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KSP2 Release Notes
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
What you're probably seeing is the Mk5 cockpit + HL front adapter. Both parts are still there, but with the new full HL sized cockpit they've been replaced in the stock craft.- 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
Either use Editor Extensions to enable part clipping or put it in one of the hollow sections with a radial attachment point.- 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
Bugfixes, balance and IVA tweaks, couple of parts added.- 4,460 replies
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1/4) You can use multiple smaller sized docking ports. The variants will make them look like a larger port. 2) For that you probably want some sort of adapter anyway. Just use the HX to 3.75m adapter and put whatever docking port you want on that. 3) KW rocketry doesn't have 5m docking ports, does it?
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I think the central 2.5m tank is KW as well.
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You don't even need two I don't think. Docking ports will willingly decouple anything attached to them. It's not. Probably because it uses a bunch of other mods.
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The HX docking ports should make suitable decouplers.
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Just try reinstalling B9. If it's only the HX parts that are missing then that should hopefully fix it.
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A possible alternative would be to just add double and/or triple length variants. You could possibly even get away with not modifying the textures much. Of course, it would be more (partially redundant) parts in a mod which already has a lot of parts, so maybe not. Just an idea though.
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I think the problem right now is mass, not thrust. To make the HPD work, you need not only the engine, but also capacitors and the reactor which was bumped up significantly in mass too ... at this point it's more mass efficient to have lots of small engines. There should be a multi-mode penalty of course, but as it is you're almost better off carrying multiple engine systems.
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For smaller things just use the winglets and stabilizers. They come in plenty of sizes many of which are fine for 1.25m craft.
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I may be missing some, but I see KW Rocketry, Spaceplane Plus, and B.Dynamics.
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The nodes are fixed in the B9 5 prerelease.
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I have a question, Porkjet: With your parts becoming stock, what is the fate of the parts that you have shown but not released yet? Will they also become stock or will you release them separately?
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Thanks Taverius
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Is it possible to split a part into multiple IVAs? I.e. divide into multiple rooms and have only the currently active room and associated kerbals be visible?
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I could have sworn it was the collider on the port itself and not the doors (judging by when in the animation it was happening), but I could be wrong. Anyway, thanks for taking a look at it
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Forgot to mention earlier - there seems to be a bug where the radial docking port's collider will push fuselage parts if it's spanning more than one. Screenshot. It won't do this initially, but will once the docking shield has been triggered. With larger (HL) parts, I've seen instances where the docking port itself gets shoved out of the way. Of course, this is avoidable by placing the docking port firmly on only one part, which is made easier by the fact the new 6m S2 and HL parts , but I just thought I'd mention it in case it's fixable. I've experienced that before, but I doubt it has anything to do with this mod. Try looking in the output_log.txt generated from the crash. You're not using the x64 version of the game, are you? Evidently something's installed wrong. Try reinstalling this mod and deactivating any others that might be conflicting.
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Understandable. I'd imagine that the configs can get quite messy when you have that many variants . Thanks for the replies. I'll keep playtesting and see if I find anything else.
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Makes sense, but then why is the HX4's node in one corner while the HX2's is in the middle? I said HX extension. As in the triangular corner pieces. The part I'm talking about is visible in this picture where the HL extension converts to an HX extension via two adapters. Could be that it's in this release and I just haven't been able to find it, but I've looked multiple times. EDIT: Found it. Never mind.
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First I just want to say thank you guys so much for all your hard work . B9 is truly something special and you've all done amazing work to make it what it is. Unfortunate that this version had to be leaked the way it was, but perhaps it turned out okay anyway. That is, other than the constant stream of support requests and bug reports. Speaking of which, I found a couple of things in my playtesting: The HX2 and HX4 docking ports don't seem to have their attachment nodes set up quite right. The HX4 has a single centered node on the back but only one of the four front ports seems to have a node associated with it. The HX2 docking port only has a single centered node on the front. The HL Universal Tail doesn't carry any fuel. Maybe but this was intentional, but it seems like every other part with even a bit of internal space has room for fuel in this release, so it would make sense if this one did too. There seems to be some naming inconsistency between the subparts. For instance, the HL extension part says "Next texture" as opposed to "Next tank config" (and yes I'm aware that the texture is actually what's changing), and this seems to vary widely between the different parts. I'm not sure if this is easy to change but it would be nice if it were consistent. I know this was the case in the last release too, but it seems like there's no way to radially attach the HL fuselage parts to other parts. This would occasionally be useful in large constructions. Would it be possible to increase the particle density on the SABRE's exhaust effect? When viewed from straight on it looks okay but when viewed perpendicular the trail clearly separates into separate particles. Since a lot of these are tweak requests as opposed to confirmed bugs, I'll wait to submit actual bug reports for the moment, but I understand how much easier those are to process. Also, I've noticed a few additional parts in bac9's screenshots that don't seem to be in this release - HX extension to 1.25m adapters and various sized HPD1 engines. Any chance those will make it into this release or will they have to wait for the future?