-
Posts
4,559 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by blowfish
-
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
blowfish replied to bac9's topic in KSP1 Mod Releases
I mean you have to re-select what type of fuel each fuselage piece holds, as it will revert to structural (no fuel). It doesn't work with Tweakscale. Other than that I know of no explicit incompatibilities.- 4,460 replies
-
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
blowfish replied to bac9's topic in KSP1 Mod Releases
It will mostly only break craft in flight. In the editor, you just have to go through and re-select the fuel tanks. Note that the old Mk1 and Mk2 parts have moved to the legacy pack. Additionally, anything using the engine pylons won't load as they're now integrated into the engines (and switchable!). So if you've got a craft with the pylons, open it up with the old version, remove pylons, then install the 6.0 prerelease and load it back up (at which point you can select the correct pylons on the engines).- 4,460 replies
-
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
blowfish replied to bac9's topic in KSP1 Mod Releases
Yeah, because I updated the repository to 6.0.0.-100 (prerelease), but there is no official 6.0 release yet. I'm not going to do anything with CKAN until the final release, but you're welcome to manually install the prerelease I linked on the last page (or just follow the maintenance port link in my signature and click on downloads).- 4,460 replies
-
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
blowfish replied to bac9's topic in KSP1 Mod Releases
Thanks, I will try it out, but if that's the case then it sounds like it's not going to work. I was sort of working on a unifying solution for a while, but the fact that everyone who wants to modify mass would need to use it made it difficult (for now I just integrated it into B9PartSwitch, which means that I can have any number of modules that modify mass but it's still not compatible with any other modules that modify mass, and it looks like that might include TweakScale).- 4,460 replies
-
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
blowfish replied to AlphaAsh's topic in KSP1 Mod Releases
Logs. They're the only way to do this.- 2,488 replies
-
- launchsites
- bases
-
(and 1 more)
Tagged with:
-
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
blowfish replied to AlphaAsh's topic in KSP1 Mod Releases
Where did you place that .cfg? And as usual, logs are probably necessary to diagnose the problem.- 2,488 replies
-
- launchsites
- bases
-
(and 1 more)
Tagged with:
-
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
blowfish replied to bac9's topic in KSP1 Mod Releases
Right, hence the issue. So does TweakScale call OnRescale() before or after updating the part's mass. If it's after, then everything will probably work, because the mass I set will override the default mass, but if it's before, then there might be conflicts.- 4,460 replies
-
Thanks for all the info. I'm not 100% sure how to integrate it into AJE yet, but I'll take a look.
-
I've been tracking a couple of weird NREs related to the SC-B-CMX's docking port (or possibly all pods, I haven't checked). The first is in the editor and happens when something is attached to the CM's top node Never mind, just found out this is a stock bug with having a docking port on the root part. The second is FAR specific, and happens when something is detached from the top node As it's FAR specific, I couldn't say I blame you if you refuse to investigate, but it concerns me that something as basic as component.gameObject should be failing. This seems like an odd issue, but do you have any idea what might be causing it?
-
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
blowfish replied to bac9's topic in KSP1 Mod Development
I believe it's this one -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
blowfish replied to bac9's topic in KSP1 Mod Development
Yeah, but you should probably let the author know either way. It will cause problems for other people too. -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
blowfish replied to bac9's topic in KSP1 Mod Development
Okay, I see the issue. The new B9 pack doesn't introduce any issue, but it reveals one that was there already Config(@PART[KingFisher_Wing]:FOR[FerramAerospaceResearch]) AoATech/MM_Configs/KingFisher_FAR_config/@PART[KingFisher_Wing]:FOR[FerramAerospaceResearch] One of the AoATech patches is telling MM that FAR is installed (even though it isn't), which means that a FAR patch is removing ModuleLiftingSurface from all B9_* parts is activating. You should contact the author of that mod (It should be :NEEDS[FerramAerospaceResearch]:FOR[AoATech] or similar). That being said, I should probably modify the global B9 patches to not apply to wings, even though they shouldn't mess anything up if everything else is working correctly. -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
blowfish replied to bac9's topic in KSP1 Mod Releases
Good to know Yeah, that's a problematic aspect ... I got around it by just saying that the base mass for switchable parts does not include any resource mass and adding the cost of resources in the module cost. I still think mass is messier because module masses don't affect physics - you have to set part.mass directly. Is this going to be a problem if TweakScale is trying to set the mass and I am too?- 4,460 replies
-
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
blowfish replied to bac9's topic in KSP1 Mod Development
They work fine without FAR. Make sure you have the latest release. If there's still an issue, post your output logs - instructions on how to do that are in the first link in my signature. -
So the sequence would be nosecone -> top skirt -> some number of segments -> bottom skirt -> nozzle? That makes sense to me. I think modularity is more important than real-world accuracy - as long as the end result looks good and makes sense
-
