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blowfish

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Everything posted by blowfish

  1. B9 will be broken on 1.2 due to plugin dependencies that need updating.
  2. Right click KSP in Steam, go to Properties, got the Betas tab, and in the dropdown select 1.1.3 And then copy your KSP folder out of Steam, do a fresh install of KSP, and never mod your Steam install again
  3. I'm just trying to figure out what's failing since as far as I know, this should work. You should definitely be able to get a resource definition from the resource library at this stage.
  4. Is PartResourceLibrary.Instance.GetDefinition returning null or is part.Resources.Get returning null?
  5. That's strange - the resources should all be there before PartModules are loaded. Does this.part.Resources not contain the resource you're looking for?
  6. I think the double density liquid hydrogen might be messing with things a bit here. The tanks will be proportionally much smaller than they would be on the real thing.
  7. What's your liftoff TWR? How long are the boosters? You should have more than enough fuel, especially in the tiny stock solar system.
  8. Well then, @Pappystein probably just needs to update then.
  9. If all else fails, I'd say not being able to add crew to inflatables in the editor is fine. When would you want to do that, anyway?
  10. @Pappystein The switching relies on plugins, IIRC either Interstellar Fuel Switch or B9 Part Switch being present and working. Neither has been update for 1.2 yet.
  11. FAR revoxelizes when parts are added to or removed from the ship. This can be caused by any number of events, including staging, docking, part explosions, aerodynamic failure, etc. Far also revoxelizes when certain animations update, however this can be overridden. There is an event that other mods can call to force revoxelization. Fortunately, it doesn't require compiling against FAR.
  12. @Northstar1989 I think it has to do more with fuel choice and cycle than fuel vs oxidizer rich. The Russians developed a lot of kerolox staged combustion engines - you can't do fuel rich staged combustion with kerosene. If you look at hydrolox staged combustion engines, they are all (AFAIK) fuel rich regardless of who built them.
  13. The only thing I'm immediately aware of is that it looks like cockpits and probes need ModuleDataTransmitter in order to enable built-in antennas. If you have time, feel free to take a look at it but I don't think it's a huge amount of work.
  14. An open (propellant) cycle nuclear engine. That's an interesting concept. Is the tradeoff higher thrust for lower specific impulse?
  15. I dunno. I think nyan cat adds some badly needed flare to the otherwise monotonous loading screen.
  16. Welcome to the forums! If you are on KSP 1.1.3, you should only use the latest version of B9 (6.1.2). Start with just the core package for now (ignore legacy and HX). The package contains a GameData folder, everything in there needs to be placed into KSP's GameData folder. If things aren't working currently I would recommend starting with a clean KSP install. If it's still not working, please read "how to get support" in my signature - it will give you helpful tips on how to debug you install and finally instructions on how to find and upload KSP's log - if I can see this I can probably tell you what's installed incorrectly.
  17. Out of curiosity, what info do you need to display that can't be determined before the editor launches?
  18. Slight technicality, by default it voxelizes the collider (since that's usually simpler), however if need be you can force it to voxelize the visual mesh.
  19. The Mk1 Fuselage does not have ModuleCargoBay, so it will not shield anything from the airstream. @HalcyonSon KSP only tries to detect if a part is shielded by another part if something tells it to specifically. Stock aero is not smart enough to know that just because something is "inside" another part, it shouldn't have aero forces applied.
  20. That's because many modern launchers are optimized for sending payloads to geostationary transfer orbit, not low earth orbit. The Falcon 9's delta-v distribution is really nothing new, if you look at e.g. the boosterless Titans or the Saturn I/IB, you will see something very similar.
  21. Actually, I think 1.2 has an alternate solution for emissive animations. You can use FXModuleThrottleEffects in conjunction with ModuleColorChanger to do it without an animation. It does require re-defining the animation curve in a config file, however.
  22. The densities of methane and oxygen are close enough that you can do them on a single shaft (see: BE-4). Then again, it's not impossible to do hydrogen and oxygen on the same shaft either (see: RD-0120), just a lot harder.
  23. @Jimbodiah What sort of delta-v are we talking about? Nukes will probably only provide an advantage for very large delta-v.
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