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blowfish

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Everything posted by blowfish

  1. Is it an RS-68? If so, one is for the main nozzle and one is for the roll control nozzle
  2. @_Astra_ Well both those parts are there for me, and I didn't rename them, so the issue is probably on your end. If you don't know how to figure out why they're not showing up, you should probably stick to release versions. The engine flame also shows up for me. It's only in the secondary mode. And you need a working copy of Smokescreen. To my knowledge, nothing about the tech tree has changed.
  3. This is known on 1.2 - the struts were configured in an old way which got cut out in 1.2, so the parts don't load.
  4. I discovered a bug where the resource amounts in the part list tooltip don't display correctly. I should have a fix shortly.
  5. They are certainly much less necessary now. At the very least, maybe they should be moved to legacy. Thoughts?
  6. Good news about the struts - I think that only config changes are needed to fix them. They were also broken for B9, and after examining the stock strut config, it was pretty apparent what needed to be changed.
  7. Yup, although I just noticed that RPM has only had a prerelease. I'm a bit iffy on including a prerelease of a dependent mod, and this also means it wont' be in CKAN. Will have to think about this I guess Had some time to work on things today. Good news about the struts is that it looks like they only need config changes. B9AnimationModules compiled without code changes, although there's some code I should probably remove now that I can get it from KSP. There have been a couple of complications though. Unlock cost now has to be an integer, which means that the patch I use to set that value on some fuel tanks caused issues. Found a solution though, I just added another line to the patch to chop off the decimal and anything after it. Also discovered that the way some info is displayed in tweakables has changed - for the subtype switcher, if the subtype name is too long, it will get put onto multiple lines, rather than shrinking the text or truncating like it did before. Not much I can do about that behavior, but I can try to make the subtype names shorter so that it doesn't show up.
  8. That doesn't really qualify it as an SSTO - the engines are a significant proportion of the dry mass. AFAIK all early Atlas LVs used very light tanks (which are supported by pressure inside them) so dropping tanks wasn't really worth it.
  9. Liquefying and compressing the final products.
  10. I could not replicate this. Using this patch and creating a new save moved the RAPIER to the start node, as expected
  11. Strange. Were you using a new save each time? I know KSP stores some tech tree information in the save file.
  12. Unless there are other conflicting patches, this shouldn't make a difference. The stock configs only create nodes, meaning that they're all done before MM does anything.
  13. Hint: if you look at the thread tittle, it will tell you what version of KSP the most recent release is for.
  14. B9PartSwitch v1.5.0 is released Update for KSP 1.2 Add CoMOffset, CoPOffset, CoLOffset, CenterOfBuoyancy, CenterOfDisplacement as editable part fields Hopefully reduce GC allocation a little bit
  15. Sounds like most of those changes can be accomplished via ModuleManager. It might not require an actual re-release of the mod.
  16. Actually yes. I was really just waiting for the need to release to be there, and here it is! I'll try to push it out later today.
  17. B9 doesn't use IFS. The switching functionality is all on B9PartSwitch now - at some point I just got tired of the amount of work that Firespitter/IFS modules required and wrote something that (I think, at least) requires a lot less configuration. Firespitter is still used, but only for things I can't really get rid of it for, i.e. the VTOL engines (ok, there are still a couple of FSanimateGeneric modules sitting around that I haven't bothered to remove yet). Looks like Roverdude has updated it though. RasterPropMonitor is required for the IVAs, but looks like that has updated too. Smokescreen has not, but that may be as simple as poking sarbian to recompile. The other two, B9PartSwitch and B9AnimationModules, are mine. I have made all the necessary changes to B9PartSwitch (but haven't released yet). B9AnimationModules has some code I can probably actually delete at this point (but that's not strictly necessary) and recompile. I read over in the KW thread that the struts are broken, so it's likely the same has happened to B9. With the new autostruts (and always with KJR) they're probably not even needed anymore, but removing them would probably break some saves/craft files so if possible I will try to avoid that. Will try to take a look at them this weekend. Also, big shout-out to @Flashblade for always helping with the config changes. I really couldn't do it without you.
  18. My recollection is that the node switching worked fine with Tweakscale. My guess as to the problem with JSI Utilities is that it actually deleted the node, then re-added it without considering the scale. B9PartSwitch just hides the node, so Tweakscale should still be able to operate on it.
  19. Oh, @Flashblade in case you have time before I do, 1.2 added a bunch of new part categories. Some of the B9 parts could to be moved. I'll probably have time to look at it this weekend, but in case you had time before then I figured I'd just let you know.
  20. The stock database reload won't work for these purposes. Use the ModuleManager window.
  21. I look forward to having time to work on it!
  22. Yes, but other than the plungins that are in my domain, there's also Smokescreen, which will almost certainly require a recompile if nothing else.
  23. FAR made some assumptions that were not valid with SSTU. The PR to fix has been merged though, so it should be working with the next version of FAR, whenever that is.
  24. Hmm. This might sound silly, but does the part actually have this resource from the start? If it uses resource switching it probably won't be there. If that was completely off the mark maybe try logging what resources are actually on the part?
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