude said: K&K is not part of this mod - sounds like an install issue, and insufficient details have been provided. KSP version? Mod version? Screenshot of your Gamedata folder? 1.8.1 KSP and Mod version 1.3.0.0 Quote Link to comment Share on other sites More sharing options...
modus Posted March 30, 2021 Share Posted March 30, 2021 Apart from the version, gamedata in gamedata isn't correct. There can be only one gamedata. Quote Link to comment Share on other sites More sharing options...
HelloMaxxo Posted March 30, 2021 Share Posted March 30, 2021 (edited) 2 minutes ago, modus said: There can be only one gamedata. it has been like that ever since i started putting mods on it, so ¯\_(ツ)_/¯\ Edited March 30, 2021 by HelloMaxxo to put a image on Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted March 30, 2021 Share Posted March 30, 2021 19 minutes ago, HelloMaxxo said: it has been like that ever since i started putting mods on it, so ¯\_(ツ)_/¯\ Regardless, it is wrong and things won't work. While DLL's in mods don't care, parts and configs rely on the exact path being correct. Whenever you see a mod where the zip file contains a "gamedata " folder you want to put the CONTENTS of that gamedata folder into your KSP gamedata folder. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted March 30, 2021 Author Share Posted March 30, 2021 22 minutes ago, HelloMaxxo said: it has been like that ever since i started putting mods on it, so ¯\_(ツ)_/¯\ Yeah... that's completely wrong. Also your KSP version is too old, no guarantee it will even work. 1.11.x Quote Link to comment Share on other sites More sharing options...
HelloMaxxo Posted March 30, 2021 Share Posted March 30, 2021 1 minute ago, RoverDude said: Yeah... that's completely wrong. Also your KSP version is too old, no guarantee it will even work. 1.11.x im using 1.3.0.0, which it says it can work on 1.8.1 Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted March 30, 2021 Share Posted March 30, 2021 Just now, HelloMaxxo said: im using 1.3.0.0, which it says it can work on 1.8.1 Well then fix your gamedata folder problem and it should work. Quote Link to comment Share on other sites More sharing options...
HelloMaxxo Posted March 30, 2021 Share Posted March 30, 2021 14 minutes ago, goldenpsp said: Well then fix your gamedata folder problem and it should work. Im getting more confused.... Which gamedata folder? Quote Link to comment Share on other sites More sharing options...
modus Posted March 30, 2021 Share Posted March 30, 2021 Everything that is in the 'second' gamedata (the folder containing the warp drive and others) should be in the gamedata were you see 'Squad' and 'Planetarybaseinc'. You cannot have a gamedata folder inside gamedata. Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted March 30, 2021 Share Posted March 30, 2021 27 minutes ago, HelloMaxxo said: Im getting more confused.... Which gamedata folder? I explained it in a reply to you several replies up. Quote Link to comment Share on other sites More sharing options...
HelloMaxxo Posted March 30, 2021 Share Posted March 30, 2021 46 minutes ago, modus said: Everything that is in the 'second' gamedata (the folder containing the warp drive and others) should be in the gamedata were you see 'Squad' and 'Planetarybaseinc'. You cannot have a gamedata folder inside gamedata. now i get it, thanks Quote Link to comment Share on other sites More sharing options...
Gordon Fecyk Posted April 4, 2021 Share Posted April 4, 2021 Is it possible to remove warp bubble while retracted? I've started playing with the stand-alone warp drive engines. I'm finally getting the hang of operating these and I'm not expending in excess of 30 km/s at my destinations anymore. However, launching these things is nearly impossible from the launch pad or runway with how drag is handled, and it doesn't seem to make a difference whether Ferram Aerospace is installed. I might have a possible solution though. Let's take a look at another Roverdude add-on, the Medusa nuclear pulse engine. Here's the thing fully retracted while under construction. Note the cross section values: So far, so normal. I could build a rocket around this, and I have, to get it to orbit. Now if I tried launching it fully extended: Forget this. It would be like trying to launch a giant kite. In addition, while fully extended, other foldable parts such as antennas, solar panels and radiators will not extend, and the game will claim they are 'stowed.' Extendable antennas also stop working entirely. But at least I can overcome all of those problems by just retracting the Medusa's sail. Let's compare with the 2.5 m warp drive: The entire warp bubble is treated as a solid object with respect to drag, and foldable objects inside the bubble are treated as 'stowed.' Trying to launch this thing to orbit is like trying to launch a giant beach ball, and there is no difference in behaviour between an active warp engine and an inactive one. There is also no way to toggle the active vs inactive mode during construction. What I'm suggesting is treating the warp bubble similarly to the Medusa's sail, at least with respect to drag, if at all possible. It might also be nice to see the extended vs retracted states of the engine during construction. Finally here's the 3.75 m engine. This is just an even larger beach ball. I'd almost need to expend 5 km/s and keep my TWR barely above one to get this thing to the upper atmosphere, never mind to orbit. I've even tried stowing it in a 5 m fairing, and I've tried the Hangars add-on, which thinks the thing is just way too big to fit. Is there perhaps a way to adapt the Medusa extend / retract functionality to the warp engines? Sure I'd expect any retractable objects to be considered 'stowed' while the engine is active, but that's OK. I'd at least be able to fit the warp drives inside a fairing to get them to orbit. -- Quote Link to comment Share on other sites More sharing options...
