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blowfish

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Everything posted by blowfish

  1. If you need more torque use the drone core. If you need more torque than that use another drone core. If that's still not enough then create a CFG which duplicates the drone core but swaps the actual control ability for additional torque. It's not that difficult.
  2. That doesn't seem necessarily wrong - if you try and fly the craft sideways then the the front and back wings aren't necessarily going to behave the same way.
  3. Statistically speaking it's unstable. You have just gotten lucky. I did for a while too, but eventually it started crashing more often than not. The bottom line is that it's impossible for mod developers to support x64 - if it works for you, great, if not then Squad is the one to blame. As for the SP+ wing, I haven't looked specifically, but it appears to function the same way as all the other wings so I doubt there's any reason it wouldn't work with the previous version.
  4. Nothing is necessarily compatible with x64. The best you can do is try and hope it doesn't crash, because the crash is Squad's fault, not the mod developer's. As for general 0.24.2 compatibility I don't know.
  5. Thanks for the info. As far as I can tell 5.2.4 is usable with 0.25. KSP will give you a warning about FS incompatibility but everything I've tested still works. Of course there's no guarantee you won't run into bugs but it's definitely still usable.
  6. Well yes - the shape matched stock before, but the texture style didn't. The shape changed in 0.25.
  7. Purely out of curiosity - do you guys plan to reshape the Mk2 parts to fit the new Mk2 shape or keep them the way they are? Given that the B9 parts don't really fit aesthetically with the stock parts (old or new) I don't see any problem with keeping them the way the are but I'm just curious...
  8. Do you have ATM installed? A lot of the 32 bit crashes are running out of memory (though x64 can crash for the same reason under nebulous circumstances). And I too anticipate the day when x64 will be as stable as x32 so that mods can support it.
  9. Very nice! It looks like the attach node is slightly offset on the SP+ Pwing though - it looks like it barely if at all touches its parent part.
  10. Nice cockpit I do hope a release is in the future...
  11. If it matters that much to you, download the code and make the changes to allow it to run on x64 . There's no reason why mod developers like ferram4 should have to try and support something so unstable.
  12. They aren't, unfortunately. There are a couple of new wing variants but I think that's it.
  13. On second thought, I'm having trouble believing that the depreciated pack is causing a crash for any reason, given that it's just a cfg and shouldn't increase memory usage by much.
  14. It's doable, but a PITA. My advice is this: assuming that you're already running 32 bit KSP with ATM (biggest crash culprits), temporarily uninstall all mods except for B9 and B9_depreciated (and anything else the craft in question depends on). If it loads, then open the craft and migrate it over to the new B9 parts. If the game still crashes then you might have to resort to editing the file manually.
  15. Install the depreciated pack and it should work.
  16. Thanks for all the encouragement. I'm hoping to get some of this into a releasable state soon. The cockpit might take a while though, mostly because IVAs are horrendously complicated (from what little I know about them). B9's license is CC BY-NC-SA, so as long as I release under the same license and provide credit, there's no issue . For what it's worth, everything's made from scratch, including the end texture on that tail... It's on my to-do list if K3|Chris doesn't get to it first I know. I might change the name at some point but for now I wanted it to match the name of the stock part.
  17. Usable Prerelease 0.1 Early WIP prerelease - includes HL Tails and Supersonic Cockpit. Requires B9 Requires DDSLoader License: CC BY-NC-SA 4.0 DOWNLOAD (Dropbox) WIP Parts HL 12m Tails (View in 3D) I wanted something a bit longer and rounder than B9's existing tails, so I made these. They're already in-game (screenshot), but the texture and cfg still need tweaking. Does anyone know how to calculate the volume and/or center of mass of a mesh? HL Supersonic Cockpit (View in 3D) B9's HL cockpit is great, but I wanted something a bit more streamlined for supersonic and hypersonic designs. The lower set of windows should provide good take-off/landing visibility, as well as provide a bit of a view of the lower deck from the pilot's seat. Current plan is for it to hold 8-10 kerbals: 4 on the upper deck and 4-6 on the lower deck. JT8D (View in 3D) A low-bypass turbofan loosely based on the P&W JT8D for subsonic and low supersonic applications. Shown with one thrust-reverser deployed. Vernor Thrusters (View in 3D) Multiple configurations for vernor thrusters - designed for large interplanetary vessels which need a lot of reaction control. Mk2 Sized SABRE and Intake (View in 3D) A Mk2 sized SABRE engine and air intake.
  18. Tried my hand at making new parts. Managed to make some longer tails for B9's HL fuselage system. They didn't come out too bad. I made a sort of Skylon-like SSTO with them Still a lot I need to know about modding but it seems like a promising start.
  19. Made it to Minimus with zero waste. Not a huge accomplishment but a fun project regardless. Lander departure On the surface Orbital rendezvous Aerobraking (took several orbits because I put my periapsis too high) Landed back at the KSC (and turned around)
  20. I don't have any experience with NEAR so I can't say for sure, but you might try turning those flight assistance controls off before the circularization burn. That's definitely been an issue for me with FAR...
  21. Is it actually aligning to the maneuver node? If not, do you have FAR's flight assistance controls on? For me the flight assistance controls prevent proper maneuvering outside the atmosphere, both for MJ and manual control. MJ cannot align the craft to the maneuver node and as such will never fire the engines. It seems to work once the flight assistance is disabled though.
  22. How close were they to being done? It could be a while before Squad actually releases whatever version contains the reshaped Mk2 parts.
  23. It's the same deal with the stock structural hubs, so it's probably not a B9-specific issue. My usual strategy is to just rotate them until I find an orientation that works. This can be annoying though. You could also try enabling part clipping, but I don't for sure that it will work.
  24. The landing gear aren't variable-sized - the larger ones are separate parts. You're using the smaller ones right now but even the larger ones won't be large enough for the way you're trying to use them. Look at the example craft for some ways to make it work
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