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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
B9 should be available via CKAN again now. Let me know if there are any issues.- 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
Something I forgot to mention earlier (but you might have inferred based on earlier posts in this thread): TweakScale is currently incompatible with the B9 Parts, or at least any switchable parts currently. I will investigate how to add support, but it may be that it isn't possible right now, at least until Squad fixes the oddities with part masses and module masses in 1.2 or 1.3.- 4,460 replies
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Well KSP really exaggerates heating at Mach 5 in a highly unrealistic way. In reality, if you can survive re-entry, heating at mach 5 isn't going to be any trouble whatsoever. Interesting data: here is REL's data from the Skylon's simulated trajectory. If you look at the "Re-Entry" tab, you can see the mach number (Mn), AoA (Alpha), and various temperatures (e.g. Tsp is nose temp). I don't know exactly what materials assumptions they are using, but the maximum temperature occurs around mach 23, at an AoA of about 41° (this might be enough to generate a detached shock but I'm not sure). By the time you drop down to mach 5 or so, temperatures are very manageable.
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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
It's as official as anything. bac9 is no longer actively developing this mod - he has passed it into Crzyrndm's capable hands. And if you have issues, they're on your end. Everyone else is using it without trouble. -
@Temstar Careful. A detached shockwave makes heating easier to deal with, but also increases drag. For re-entry you want to maximize drag while not roasting, so blunt shapes make sense. For sustained hypersonic (or any) flight you want to minimize drag, which means that you don't want a blunt shape. Note that most proposed hypersonic aircraft in the real world are actually very pointy. And I'll add that for real world re-entries, most of the heating happens at very high Mach numbers (15-20?), so comparatively, for flight at a moderate Mach 5 or so heat is much less of an issue.
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It's a useful feature but I don't think it's specific to SSTU. In any case, Crzyrndm already has a mod that does that, though it's by no means perfect.
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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 talked with the CKAN people and there are a couple of issues with the metadata files I have to resolve. But seriously. Be patient. These things don't happen immediately.- 4,460 replies
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Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
blowfish replied to Raptor831's topic in KSP1 Mod Releases
Someone has to make the configs. They don't appear out of thin air, and there are too many mods to expect Raptor831 do maintain compatibility with all of them. -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
blowfish replied to bac9's topic in KSP1 Mod Releases
One thing at a time I still have CKAN issues to sort out, and Github works fine as a download location for now.- 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
B9 depends on some mods in Kerbalstuff, and CKAN won't build new version data without them. Just be patient, seriously- 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 just patched an issue with the legacy release. I wouldn't normally do this, but since (1) It's only been a couple of hours (2) It's just the legacy pack, and (3) No one could have downloaded via CKAN left. So if you need the legacy pack, please redownload.- 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
B9 Aerospace 6.0 is now released Get it from Github! NOTE: This release is potentially craft breaking from previous versions (5.x and before - if you have the prerelease already then everything should be fine) Dependencies have changed since 5.4.0: Virgin Kalactic Node Toggle is no longer required B9PartSwitch is now required. It's a new plugin designed to replace Firespitter's switching capability with more functionality while being much easier to work with. The HX pack no longer depends on the core pack, but it has its own dependencies: B9PartSwitch, B9AnimationModules, ModuleManager, Klockheed_Martian_Gimbal, and SmokeScreen Images: More Images: Changelog (since 5.4.0): License: Creative Commons BY-NC-SA 3.0 as usual CKAN integration will be following shortly, but I have to modify the metadata so it might take a day or so.- 4,460 replies
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How did you do this? With a custom gimbal? When I tried with the stock module it sorta worked, but when the engine was pitched and the yaw input was triggered, the gimbal would wobble around a lot.
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@Shadowmage NathanKell says that the issue with gimbals should be fixed in 1.1. Not sure if that changes your plans for the shuttle or not.
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Twin Boar Yaw Gimbal Reversed
blowfish replied to Srpadget's topic in KSP1 Gameplay Questions and Tutorials
Err, slight correction to what I said earlier, it's the part's root transform, not the CoM. -
I just ported B9 over from Bitbucket to Github, and it looks like it created releases for all the old tags but without the zip files. Should I delete those to keep NetKAN from re-indexing old versions? I have not changed any of the NetKAN metadata yet (it sill points to Kerbalstuff), but I'll be moving to self-hosted metadata.
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Ah cool, makes sense. Re: engine modules, you might want to include another module that hides the individual engine controls (events, actions, thrust limiter, maybe thrust and Isp) and replaces them with a unified interface. I don't think this would interfere with Mechjeb etc at all, since it's not changing how the engines respond to staging or the main throttle, just how the user interacts with them.
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@Shadowmage Have you thought about how the vernier gimbals will work? I've experimented with such setups myself and ran into the following issues: There's no easy way to distribute thrust unevenly between multiple transforms. There might be a couple of hacky ways around this: Put lots of thrust transforms on the main nozzles so that they effectively get more thrust (since thrust is evenly distributed between each transform). Not sure if having that many force would impact physics performance. Include another module that adds thrust proportional to the main module's thrust. The reported thrust and Isp on the main engine would be wrong. Include another module that adds proportional thrust to the verniers, and adds an equal magnitude negative thrust on the main engines. Definitely hacky, but might work. The stock gimbal module doesn't allow single-axis gimbaling. I almost got it working with some look at constraints, but it ended up having weird issues.
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Twin Boar Yaw Gimbal Reversed
blowfish replied to Srpadget's topic in KSP1 Gameplay Questions and Tutorials
I was able to replicate pitch/yaw flipping under specific circumstances - basically the thrust transforms must be below the vessel's CoM, but the part's CoM must be above the vessel's. Probably because the gimbal module uses the part's root transform rather than the thrust transform to determine whether to flip pitch and yaw. Thanks @Shadowmage for suggesting reproduction steps (if indirectly). -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
blowfish replied to bac9's topic in KSP1 Mod Releases
There are things inside those GameData folders, right? You should install those things to your existing GameData folder. I am quite positive that the zips contain more than an empty GameData folder, otherwise they would not be multiple megabytes. Re: refusing to load - make sure, per above, that everything is installed properly. If you still can't load the game, then please provide your logs (instructions on how to do that are in the first link in my signature). Logs are the only way to debug issues like this.- 4,460 replies
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@Shadowmage that really shouldn't be the case with the gimbals. Note that a single, on-axis RAPIER can provide roll authority by moving all the gimbal transforms independently.
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@Chaos_Klaus just turn down the re-entry heating slider in the difficulty settings. Or get RealHeat.
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Ah, I didn't see that. It looks like a calculation error then, maybe an issue with the RO configs? I couldn't reproduce without RO, but @Shadowmage I did discover that the burn time doesn't account for the thrust limiter ... I think this would be an easy change, just divide the burn time by (thrustPercentage * 0.01).
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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
So, I'm pretty sure the airbrakes are cursed, but after banging my head against a few more nonsensical issues with them for a few hours, they seem to be functional again, so they'll return in the 6.0 release. Since no one has reported any major issues, I'll try to release 6.0 in the next few days. Which leads me to the next dilemma. KerbalStuff is currently down ... for the second time I'm aware of. And lately it has been slow and the original developer has lost interest in maintaining it. In light of that, I might move the B9 repository to Github (which can integrate with CKAN - Bitbucket can't) and do all releases there. If Kerbalstuff comes back up then I might update it but Github would be the primary download location. Does anyone have any thoughts on/objections to this?- 4,460 replies
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