My (admittedly limited) understanding is that fewer, larger textures are better, even if there's a bit of wasted texture space. If you're looking for additional ones then maybe rounded ones like in this screenshot (I know that was just a test). Though in truth, if you're going with plain white for the nosecones, then it's possible that many of them could share texture space, and that might allow you to bump it down to 10242
-
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
blowfish replied to bac9's topic in KSP1 Mod Releases
Thanks for that ... might not make it into the next release but I'll definitely look at implementing it soon. I'll probably keep scale as an internal variable, then I can just multiply by it when putting in the resources. Question: is the scale I'm going to get a length scale or a volume scale? I just switch them between stack and docking nodes in the editor so they're not attachable (and change them all back in flight). So this shouldn't be an issue. I have a separate module that sets the mass (since that's kind of messy), so I'll probably just need to implement it there too. But it should be pretty simple once everything is set up. That might work (still leaning toward internal handling but maybe). Does TweakScale call any methods on the PartModule after its fields are changed that I could listen for in order to update everything?- 4,460 replies
-
Isp should change with throttle and speed (it'll change a little with altitude but that's only because of temperature variation). If that's not happening, then something is probably installed wrong. Try re-installing AJE and SolverEngines. As for response rate, it's basically just set right now based on the size (intake area) of the engine. I have no idea if it's correct ... if you have data on the response rates of real engines I would definitely be interested to see it. One other thing is that the afterburner should respond nearly instantaneously, whereas now it responds at the same rate as the rest of the engine (there's an open issue for this). But if AJE is installed incorrectly, then you might want to take a second look after re-installing and make sure that it's still the same.
-
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
blowfish replied to bac9's topic in KSP1 Mod Releases
Ah yeah, TweakScale support has been at the back of my mind, but I never got around to dealing with it. Is there a simple way to listen for the part scale on the plugin side?- 4,460 replies
-
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
blowfish replied to bac9's topic in KSP1 Mod Releases
I didn't change the names of any parts. If you're talking about the RT patch, all I did was copy the Mk2 cockpit to legacy and duplicate it for the new cockpits. But if something is broken, then patches are welcome. I can't possibly test all the compatibility patches myself with each release.- 4,460 replies
-
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
blowfish replied to bac9's topic in KSP1 Mod Releases
Good question. FAR is well supported, yes. I went through the MFT/RF patches, so they should all be good now. DRE patches are there, but I'm not sure they're still correct. RT support is in thanks to joshwoo69. I'll probably add a CryoEngines patch in version 6.1 or so (it's quite easy with the new part switcher, whereas it would have been really hard with firespitter). Any particular mods you were wondering about that I'm missing?- 4,460 replies
-
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
blowfish replied to bac9's topic in KSP1 Mod Releases
On that note B9 Aerospace Version 6.0 Prerelease is now Available - Download from Bitbucket THIS RELEASE IS DEFINITELY CRAFT BREAKING - YOU HAVE BEEN WARNED A lot of changes went into this. Here are the major ones Integrate bac9's beautiful new Mk1 and Mk2 parts Move nearly all fuel/mesh switching to new plugin, B9PartSwitch Move old Mk1/2 parts to legacy Update all compatibility patches (some untested) Remove fuel switching in cargo bays - there's really not that much space Remove Virgin Kalactic as a dependency Make HX pack independend of core Pylons are now integrated into podded engines Dependency updates Many minor tweaks If no bugs are reported, I'll try to push out an official release in the next week (and I will update CKAN when that happens). And I will try to take a look at the airbrakes in that time, but not promises EDIT: A note on dependencies As stated above, Virgin Kalactic is no longer a dependency The HX pack no longer depends on the core pack. All the dependencies required for HX are bundled with it. There's a new plugin dependency, B9PartSwitch (my replacement for FSfuelSwitch etc, building on bac9's work). The source code can be found here. There's no official release of it yet, but there will be fore the 6.0 final release is live. And the license is CC BY-NC-SA 3.0 as usual.- 4,460 replies
-
- 6
-
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
blowfish replied to bac9's topic in KSP1 Mod Development
@Crzyrndm At some point in the future, would it be possible to move this mod to its own folder, i.e. B9_Aerospace_ProceduralParts, or something like that? It becomes a hassle to manage having both this and regular B9 installed, particularly when you're doing a lot of testing and committing to git like I do... -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
blowfish replied to bac9's topic in KSP1 Mod Releases
No. I'll probably announce something when I figure that one out, but it hasn't happened yet. I'll take another look at some point in the near future, but I'm not optimistic - the issue makes no sense and I have no idea what could be causing it.- 4,460 replies
-
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
blowfish replied to bac9's topic in KSP1 Mod Releases
The wings and landing gear were split out into a legacy pack. The HX parts have been split into their own pack as well. If anything else is missing, you've got an installation issue. And welcome to the forums- 4,460 replies