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Everything posted by blowfish
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
blowfish replied to bac9's topic in KSP1 Mod Releases
Is something wrong with the Github download?- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
blowfish replied to bac9's topic in KSP1 Mod Releases
Right, forgot about that. You can find 5.4.0 here.- 4,460 replies
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@Jimbodiah I don't disagree that the scaling is about right, I just think it's problematic to include any such patches in SSTU. Any patches you want to apply to your local setup are of course your choice Re thrust: I've found it to be generally fine, especially for lower stages. If you're comparing to the J-2, then presumably you're taking about the RL-10, which even in real life has notoriously anemic thrust - at full payload, the Delta IV Heavy's upper stage limps to LEO on a TWR of only 0.18. In KSP that would be rather insane, but I've found that a reasonable 0.3-0.4 TWR is manageable if you tune your ascent path, angle upward to keep your time to apoapsis up, and accept falling a little bit before circularizing (and this is exactly what happens on real rockets, it's just a little more extreme).
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
blowfish replied to bac9's topic in KSP1 Mod Releases
The pylons were removed in 6.0 - they're integrated into the engines now. If you absolutely need to recover the craft file, install the previous version (5.4.0), load the craft, remove the pylons and engines, save, install 6.0, load again, and re-add the engines, switching to whatever pylon setup you want.- 4,460 replies
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@Jimbodiah I don't think it's reasonable to include patches for specific rescales, since (1) there are many available, and (2) they're not necessarily distinct anymore. For re-entry, you should probably just reduce re-entry heating slider in the settings. For engines, I don't think scaling the thrust is the right way to go unless you're scaling the parts too. The nozzle area is 41% of its real life value, therefore the thrust should be scaled similarly. I've actually found SSTU's balance to be quite reasonable for creating reasonably-proportioned rockets with a ~10% payload fraction in a 3x system.
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A lot of parts share textures so it's not possible to split it all up. Some degree of segmentation might be possible, not exactly sure how much. Even if that were to happen, installing just part would be more like "install then remove the parts you don't want" rather than "just install the parts you want," as there are things (like the plugin) that everything depends on. RO - Shadowmage has been submitting some pull requests to RO, so if you feel up to learning a little git you could probably get more up-to-date version than the current release version. But the RO patches are quite complicated and by convention they're all kept in RO - so I don't think moving those patches out of RO is reasonable.
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That did it, thanks. And yeah, looks like you're out of memory. You might try Dynamic Texture Loader or try to get rid of a few mods or just wait until 1.1.
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My bad ... that's what I get for trying to post while half awake. But I don't see anything that suggests a reason for the crash - usually there's an exception at the end of the log or something. Maybe on Mac OS X, Unity crashes before it can log the exception (just guessing since I usually only see logs from Windows). To test if you're running out of memory, you might try installing GC Monitor and see if your memory usage is above ~3.5 GB right before the crash.
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Props for providing the log, but it's only going to show the actual error if you copy it after KSP crashes. If you load up KSP again with a different configuration, then all of the relevant information will be overwritten.
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I may have noticed this too. Dropping the part and picking it back up again seems to fix it.
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I've actually found the SSTU Soyuz launcher to be about right at 3x scale, maybe even a little excessive. It should get the capsule to orbit just fine at 3.2x
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
blowfish replied to ferram4's topic in KSP1 Mod Releases
Real-world rockets are actually unstable. How far are you pitching away from prograde? Even without fins, you're usually fine within a few degrees, with SAS enabled.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
blowfish replied to ferram4's topic in KSP1 Mod Releases
@TeeGee I'm not sure if the CoL indicator is displaying correctly or not, but you shouldn't need an actually stable rocket - thrust vectoring (and control surfaces in your case) should be plenty to keep it on target with SAS. In fact, I've found stable rockets quite difficult to control at times because you're basically stuck pointing prograde.- 14,073 replies
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Well it's balanced against stock, so you won't get a very good payload fraction out of your rockets. If you're using RO it should be ok. I don't think there are SSTU configs for RF Stockalike or SMURFF yet though.
