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K3-Chris

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Everything posted by K3-Chris

  1. Odds are you installed it wrong or you have some other mod that interferes with FireSpitter, always the case.
  2. It's an interesting idea but it would involve a crazy amount of work, and would involve a multiplication of the RAM used for each material, in theory you could re-use most of the current textures and just swap the material on some sections, problem is that KSP doesn't support multiple UVs (would let you blend multiple textures) and normals go funny if you start cutting into UV maps moving sections around.
  3. Well as a B9 dev new stock airplane parts don't tickle my fancy, I don't really use any stock parts and I've removed most of them to save ram towards mod parts.
  4. You're at light limit, can increase it in the settings.
  5. Installation error or incompatible mod or x64
  6. abrr2000: There is no oxygen in EVE's atmosphere.
  7. Should still be possible to do if you get Active Texture Management (might need to reduce texture quality a bit), I run a setup even heavier than that.
  8. Sounds like you're installing it wrong, you need to install B9 to the correct folder, the B9 download contains a GameData folder, extract to the KSP folder, not GameData, nesting GameData doesn't work. @Ren8428: KSPx64 on windows is completely unsupported by us, it's much too unstable to bother supporting, KSPx64 can fall on it's face on it's own with no intervention or help from us, trying to bugfix it is pretty pointless at this point, hopefully it improves in time, though frankly it shouldn't be needed, KSP dumps all game assets into ram on startup instead of loading them as needed and then unloading them when not needed like most games do, if KSP had a sensible asset management system it wouldn't need 3GB+ ram and a start-up time sufficient to go brew coffee with mods.
  9. Btw how does EPL productivity work with this? Does the MKS/OKS parts add productivity? or the habitats? Does the OKS workshop help speed up build times? And there is no MKS equivalent right? I've made an MKS base on minmus on a joint hotspot of karbonite and ore, so I can mine what I need to make rockets nicely but even small stuff takes over a day to build.
  10. Translatron is still refusing to turn off when I turn it off for some reason, only way to make it turn off is go back to KSC or similar ship-unloading action like getting out of physics range. If I set it to maintain vspeed and then hit off it still does it, translatron entry in MJ menu still green. And for some reason MJ insists all the FTmN nukes: http://forum.kerbalspaceprogram.com/threads/26286-01-07-2014-0-24-compatible-FTmN-Atomic-Rockets have infinite TWR, so it "lands" using them by smashing into the ground. This is without the optional hydrogen configs, uses standard fuel + oxi, pretty sure the 1.25m version I used just now has the exact same engine partmodule numbers as the stock LV-N.
  11. I'm not sure FAR supports having splitting control surfaces that act like rudders the way real flying wings do it, basically on the trailing edge are a double set of control surfaces on both sides that join together to make a fairly sharp rear edge or split to act like an airbrake. Can see the rudder in action on the wing here: Pretty sure they also help with pitch, both the combined angle and combined spread used so to speak. Could use the compressed air nozzles like our drone examples. Quite interesting study in how my B9 HL SSTOSPs to launch OKS modules to my station has progressed: Realized by the last one that I came back nearly half full of fuel and oxidizer, cut the fuel load drastically and thus could get away with a smaller overall plane with the same payload capacity. Full album here: http://imgur.com/a/0OHkE#0
  12. Protip: can use tweakscale to embiggen (yes it's a word) the airbrakes to make em more effective.
  13. @karamazovnew: TT made a mk3 interior, don't think it had RPM displays though but those are easy to add. Or you know, use B9.
  14. By "rocket" you mean the jumbo sized HX parts? Those are in GameData\B9_Aerospace\Parts\Structure_HX, delete that folder if you don't want the HX parts.
  15. I usually put some RCS on my plane, use the "translate down" button I/K to move your plane away from the payload. Can also use a kerbal to bump it out, or timewarp but that's technically cheating. Can obviously reverse it as well, put the RCS on the payload, need a lot less of it then.
  16. That's because many B9 parts have the option of toggling variants through FSSwitcher, it's basically one part with two or more models inside, I'm not sure if it causes problems or not, shouldn't to my thinking because only one model is active at a time but I don't know for certain.
  17. Cerbero: x64 KSP on windows is a huge waste of time, it's incredibly unstable and 90%+ of modders out there flat out say they don't support it, not idea why nlight does, he must have the patience of a saint. Odds are the game is just crashing/bugging out on it's own accord, try it with the x86 exe of KSP and the x86 version of the mod. @nlight just got home, trying now, I'll reply here/update when I have.
  18. Hmm, connected that wireless 360 pad (was uncharged, had to charge it first) and sure enough it works: x55 still connected as well.
  19. Sure thing, I'm on IRC atm and will be 6h~ until I go to bed, modders and official.
  20. Silly question, x86/x64 AFBW versions are for x86/x64 KSP, not windows, right? Oh and I've tested AFBW 1.2.1, 1.2.2 and 1.0 on a completely virgin .25 install, only keyboard and mouse, I guess next I should connect my 360 pad to see if it's specifically my HOTAS setup.
  21. RPM "JSI" comes with a camera part, ALCOR mod has parts using the same code, pick external cameras in the camera menu to use them.
  22. Correct, they're transforms in the model that gives the camera it's location, orientation and field of view, all B9 cockpits have 2 each, one forwards "flight" and one 10 degrees lower than forwards with a wider FOV "landing". They're used in some information displays and in the camera menu, you can attach external cameras (JSI, ALCOR etc ones) and access those in the camera menu but sadly displays with information on top of the camera view doesn't let you pick which camera to use. Docking ports also work as cameras in the docking view if set to the ship's reference part in the targeting menu.
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