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Everything posted by Taverius
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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
I can make it move fast, and as soon as your fps drops a little it'll look like a necklace of (static) blue beads. That cannot be resolved because of how particles are spawned - they appear every graphics frame, the higher their speed the greater the separation between particles as fps drops. That shot was taken with a GTX 780 on a Haswell K-series i7.- 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
In somewhat related news, i just committed the B9 file for ModularFuelTanks/RealFuels. It needs a careful look-over still - I'm not going to try to comb through a 1300-line file without fresh eyes & mind - but anyone feeling ... adventurous is welcome to clone the Release5.0 branch and take it for a spin. If you do so, please add any bugs to issue #88. Soon I'm going to make a development thread for B9 so this kind of stuff doesn't pollute the main thread. I don't think DRE will make it this go around, NKell has been too busy adding cost support to MFT and fixing CFE bugs to spend time there.- 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
Then it looks like the TS author has lots of work to do! Glad its not me!- 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
Sure, if you don't mind adding some 150-odd parts to your parts list ... Edit: you're better off waiting for 5.0.1 and using ModularFuelTanks - support for that will be provided directly by us.- 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
Its far less useful then the ones we have now, because it requires you to stick 1.25m fuselages to the bottom of your craft, rather than using one landing gear and sticking it to 1.25m or anything else. Looking at the stock craft, it would be used on 2/13 craft. That's a very small number for weeks of work.- 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
... no? i really don't think it would.- 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
That's kind of inevitable, given the way the tank switching in FSfuelSwitch works? Can you let RoverDude know?- 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
The round versions of the Hl have no heat shielding texture by design. If you're talking about not having individually-drawn heat tiles, that's because they are individually drawn and take hours. I'll talk to bac9 about retiring the adapter, especially since TT is being a complete ***** to the community. Nah. It takes a week to make a landing gear, we're not going to make single-usage versions integrated with fuselages. Part tweakable -> disable crossfeed. If still issue, report to CrossFeedEnabler thread.- 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
You're gonna have to learn to strut, until 0.25 brings the new node system to all nodes, not just stack nodes of size > 1. If its just B9, that's normal - NodeToggle currently spews a few harmless errors into log. It'll be fixed at some point, by the author, but has no effect on gameplay.- 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
Tell me about it, do you know how much time we spend going after illegible log errors? Or worse, silent failures?- 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
No? Not sure what you're referring to, but we didn't remove any cockpits or probes. Take off everything but B9 and the stuff it provides, add mods back in one at a time until the problem presents itself- 4,460 replies
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Other people have done SCRamjet research, but all the data from everyone is classified. All we know is that if you're the USAF, and have NASA people helping you, and build a craft around the engine, and launch it from very high up going really really fast, if you perform the correct incantations, mars is in cancer, jupiter in taurus and its the 3rd monday of the month on an odd-numbered day, you'll have a ~50% chance of the damned thing igniting.
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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
Thanks for the details, I'll add them to the wiki.- 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
I haven't tried it myself. I've had reports of issues though. You're probably fine if you can make it so it doesn't get attached to B9 parts, but TweakScale doesn't currently (afaik) understand firespitter mesh/texture/tank switchers, and things are likely to become very strange if you try to rescale a part with such a module - and that's basically all the B9 fuselages, so you're kinda screwed there. The rest of it should work? I've never used tweakscale, so I don't know if it proper scaling of SmokeScreen-based FX or anything else we use that's from a mod.- 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
Good news! I'll update the wiki. ResGen: the R1A AirCS ports right now, the SABRE PreCoolers and the SABREs themselves in R5.1 (planned feature) KLockheed_Martian: Engine gimballing for all engines CrossFeedEnabler: feeding fuel into root part so you don't need fuel lines, on all the HL extensions, the MK1 juntion, and the HX side adapter SmokeScreen: Engine FX KineTechAnimation: Intakes animating with airspeed and/or open/close state- 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
That might sound like a good idea, but: Uploading is one of the most boring and annoying parts of deploying a release. Uploading 3 times is bad enough, multiply that number and bac9 is likely to shoot you. We use it all? Computers have this magical ability to delete things you don't want at the press of a button So yeah, not gonna happen. Call us lazy, whatevs- 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
Ah, the link got chomped by something. Here it is. I found this little gem of a plugin earlier, and I've been getting pretty close to ... I wouldn't say optimal, because PhysX wheel collider friction has some basic problems - force always increases linearly with slip speed after asymptote, which is plain wrong - but as close as can be. I'm currently held up by a bug in FSwheel that I just found (sidewaysAsymptoteSlip is always 2 regardless of what you put it) but I should have something for all you Tokyo Drift: KSC Stage landing gear molesters soon.- 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
... ok, you people are gonna how to show me pictures of what you evil, evil monsters are doing to my babies. Because this: With a red tank in the back, takes off fine, no funny business, at 150 m/s and 135 tons. Sideways stiffness = 2: Also know as holiday on ice. I could look at this wrong and it would start sliding sideways.- 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
No. You have an old file from community patches to B9. You're not the first to have this issue - a fact I find baffling It should have been obvious you should have cleaned those out. Making spaceplanes with a realistic spaceplane pack and then using them with the stock drag model makes no sense - its like getting the best possible ingredients for a cake and the baking it by putting all the ingredients together in a box, still packaged, and putting it under the bonnet of your car and driving around at top speed. We make a spaceplane pack because we're spaceplane nuts, we hate the stock drag model because its awful and will have nothing to do with it. The parts will work there, and they are balanced, but don't tell us about it - we don't care. You will also be unable to steer, and will slide down small hills when stopped. That patch is from a completely different wheel slip/asymptote setup. I don't know what the hell you people are doing, because the stock craft don't have any issues, unless you do things that would cause real aircraft to fall over sideways - like try to turn while in contact with the runway while going at 200m/s.- 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
They're not ported to the new landing leg module yet, because unity wheelcolliders are hateful to work with. There's an issue open about it. We'll get it at some point.- 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
Ask Squad.- 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
That's not the grip, that's the suspension.- 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
I think the grip is in a good place now - I need to mess with the suspension some more. Not gonna happen. MK2 is as low as we like to go. The Mk1 parts are only there because they're useful as components on larger planes, and the stock parts look awful.- 4,460 replies