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Everything posted by blowfish
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[1.8.x] B9 Aerospace | Release 6.6.0 (Feb 5 2020)
blowfish replied to blowfish's topic in KSP1 Mod Releases
There is norequirement for the precoolers to be anywhere. As it stands they're purely aesthetic- 641 replies
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[1.8.x] B9 Aerospace | Release 6.6.0 (Feb 5 2020)
blowfish replied to blowfish's topic in KSP1 Mod Releases
There is no such requirement- 641 replies
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[1.8.x] B9 Aerospace | Release 6.6.0 (Feb 5 2020)
blowfish replied to blowfish's topic in KSP1 Mod Releases
Yes, but it would change across every part that uses that prop. So what you'd probably want to do is duplicate the prop definition with a new name and then change the camera transform name.- 641 replies
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[1.8.x] B9 Aerospace | Release 6.6.0 (Feb 5 2020)
blowfish replied to blowfish's topic in KSP1 Mod Releases
Specifically you need KSPWheel for the landing gear to show up. The pylons I meant to address but didn't get to in this release. But I wouldn't trust the ships too much. They haven't been updated in years, and even if they load in the editor there's no guarantee that they will actually work (e.g. CoM vs CoL might be off, engines might now be underpowered or overpowered). There is a reason I stopped including them in the official downloads. If someone wants to take the time to update them I will gladly start supporting them again but until that happens I'm going to have to say that they are just unsupported. The camera transforms are actually defined in the model itself. The screen looks for those transforms specifically. I don't think there's a a way to add them into an existing model without re-exporting unfortunately.- 641 replies
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That would be a question for RO - all the RO configuration is on that side and SSTU by itself does not interact with TestFlight
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[1.8.x] B9 Aerospace | Release 6.6.0 (Feb 5 2020)
blowfish replied to blowfish's topic in KSP1 Mod Releases
Should be fine to add to an existing career game. It's just parts after all (and none of the dependent plugins really affect career)- 641 replies
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[1.8.x] B9 Aerospace | Release 6.6.0 (Feb 5 2020)
blowfish replied to blowfish's topic in KSP1 Mod Releases
B9 Aerospace v6.3.2 for KSP 1.3 is here! Release for KSP 1.3 Fix some mismatched brackets The tank masses for LH2 and LH2O (if you have CryoTanks installed) are known to be off in this version. I will likely unify all the tank masses in the next version.- 641 replies
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
blowfish replied to Ven's topic in KSP1 Mod Development
Most likely you have another mod that's broken and interacting with those antennas -
[1.8.x] B9 Aerospace | Release 6.6.0 (Feb 5 2020)
blowfish replied to blowfish's topic in KSP1 Mod Releases
Sorry, I'm not going to commit to anything that precise. That's just silly. And if something is not working with updated dependencies it's probably not B9. Needless to say, I have no way of knowing exactly what without logs.- 641 replies
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[1.8.x] Kerbal Foundries -- Continued - Tracks, Wheels, and Gear
blowfish replied to Shadowmage's topic in KSP1 Mod Releases
@Grease1991 That would really need to be fixed on that mod's end. If it's only looking for the stock module then there's no way it will work with KSPWheel. -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
blowfish replied to bac9's topic in KSP1 Mod Development
Well I really have no clue what typically causes this mod to break, I'm just good at reading logs -
[1.8.x] B9 Aerospace | Release 6.6.0 (Feb 5 2020)
blowfish replied to blowfish's topic in KSP1 Mod Releases
Oh nice! Unfortunately I'm away from home now but I should hopefully have some time by Sunday night to package up a new release.- 641 replies
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Interesting tidbit, according to this PDF the RS-83 might have looked more like the SSME than the RS-68.
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[1.8.x] B9 Aerospace | Release 6.6.0 (Feb 5 2020)
blowfish replied to blowfish's topic in KSP1 Mod Releases
Keeping the dependencies up to date with each release is a fair bit of work, but my impression the last time I checked was that some folks still find them valuable, particularly those that aren't using CKAN. Not sure if that's still the case or not but I would imagine so.- 641 replies
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[1.8.x] B9 Aerospace | Release 6.6.0 (Feb 5 2020)
blowfish replied to blowfish's topic in KSP1 Mod Releases
The dependencies included in the download were the most recent as of the date of the release. Even if I posted a new release with updated dependencies, it would not show on CKAN because no final elease of RasterPropMonitor for KSP 1.3 is out - preview releases don't appear on CKAN- 641 replies
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Basically what Aelfhe1m said - B9PartSwitch has no general way to interact with data in other mods.
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I'm pretty sure the answer is no. The shapes are all procedurally generated, and there's currently no pure texture switching.
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Yeah, it's difficult to know the transform names unless you made the model. There are a couple of ways to work around that though: 1) Install this mod and use it to inspect the hierarchy in game: 2) Use this to import the model into Blender and inspect it there -------- Although, if you are switching between two models defined in separate .mu files and MODEL nodes, the root transforms of each model have a special name which I can show you