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
blowfish replied to bac9's topic in KSP1 Mod Releases
@etheoma Outside of B9, there is Adjustable Landing Gear. They're actually very similar to the old B9 gear but much more flexible. I highly recommend them. If you're trying to install parts of the legacy pack, you should install the whole legacy pack and then just delete the parts you don't want. Many things rely on specific paths in GameData, so if you move something from B9_Aerospace_Legacy to B9_Aerospace, then it's not going to work.- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
blowfish replied to bac9's topic in KSP1 Mod Releases
If there's something imbalanced about the way adjustable landing gear feel, then that's probably something you should take up in that thread. From where I stand the adjustable gear fill all of the possible roles that the old ones did and are much more versatile. But the old ones are still available, that's the whole point of the legacy pack.- 4,460 replies
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Welcome to the forums How exactly did you come to the conclusion that RCS Build Aid and EVE are conflicting? These are just about two of the least related mods available. Have you confirmed that uninstalling RCS build aid but changing nothing else fixes the clouds?
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@winged things are in kind of a weird state right now. The YJ93 config switches over all the animation modules before the clone parts (such as the Nene) are created. Except that I forgot to update the config when I redid the animation stuff, so it changes it to ModuleAnimateHeatAJEJet which doesn't exist anymore rather than ModuleAJEJetAnimateAfterburner which it should. The simplest thing to do is probably to just get rid of the existing module an re-add the original FXModuleAnimateThrottle with some modified parameters. Something like this: @PART[aje_nene]:FINAL { !MODULE[ModuleAnimateHeatAJEJet] {} !MODULE[ModuleAJEJetAnimateAfterburner] {} MODULE { name = FXModuleAnimateThrottle animationName = jet_turbofan_heat responseSpeed = 0.01 layer = 1 dependOnEngineState = True } } the modifications being that it no longer has an engineName (which pointed to the other engine module which AJE gets rid of), and the response speed is increased a bit. Put that in a config somewhere in GameData (I like to keep all my custom patches somewhere separate) and it should work. Also keep in mind this only applies to the Nene and the Welland, the situation might be quite different for the FJ-44 and Derwent. Not even sure if the parts those are built from in SXT even have thermal anims.
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
blowfish replied to bac9's topic in KSP1 Mod Releases
It's the 64 bit version of KSP itself that is unstable, not any particular mods (on Windows - on Linux it's fine) Nothing in B9 is blocked on 64 bit (Windows), but you will get no support if you encounter issues. Due to the issues with Unity 64 bit on Windows, it is impossible to distinguish issues caused by it from actual issues with a mod. If you're just running B9, you shouldn't need more than 4 GB of memory. If you're running B9 and a bunch of other stuff, then there are workarounds that don't require using the 64 bit hack. Running with -force-d3d11 or -force-opengl both reduce memory usage considerably. There is also Dynamic Texture Loader- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
blowfish replied to bac9's topic in KSP1 Mod Releases
I actually tried to do this once, and it turns out you need to re-export the model as things are oriented incorrectly. I got it working back in 0.90, no guarantees that it still works, but I've packaged it up here. Requires KAX of course, and license is the same.- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
blowfish replied to bac9's topic in KSP1 Mod Releases
Confirmed. Might have to do with KSP changing the way certain engine effects are handled in the last few versions. Should be an easy fix, I'll try to release a new version soonish.- 4,460 replies
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It's quite difficult to debug issues like this. To even have a clue that it's going on, one would probably need Screenshots of GC Monitor showing memory usage increasing even while doing nothing on the pad. Logs from a session where the crash occurred An absolute minimum number of parts required to reproduce the issue. Ideally just one part.
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[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
blowfish replied to bac9's topic in KSP1 Mod Development
Fair enough, but it's still hard to do anything about it without actual data on how they compare to stock wings of the same size.