blowfish

[WIP] Kerbojet Systems - A B9 Expansion - USABLE PRERELEASE 0.1

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Lovely looking parts.

I however am experiencing some difficulties. The cockpit and the tail section refuse to connect to anything. It would appear that when I allow clipping with alt-f12 I am able to connect stuff to them, but only on the wrong side of the node.

Screenshots to demonstrate.

http://puu.sh/jP3ml/d9a06513c6.jpg

http://puu.sh/jP3ll/630904f485.jpg

http://puu.sh/jP3l6/80901a926c.jpg

http://puu.sh/jP3o2/b62fc68617.jpg

Dunno if this is a bug on my end, but thought you might like to know about this.

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Lovely looking parts.

I however am experiencing some difficulties. The cockpit and the tail section refuse to connect to anything. It would appear that when I allow clipping with alt-f12 I am able to connect stuff to them, but only on the wrong side of the node.

Screenshots to demonstrate.

http://puu.sh/jP3ml/d9a06513c6.jpg

http://puu.sh/jP3ll/630904f485.jpg

http://puu.sh/jP3l6/80901a926c.jpg

http://puu.sh/jP3o2/b62fc68617.jpg

Dunno if this is a bug on my end, but thought you might like to know about this.

It's known. I haven't bothered updating this mod much since B9 still isn't fully updated. I have, however, updated the configs for the tail and cockpit in this Github repository. The rest of the parts still probably don't work though.

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[quote name='Van Disaster']Note/reminder: the cockpit's collider is invalid, appears to be over the 255 poly limit. Why it's that way now, *shrug*.[/QUOTE]

For some reason 1.0.5 forces all colliders to be convex, and convex colliders have a 255 poly limit. I can probably fix this pretty quickly.

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46 minutes ago, Table said:

is this mod still alive

I might update after I update B9, which isn't until after KSP 1.1 final is released.

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