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[1.8.x] B9 Aerospace | Release 6.6.0 (Feb 5 2020)
Taverius replied to blowfish's topic in KSP1 Mod Releases
I was going through my NAS the other day and found a bunch of source files for B9. Might be of use to someone, maybe. Here's the archive. https://1drv.ms/u/s!AiVflldG5zMSh-QFAu-LUneJ_PD80g?e=gVh8lh- 640 replies
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[0.23]Bolt-On Screenshot System (BOSS) - v2.1.4
Taverius replied to Ted's topic in KSP1 Mod Releases
The burst screenshot feature is also still useful. -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Taverius replied to bac9's topic in KSP1 Mod Releases
PorkJet sent us the source for the new MK2 meshes, but its going to take several weeks before we release an update that converts to that.- 4,460 replies
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[0.23]Bolt-On Screenshot System (BOSS) - v2.1.4
Taverius replied to Ted's topic in KSP1 Mod Releases
You don't need it with 0.25 any longer, if you're only using the supersampling functionality. Open settings.cfg and set "SCREENSHOT_SUPERSIZE" to whatever you want. -
parts [1.12.x] Asteroid Recycling Technologies
Taverius replied to RoverDude's topic in KSP1 Mod Releases
Yeah, you copied a modified fuel hatch .cfg for the crew hatch, but you forgot to the change part.name Also, add it to the DRE config - copy the Fuel hatch bit and change its name to the new part name. -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Taverius replied to bac9's topic in KSP1 Mod Releases
Oh that. The stock engines curves do it too though (badly) so I'm not sure how you never noticed before- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Taverius replied to bac9's topic in KSP1 Mod Releases
Works for me with MJ2. B9 sabres often wont switch mode like the RAPIER, because they have different air usage parameters and MultiModeEngine can't be tuned in how it decides to switch.- 4,460 replies
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Taverius replied to Ven's topic in KSP1 Mod Development
Plenty of examples in the wheels, but essentially you pass the PartModule a GameObject name to rotate and one it needs to look at, and repeat for every single GO that needs to be constrained that way. It'll rotate around/point to the origin of each. Porkjet is working with that too (I hope its ok if I post this): -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Taverius replied to Ven's topic in KSP1 Mod Development
You need custom fx for that, though. -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Taverius replied to bac9's topic in KSP1 Mod Releases
bac9 packages the releases, i guess he forgets to remove the deprecated file. the mode switch is a black box from the stock module we cant affect, nothing I can do about that. No issues getting into orbit with it, though - in FAR/NEAR obviously. Climb to 22-23k, hold until speed tops out (~2000m/s?, mach 5.6), pull up to 15-20 pitch and switch mode at 26-28k.- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Taverius replied to bac9's topic in KSP1 Mod Releases
Currently intakes in FAR don't create drag. That's likely to change in FAR 0.14.2, ferram4 has been doing research into it.- 4,460 replies
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Taverius replied to Ven's topic in KSP1 Mod Development
If you're interested in the /correctness/ of it w.r.t a real rocket engine, ask NathanKell. Other than that ... looks good to me. Remember to model for a possible change in gimbal angles to more realistic values - the RD-180 used on the Atlas III and V have a gimbal range of 8 degrees, for example. Also, real engines don't gimbal at the nozzle - the whole assembly moves. Example (SpaceX Merlin 1D): -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Taverius replied to bac9's topic in KSP1 Mod Releases
Works here? Cannot reproduce.- 4,460 replies
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