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Everything posted by blowfish
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[1.4.1] Color Coded Canisters 2.0.1 (2018-03-14)
blowfish replied to NecroBones's topic in KSP1 Mod Releases
Sounds like it doesn't matter anymore, but I've released a new version that doesn't disable other mesh switchers and has been recompiled for KSP 1.1.1- 356 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
HX and legacy shouldn't matter here. Try removing the entire firespitter folder from GameData and replacing it with the one in the B9 6.1 download.- 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
@danfarnsy I can't seem to replicate the interior overlay disappearing. Can you confirm that it still exists in 1.1.1 / are there specific steps that have to be taken? The overlay button seems to not want me to click it at times, but a bit of fiddling usually makes it work. @toric5 I also can't replicate your issues with the landing legs or S3 cockpit. All the animations work fine for me. Are you absolutely sure you have the firespitter plugin installed correctly? I just tried the version included in the B9 download and it works fine.- 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
Okay, I'll take a look when I get a chance. Are you certain that you have an up-to-date version of the Firespitter plugin installed?- 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
Do the toggles not show up in the right click menu, or do they just not do anything?- 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
I'm going to need a lot more info than that. Do they not animate? They never had suspension, and looking at the setup it looks like it would be quite complicated to add it. I have seen issues with having them start deployed, but otherwise they seemed fine.- 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
Thanks for looking into that! I'll merge when I have a chance. I'll take a look. If it's only config changes it should be pretty easy. If it requires model changes then there might not be anything I can do.- 4,460 replies
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[1.4.1] Color Coded Canisters 2.0.1 (2018-03-14)
blowfish replied to NecroBones's topic in KSP1 Mod Releases
Only FSfuelSwitch/InterstellarFuelSwitch will be marked as incompatible, so only those modules will be removed. I'll leave InterstellarMeshSwitch alone.- 356 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
OP has been updated. A few pieces of outdated information should be fixed there too.- 4,460 replies
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[1.4.1] Color Coded Canisters 2.0.1 (2018-03-14)
blowfish replied to NecroBones's topic in KSP1 Mod Releases
As it works currently, it actually removes the "incompatible" modules entirely (they still show up in the part catalog since it only runs when you add a part in the editor). It's simpler than trying to disable specific parts. And it's really an artifact of pre-1.1 when only one module could do mass modification at once, but I think I'll keep it around since the fuel switching is still incompatible with Firespitter/Interstellar.- 356 replies
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[1.4.1] Color Coded Canisters 2.0.1 (2018-03-14)
blowfish replied to NecroBones's topic in KSP1 Mod Releases
I was kind of assuming that no one would try to put both on the same part, but evidently I was wrong! I'll try to fix this up tonight.- 356 replies
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[1.4.1] Color Coded Canisters 2.0.1 (2018-03-14)
blowfish replied to NecroBones's topic in KSP1 Mod Releases
This is true. I did this originally to make sure that two modules didn't try to modify the same thing. However, it might be safe to allow mesh switch (while still disallowing fuel switch), particularly since the mass modification won't conflict in 1.1. It makes me slightly nervous though - ModuleB9PartSwitch has consistency checks to make sure that no two modules try to e.g. activate/deactivate the same object, but it would be quite difficult to do that kind of consistency checking against other modules, but I guess it's fine to just hope that that no one would do something silly like that- 356 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
Yeah, that's what happens when I do the release when I'm half asleep. It's just the version file for B9AnimationModules that's messed up, give it another 12ish hours and it should be on CKAN.- 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
The HX parts are the big blocky parts you see in some screenshots. Legacy is yeah, older parts that have better equivalents now, either inside B9 or in another mod (Mk1/2 parts have been replaced in B9, wings you can get procedurals)- 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
B9 Aerospace 6.1 for KSP 1.1 is now Available Changes Updated for KSP 1.1 Get rid of KM_Gimbal, as most important functionality is now stock and it will not be maintained Fix smoke effects Increase response speed on some thermal anims Move landing gear to broken, since they are broken (no way to fix them without the source files, plus they were already legacy) Adjust cockpit thermals to be more in-line with stock (thanks flashblade) Add tags, thanks sparkybear for the hard work Known issues TweakScale does not work with the part switcher Some MFD screens have some issues CKAN should index in an hour or two. I will send a PM to bac9 to update the OP, hopefully that will get through. It should be safe to run on Win64 versions of KSP now, they seem mostly stable in 1.1. Big thanks to @sparkybear for doing most of the work with the tags. It's a lot of info so it's possible there are still some tweaks to be made, if parts are not showing up where they should/are showing up where they shouldn't (when searching), please let me know.- 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
Make sure you're on KSP 1.0.5 and that all your dependencies are the latest for KSP 1.0.5. If it's none of that, upload your log - instructions on where to find it are in the first link in my signature.- 4,460 replies
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SolverEngines v2.0 for KSP 1.1 is now Available This updated provides KSP 1.1 compatibility and supports the different-thrust-per-transform setup that is now implemented in ModuleEngines.
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AJE Version 2.7 for KSP 1.1 is now Available Updated for KSP 1.1 and SolverEngines 2.0 Fix some effects on B9 engines Reduce default idle nozzle pressure ratio from 1.25 to 1.1 for jets, make it configurable through the field idleNPR Rotors now respect thrust limiter Add throttleResponseMultiplier field to jets, not modified by default anywhere Fix some effects being active unexpectedly when the flight scene first loads
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[1.2, 1.3] KW Rocketry Redux 3.1.1.1 released
blowfish replied to linuxgurugamer's topic in KSP1 Mod Releases
I'm just speculating at the cause, but I've seen crashes like this reported for many different mods and stock (no exception or clear error in the logs), so I don't think its anything specific to KW. E: here is the bug report. It's been around since the prereleases and has been reported in a variety of situations, with or without mods. There may be a fix in the 1.1.1 update. -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
blowfish replied to bac9's topic in KSP1 Mod Releases
Good to see that's resolved. Using MM 2.6.23 means that you are on KSP 1.1, so things are likely to not work unless you have carefully downloaded and installed various dependencies - I would say only do so if you really know what you're doing. Also, forgot to say welcome to the forums- 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
It only activates if CTT is not there (to avoid creating a duplicate node).- 4,460 replies