Azrael the Sorrowful
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Everything posted by Azrael the Sorrowful
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Does anyone know if there's a way to look at welded parts 3d rendered outside of the game? I keep having to reload the game to see if welded parts are working how I intend them to as certain pieces end up getting turned the wrong way sometimes. I'd like to check and see if the weld worked right instead of having to reload the game to check (as it takes a while due to mods.\).
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Honestly, I just based it off my basic knowledge of human-style sci-fi space crafts. I do know the ship you're referring to, and now that you mention it, I do see the resemblance. I'm glad you liked it though I do plan to make more and more ships and stuff to this scale. I'm currently working on a large scale orbital refueling station that uses the mods listed about along with Karbonite in order to sift through exospheric Karbonite and turn it into fuel to lessen the amount of times I need to send ships up to refuel it.
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Azrael the Sorrowful replied to bac9's topic in KSP1 Mod Releases
In my experience, I've had to go into the cheat menu and enable the allow clipping mode in order to get a few B9 parts to line up and lock in on nodes correctly. I'm not sure why but it seems to work fine this way.- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Azrael the Sorrowful replied to bac9's topic in KSP1 Mod Releases
Out of curiosity, would you be able to make the H50-A and H50-B Landing Legs functional with Tweakscale? I'm making some larger HX based crafts but I'm having issues finding a suitable way to land them safely. I really like the H50 legs, but I need bigger ones to due the job I want them for sadly.- 4,460 replies
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I've recently be working on making some very large scale ships but always ended up with massive part counts which bogged me down with lag. Thankfully to the discovery of B9 Aerospace's HX part series, not only can I make massive cruiser style ships with few part counts, but they even end up extremely sturdier as well. This is KSS Valiant Orbital Cruiser. Using only a small handful of mods, I was able to make this orbital cruiser in, not the VAB but, the SPH. The engines on the keel of the ship allow it to launch vertically and then activate the main engines on the stern that allow you to easily reach orbit, while the engines on the port and starboard sides help with maneuverability. There is also another engine on the bow that is used for slowing horizontal movement when coming in sub-orbitally to land the ship. (Note: the landing process is a bit tricky as there's no landing gear strong enough to hold it, let alone big enough and the engines on the keel often explode on too rough of an impact and cause the whole ship to subsequently explode as well) Mods required to make and operate: B9 Aerospace Core and HX (The parts) Tweakscale (just to make the cockpit 1 step larger) FAR (Required to achieve adequate lift off of the parts and required for all B9A parts to work as intended) Throttle Controlled Avionics (My personal favorite mod and the the mod the allows all the different engines on this ship to function as desired) The TCA settings for the engines are: Bow = Manual Control, Stern = Main Engine, Port and Starboard = Maneuver Engine
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[1.9-1.10] Throttle Controlled Avionics
Azrael the Sorrowful replied to allista's topic in KSP1 Mod Releases
I just wanted to say thank you for such an amazing mod. Ever since I started playing KSP I've been wanting to make things bigger and grander. This easily led B9A's HX parts which allow you to built very, very large ships. Of course, I always had the issue with these ships being nearly completely useless as they're so hard to control due to size without micromanaging every possible use of action groups you can. That is, until I found this mod. I am very pleased to say that I just successfully launched the KSS Valiant, an orbital cruiser built, not in the VAB but, in the SPH; and, rather than adding wheels and taking off like a plane, it launches similarly to a VTOL. However, it's launch style is based off of large ships you'd see in sci-fi series like Stargate (one of my favorites). This ship is capable of both stationary launch to orbit as well as orbit to atmospheric landing (this part is a bit tricky as you have to kill forward movement and slow down without any landing gear as there's not any big enough) Anyway, I just wanted to first thank you and second share my success, which is owed completely to you. Keep up the amazing work. -
So, I decided to try and use this mod to make an off planet in atmo. resource transport dropship style vtol because I thought the "Phoenix" wing part pretty nifty. However, I seem to be having some issues with them. For one, there's no staging or action group functionality; they just turn on with the throttle. Another thing I noticed, every other part seems to work fine with tweakscale, but those wings don't at all (it shows the slider but clicking it does nothing). Is this how they're supposed to be or did I mess something up? It seems that going out into the runway and then returning fixes the tweakscale problem for parts previously placed on the ship.