RoverDude Posted April 4, 2021 Author Share Posted April 4, 2021 Best way to see something sorted is to either (a) do a PR (in this case, possibly a custom drag cube/cubes, though I have no idea if that will work for FAR), or (b) log a github issue (or comment on an existing issues) since that's where I go when working on the different mods to see what else to toss in. Quote Link to comment Share on other sites More sharing options...
Gordon Fecyk Posted April 5, 2021 Share Posted April 5, 2021 (edited) Thanks for taking a quick look. I'll post an issue there when I get a chance, as I have no C# coding experience or modelling experience to try to make the changes myself. If the drag cubes are changed, FAR should adapt on its own as it uses voxels around the surface of the drag cubes. I wouldn't worry about that. The stock 'stowed' parts problem is something that should be reproducible even in an otherwise stock game. Edited April 6, 2021 by Gordon Fecyk Clarification Quote Link to comment Share on other sites More sharing options...
wkwied Posted May 26, 2021 Share Posted May 26, 2021 @RoverDude it has been a good long while since I had dabbled in KSP, and I'm wondering if you have added something similar to the auto circularize that KSPIE has for this part. If not, do you think that is still on the table? Thanks Quote Link to comment Share on other sites More sharing options...
RoverDude Posted May 26, 2021 Author Share Posted May 26, 2021 34 minutes ago, wkwied said: @RoverDude it has been a good long while since I had dabbled in KSP, and I'm wondering if you have added something similar to the auto circularize that KSPIE has for this part. If not, do you think that is still on the table? Thanks Nope, IMO one of the balancing factors of this drive is sorting how to handle the whole circularization bit Quote Link to comment Share on other sites More sharing options...
Gordon Fecyk Posted May 30, 2021 Share Posted May 30, 2021 On 5/26/2021 at 6:03 PM, wkwied said: I'm wondering if you have added something similar to the auto circularize that KSPIE has for this part. If you time your launch right, and draw a straight line from the sun through your origin and destination, you can use the angular momentum mode to get a handle on the delta-v requirement. Then you only have to worry about inclination for the most part. Quote Link to comment Share on other sites More sharing options...
NateTheGreat Posted July 1, 2021 Share Posted July 1, 2021 I wan't one that can go 1000 time the speed of light Quote Link to comment Share on other sites More sharing options...
RoverDude Posted July 1, 2021 Author Share Posted July 1, 2021 Just now, NateTheGreat said: I wan't one that can go 1000 time the speed of light You can always mess with the configs Quote Link to comment Share on other sites More sharing options...
NateTheGreat Posted July 1, 2021 Share Posted July 1, 2021 which one has the speed? and the one where I can make it so I can use it anywhere in orbit Quote Link to comment Share on other sites More sharing options...
NateTheGreat Posted July 1, 2021 Share Posted July 1, 2021 can you help me with changing the config 5 hours ago, RoverDude said: You can always mess with the configs there we go now, can you help me please? Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted July 1, 2021 Share Posted July 1, 2021 19 minutes ago, NateTheGreat said: can you help me with changing the config there we go now, can you help me please? If you want to actually muck with someone's mod to change it from their vision of it, you're probably gonna mostly be on your own. It's a good learning experience. Quote Link to comment Share on other sites More sharing options...
NateTheGreat Posted July 1, 2021 Share Posted July 1, 2021 idk which config it is in Quote Link to comment Share on other sites More sharing options...
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