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Taverius

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Everything posted by Taverius

  1. Not really anything specific, I use a very simple ATM config, but for R5 we moved some normal maps around and renamed a few, so I decided to include the ATM configs that tell the plugin where they are (otherwise they get mangled if they're treated as normal textures).
  2. I made it public because reasons. Most of the base, non-adapter HX parts have a capacitor version. A note about HX, I still need to do a final pass on the engine/generator values, so don't get too attached to your ships just yet.
  3. Yeah I've had that happen ... since then I have this open whenever I'm editing:
  4. I've done something similar (I've opened an issue on the SmokeScreen issue tracker to be able to control emission of particles based on phase diagrams) but link me.
  5. So, I have a karbonite-related dev question. One of my (long-standing) issues in the B9 tracker has been to make the B9 AirCS work in non-oxigenated atmospheres. I've always deferred it as 'post R5, and only with KSPi', because I never saw any point to duplicating the work already done there with switchable-resource intakes. ResGen (the module we use in the AirCS part) can have fallback resources, so setting up IntakeAtm as alternative to IntakeAir is a non-issue, but what's got me scratching my head is the ModuleManager :NEEDS line so that the secondary resources block appears only when KSPi and ...? What's the dependency I'm looking for Karbonite? CommunityResourcePack? Would :NEEDS[WarpPlugin|CommunityResourcePack] be correct? B9 R5 is nearly ready and I figure I might as well get that in.
  6. No, I integrated a copy of the 5 fx the b9 engines use. Then I messed with them a bit. Still not totally happy with the SABRE fx, but getting there.
  7. Should be. Out of the B9 crafts, 3 don't read correctly, the 2 small drones and the Strugatsky. Edit: have some various progress screenshots: HX-Panel adapter Tweaking HotRockets FX Mk2 Crew Cabins everywhere, as far as the eye can see. updated van Vogt, requiring NEAR/FAR for stock craft let me drop 1 out of 3 engines, switch to long cargo bay. bicoupler and the tails buried in the wing hold fuel. so now you can use it to bring up small satellites and carry upto 2 crew into orbit for whatevs. Someone wanted to see HX parts next to normal stuff ...
  8. B9 is getting them already, TVPP will get them on the stock crafts, though I'm more interested in having non-....ty wheel grip and suspension settings, as well as landing gear with mass.
  9. We'll probably make a new one so bac9 has control of the OP. The old B9 thread is 200+ pages, so we ought to ditch it anyway. Depends on the parts in the craft. Most things we just deprecated by making them not appear in parts list, and you'll have to replace them top get the updated mass/cost/capacity values and the fuel switchers etc, but a few things needed a node change and loading crafts with those parts breaks crafts in hilarious and non-recoverable ways - there's broken invisible parts and you have to start a new craft.
  10. B9 and TVPP are coming along nicely. I just need to make sure the FireSpitter switchable fuel tanks are disabled if you have RealFuels or MFT, and put in a bit of glue so that HotRockets keeps working. Eventually I'm going to use FS to fix the awful landing gear, but for now I'm only using it for switchable fuel tanks as in B9.
  11. You know there's no releases on the github page, right?
  12. Once you convert your craft and delete the B9_Aerospace_DEPRECATED directory to get rid of all the unsupported parts rendered pointless by mesh/tank switching, its probably down slightly. We're doing even more texture sharing than before, and added only the HX texture set (2048x diffuse, 1024x emissive, 256x emissive.). Its important to get rid of the deprecated parts as they use several old nearly-duplicated textures. Not sure if we're going to include them in the main download or as a separate thing. Option a means less complaining about broken crafts (though some will still break because of node changes) option b means less complaining about RAM usage (but lots of whining from people who don't read about broken crafts) Its being worked on, but finalizing the IVAs for the cockpits and cabins already in trunk take higher priority.
  13. They all use 1 common texture and have very low-polygon meshes. Probably higher than if you used a 'normal' rocket of the same size.
  14. Honestly, at the size they are the 'practical' uses are shipping enormous quantities of propellants to the orbit of various planets to use as refueling stations. There are 4 sizes: HX1 HX2 (2x HX1 side-by-side) HX4 (4x in a square arrangement) HX0 (half an HX1) The 'basic' size 1 HX module masses 30 tons, and though its only .5m longer than a large NASA tank, holds very nearly 3x as much fuel, or 59k MonoPropellant ... or 700k ECharge. That you can easily assemble them in orbit with specialized docking ports, and the dual mode 'mainsail/nuke' engine is just a natural outgrowth of that, so you can orbit them piecemeal with 'sane' launch systems and then move them to where you need them without needing 50-engine contraptions of fps doom. For anything else, use stock modules and stack them in a hangar or hang them off the outside. They look so small you'll hardly notice them. A science lab the size of a palace is funny until you realize its also a 30-ton science lab. Even after seeing the pictures I doubt most you quite realize the scale of the HX system. Those small tanks hanging off like limpets are 2.5m and 3.75m. The largest nodes it has are size 12. The heaviest single part masses 191 tons. You can assemble stuff in orbit with part counts (minus docking nodes) of around 20 that mass ~1500 tons and hold over a million units of fuel. That's a heck of a lot of refuels for whatever your space program is using.
  15. AHA, I was just wanting to look into making strobes for B9. Snjo delivers in negative time!
  16. Even the VTOL stuff? I was trying to convert the B9 VTOLs to ModuleEngineFX and it wasn't happy at all with the released .dll (6.3.4)
  17. Ehm ... cost is done, fs-powered swichable fuel tanks are done. I'm currently tweaking hotrockets FX. K3|Chris is finalizing the new IVAs and cockpits that will ship with this release. After that, unless some major blocker comes up, we're down to final playtesting and such. Soon?
  18. I think you made mimick for the apache landing gear before you made fswheel and all that?
  19. That's intentional - its done in 'GameData\MP_Nazari\FX\emissives\emissives.cfg'
  20. No, I used to do the same in 0.20. If you check the stock craft you'll see there's tons of struts. When I tweak them for the updated parts in a few days I'll be taking off loads of them.
  21. Nazari, a PSA: Your curves aren't doing what they think you are. Anywhere you have more than 2 points, probably something like this is happening: That's the emission curve for the Poodle. As you can see, because you left all the tangents free it shoots way over the intended amounts and then goes back down. Right clicking the second key and setting it to 'free smooth' and then playing with it a bit gets me this: Which I think is closer to what you intended. You want to put your curves through r4m0n's Float Curve Editor and check they're behaving as intended.
  22. Hey r4m0n, can you make it use arbitrary key names, so we can copypasta direct to-from FX group curves?
  23. Thanks for the bug reports people. I'm currently trying not go insane as I add budget costs to B9, but this will be coming right after. Since recent blender versions have a 3d-printing toolkit that gives mesh volumes with 1 click, expect mass and capacity of fuselages to change somewhat
  24. Updated the source so it would compile under 0.24, and rebuilt it. Find it here (dropbox)
  25. s.e.x.y Gave you write access, so you can start pushing the configs to trunk. Yes, the forum censors the that first word.
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