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Azrael the Sorrowful replied to bac9's topic in KSP1 Mod Releases
Oh, alright. Thanks for the help.- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Azrael the Sorrowful replied to bac9's topic in KSP1 Mod Releases
1. Yeah, sorry. I was just about to go to bed and couldn't remember them, hoped descriptions would do. The parts were: the HX1-A-375B Adapter and the HS1-SAS Reaction Wheel. 2.Here's the log file: log file 3. I made a quick ship with only the parts you requested: craft file- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Azrael the Sorrowful replied to bac9's topic in KSP1 Mod Releases
So, I'm having a bit of an issue with some HX parts. Specifically the SAS module and the adapter piece that converts from size 1 to smaller not HX parts. I usually use the adapter to attach some sort of cockpit for crew and then behind it I put the reaction wheel just because it works well. Well, the issue I'm having is that, after launch and achieving orbit, if I return to the KSC and then go back to the ship in orbit, these two pieces that were previously attached will no longer be attached. The, now, two segments of the ship will then slowly drift apart; one into space and the other into the atmosphere. I've tried reloading the save, relaunching, and a few other things. At this point, I'm likely going to just omit the reaction wheel or the adapter from my designs (still not sure which exactly is the issue), but I wanted to share the bug I found so it could be dealt with when the time is had.- 4,460 replies
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Started a new save and everything was working fine before I randomly started getting this error span in the debug. Was having a good 50~ fps(good for me) and now it's down to like 3 with this error spam. The ship I was working on that seems to have caused the error was in the VAB and it uses USI and B9 mod parts along with a few stock, but mainly those two. The full message it spams is "[Exception]: NullReferenceException: Object reference not set to an instance of an object".
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Azrael the Sorrowful replied to K.Yeon's topic in KSP1 Mod Releases
Awesome, thank you so much for your help! -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Azrael the Sorrowful replied to K.Yeon's topic in KSP1 Mod Releases
So, then, don't mess with the first number but do mess with the second? So, for example, with the aerospike, if I wanted to up the ISP, I would simply go to "atmosphereCurve {key=0 420" and change the 420 to a higher number? Or if I wanted to lower it, obviously lower the number? -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Azrael the Sorrowful replied to K.Yeon's topic in KSP1 Mod Releases
I have a quick question. I was wanting to tweak the engines in this mod a bit, but I've never done such so I wanted to be sure before I screwed something up. Inside the cfg file, what exactly do I change to make the engine more powerful or less powerful, and which way should I edit them? EDIT: After looking at the cfgs, I think I've got it figured out but I want to be sure. Under the module section, to effect the thrust of the engine, obviously I would edit the Min and Max thrust. That's simple. I'm assuming for the fuel efficiency I should edit the "ratio"s under the propellant types, but the numbers are arbitrary to me. For example, if I wanted to make an engine more fuel efficient, should I increase or decrease the ratio number? -
KSP: 1.0.5 Windows 32bit Problem: I was having fps issues and somewhere someone suggested checking the debug console to see if there happened to be an error being spammed that could explain the problem. Sure enough, there was. "[Exception]: MissingFieldException: Field '.Vessel.staticPressure' not found." is being spammed in my debug console. Mods installed: Honestly, I've been trying to optimize my mod list and I'm still pretty new to KSP and modding it, so I get a little confused on figuring out what's what in the gamedata folder so I'm not entirely sure what all mods I have at the moment. I'm going to post this thread first and then try and make a list of mods to update later. Reproduction steps: Utterly no clue what is causing this. The only thing I could find on google when searching it was something with real fuels (a mod I don't use) and soemthing to do with RF Stockalike config and an outdated RCSFX file; which I don't know what that is. Log: Output_log.txt
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KSP: 1.0.5 Windows 32bit Problem: When I load my save, my camera is focused in very close to the KSP (looking at the SPH with the VAB directly to the right) Mods installed: Problem occurs with the mod FAR v0.15.5.7 Reproduction steps: Honestly, I have no idea what exactly is causing this nor how to reproduce it exactly. All I know is that my game was running a bit too slow so I took out a few mods (specifically FAR is what is causing the problem) that I don't use very much and hoped it would speed up my game (it mainly lags when I get up toward my space station, I assume due to the amount of parts being rendered) and when I relaunched the game and loaded my save the problem occurred. Adding the mod back into the game solves the problem, but I don't really want to keep it. Log: Output_log.txt
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Azrael the Sorrowful replied to bac9's topic in KSP1 Mod Releases
I'm not sure what caused it, but I uninstalled and reinstalled all my mods and it's fixed.- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Azrael the Sorrowful replied to bac9's topic in KSP1 Mod Releases
Alright, I have a question about the HX parts. I took notice of an album of pictures the show the launch and configuration of a space station in the old screenshots section (this one: http://i.imgur.com/dVQGewk.jpg) and I really liked it as I've wanted to try and do something similar but never had the parts to do as I'd like. So, I decided to, while using that album as a reference, try and do exactly that. The problem is, there seems to be HX parts in that album that I simply don't have. For example, in the fourth image, you can see a end/corner style rcs port but I don't seem to have it. Have this and other parts simply been removed or am I missing something here?- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Azrael the Sorrowful replied to bac9's topic in KSP1 Mod Releases
Ah, thank you so much!- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Azrael the Sorrowful replied to bac9's topic in KSP1 Mod Releases
Where exactly, not a general location. I assumed it's on the github but I cannot find it.- 4,460 replies