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blowfish

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Everything posted by blowfish

  1. I don't have any experience with NEAR so I can't say for sure, but you might try turning those flight assistance controls off before the circularization burn. That's definitely been an issue for me with FAR...
  2. Is it actually aligning to the maneuver node? If not, do you have FAR's flight assistance controls on? For me the flight assistance controls prevent proper maneuvering outside the atmosphere, both for MJ and manual control. MJ cannot align the craft to the maneuver node and as such will never fire the engines. It seems to work once the flight assistance is disabled though.
  3. How close were they to being done? It could be a while before Squad actually releases whatever version contains the reshaped Mk2 parts.
  4. It's the same deal with the stock structural hubs, so it's probably not a B9-specific issue. My usual strategy is to just rotate them until I find an orientation that works. This can be annoying though. You could also try enabling part clipping, but I don't for sure that it will work.
  5. The landing gear aren't variable-sized - the larger ones are separate parts. You're using the smaller ones right now but even the larger ones won't be large enough for the way you're trying to use them. Look at the example craft for some ways to make it work
  6. What you're probably seeing is the Mk5 cockpit + HL front adapter. Both parts are still there, but with the new full HL sized cockpit they've been replaced in the stock craft.
  7. Either use Editor Extensions to enable part clipping or put it in one of the hollow sections with a radial attachment point.
  8. Bugfixes, balance and IVA tweaks, couple of parts added.
  9. 1/4) You can use multiple smaller sized docking ports. The variants will make them look like a larger port. 2) For that you probably want some sort of adapter anyway. Just use the HX to 3.75m adapter and put whatever docking port you want on that. 3) KW rocketry doesn't have 5m docking ports, does it?
  10. I think the central 2.5m tank is KW as well.
  11. You don't even need two I don't think. Docking ports will willingly decouple anything attached to them. It's not. Probably because it uses a bunch of other mods.
  12. The HX docking ports should make suitable decouplers.
  13. Just try reinstalling B9. If it's only the HX parts that are missing then that should hopefully fix it.
  14. A possible alternative would be to just add double and/or triple length variants. You could possibly even get away with not modifying the textures much. Of course, it would be more (partially redundant) parts in a mod which already has a lot of parts, so maybe not. Just an idea though.
  15. I think the problem right now is mass, not thrust. To make the HPD work, you need not only the engine, but also capacitors and the reactor which was bumped up significantly in mass too ... at this point it's more mass efficient to have lots of small engines. There should be a multi-mode penalty of course, but as it is you're almost better off carrying multiple engine systems.
  16. For smaller things just use the winglets and stabilizers. They come in plenty of sizes many of which are fine for 1.25m craft.
  17. I may be missing some, but I see KW Rocketry, Spaceplane Plus, and B.Dynamics.
  18. The nodes are fixed in the B9 5 prerelease.
  19. I have a question, Porkjet: With your parts becoming stock, what is the fate of the parts that you have shown but not released yet? Will they also become stock or will you release them separately?
  20. Is it possible to split a part into multiple IVAs? I.e. divide into multiple rooms and have only the currently active room and associated kerbals be visible?
  21. I could have sworn it was the collider on the port itself and not the doors (judging by when in the animation it was happening), but I could be wrong. Anyway, thanks for taking a look at it
  22. Forgot to mention earlier - there seems to be a bug where the radial docking port's collider will push fuselage parts if it's spanning more than one. Screenshot. It won't do this initially, but will once the docking shield has been triggered. With larger (HL) parts, I've seen instances where the docking port itself gets shoved out of the way. Of course, this is avoidable by placing the docking port firmly on only one part, which is made easier by the fact the new 6m S2 and HL parts , but I just thought I'd mention it in case it's fixable. I've experienced that before, but I doubt it has anything to do with this mod. Try looking in the output_log.txt generated from the crash. You're not using the x64 version of the game, are you? Evidently something's installed wrong. Try reinstalling this mod and deactivating any others that might be conflicting.
  23. Understandable. I'd imagine that the configs can get quite messy when you have that many variants . Thanks for the replies. I'll keep playtesting and see if I find anything else.
  24. Makes sense, but then why is the HX4's node in one corner while the HX2's is in the middle? I said HX extension. As in the triangular corner pieces. The part I'm talking about is visible in this picture where the HL extension converts to an HX extension via two adapters. Could be that it's in this release and I just haven't been able to find it, but I've looked multiple times. EDIT: Found it. Never mind.
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