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blowfish

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Everything posted by blowfish

  1. B9 Aerospace 5.4.0 for KSP 1.0.5 Is now available Download from Bitbucket This update should provide full 1.0.5 compatibility. A note on dependencies in this version I've added B9AnimationModules as a dependency, source is available here. This plugin provides more customized animation modules Crossfeed Enabler is no longer a dependency KineTechAnimation is no longer a dependency Now that all of the compatibility debt is gone, I will begin to integrate bac9's beautiful new parts. Hopefully it won't take too long - all the pieces are there, I just need to put them together.
  2. You can, but you'll get some errors in the log and a blank IVA (no props).
  3. Insert imgur album is the very rightmost button in the editor. Just paste the album id in the field, in your case JvnPL. Works below:
  4. There's no ramjet in this mod, just a 2.5m turbojet. Even it it did behave like a ramjet, there's no reason why it wouldn't use the stock module. And the multi mode engines function exactly the same as the stock RAPIER.
  5. I believe this is a big with these cockpits actually. They have ModuleLiftingSurface, which should be removed if FAR is present but is not. All the lifting body stuff is handled automatically by FAR based on the shape.
  6. This would be somewhat complicated, unfortunately. All the variants are in the same model file, so there's no way to isolate just one without re-exporting the model.
  7. On the contrary, I'd call it a bit small for 8 RAPIERs. But maybe as a tanker it's denser than most spaceplanes...
  8. Yes, that's the one. It looks like you're a few versions behind on FAR. Try the latest (0.15.5.4)
  9. Merge GameData/SSTU from the texture sets pack into the main GameData/SSTU folder.
  10. Yes The wings in the legacy folder will no longer be developed, due to B9 procedural wings being available. Whether those will be developed any further isn't a question I can answer. As far as I know now, everything is working. Even before though, the risk of corrupting saves was pretty low - the worst that could happen would be that a part would not work as intended.
  11. ...and I spoke too soon again. The firespitter VTOL module works fine, it just has to be triggered through action groups rather than the right click menu. In that case, I believe there is nothing more required for 1.0.5 compatibility. If no one reports any issues I'll try to release a new set of downloads some time in the next few days.
  12. Well you of course might have to adjust the tank lengths etc to compensate for higher efficiency but lower thrust engines. I usually aim for a lifoff TWR of 1.25 (maybe more with boosters), and an upper stage TWR of about 0.7 (though I've done the last 1 km/s to LKO on a TWR of only 0.4). Having something like MechJeb or KER that can tell you your delta-v and TWR per stage is very useful.
  13. No worries, it happens to all of us. There are quite a lot of options in this mod and it took me a while to figure out where they all were too.
  14. In the editor window (press J while hovering over the wing I believe), it's in each "surface" section - you can ajust the hue, saturation, and brightness. Image of all the expanded options below
  15. They should. If they're not showing up it's a bug. Are you having trouble finding the controls to change color or are they not actually affecting anything?
  16. Nothing released. If you download the Bitbucket repository (linked in my sig), most things are updated though. The only outstanding issue I'm aware of is the VTOLs being broken.
  17. They work fine without FAR. To know what's causing the NRE's you'll need to provide a lot (explained in the first link in my sig).
  18. If I'm not mistaken, both would have used J2X uppers (possibly x2 on the Ares V). The J2X is planned for SSTU, but the J2 exists currently and it's a reasonable substitute. The Ares V would have used RS-25 or RS-68 lowers I believe, of which the RS-25 exists in SSTU (RS-68 planned).
  19. Interesting idea. I think it might be worth investigating, but I see a few major issues that would have to be addressed: Personally, I consider the way that engine configs are implemented in RF to be a bit hacky. It makes sense when you don't have control over the engine module (and this is where it is from). If we were to do this in AJE I wouldn't feel comfortable with it unless we refactored large portions of both SolverEngines and AJE in order to accommodate it. Complete data on engines is hard to come by, and it's not uncommon for there to be only a single variant with complete data. Of course, there's no reason why we would have to include all, or even most variants, but it seems to me like there isn't really enough data to make this work Most of the time, variants of the same engine vary in performance only a little. Is there really enough of a difference that people would take the time to choose a variant? The engine table we currently have doesn't have any years in it, so coming up with sensible tech level relations would be either difficult or painful.
  20. Your designs look pretty good but can I ask why you're using the F1 and F1B as upper stages? Their efficiency is pretty low and you usually don't need that much thrust. Also, I think it's possible to do the same mission with much, much less rocket. In my preliminary tests, I think the second largest booster and a single J2 upper is enough to get the CSM and a modest lander into a trans-munar injection, from which point the CSM has enough fuel to do the rest. This was using FAR, so the delta-v requirements might be a little different in stock, but they should be pretty similar post-1.0.
  21. Okay, so it appears that KM_Gimbal is fine if the part is staged. Sorry for freaking out about it. I've done some experimenting with the cargo bays, and it appears that they're not compatible with the deploy limits due to various issues with ModuleAnimateGeneric. I might write a custom module at some point but it's a low priority. Confirmed and fixed on Bitbucket.
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