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mrBlaQ

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Posts posted by mrBlaQ

  1. 20 hours ago, blowfish said:

    The B9 airbrake used the same module, so yes, that's not surprising.  I say used, past tense, because I attempted to get the B9 airbrakes on the same system as the stock airbrakes, but they had integration issues, by which I mean half of them would refuse to trigger for no apparent reason.

    I saw this same behavior with the stock airbrake. Only one out of a mirrored set would actuate on a custom group or via the standard "Brakes On" button. If I placed multiple mirrored sets, still only one would work. I deleted them all. Messed with other stuff. Came back later and re-added the stock airbrakes again. And, they worked. So.. maybe fiddle a little bit and see if the B9 ones actually work as well as stock. Could you provide your module{} section for me to test with?

  2. Hey guys. I hope you're all having a great day. I'd like to share a video I produced recently. A friend and I re-did all the sound in this 3 minute scene from Five Deadly Venoms. It's a funny little adaptation of the original dialog. Along with all new sound effects recorded in my own apartment. A real tribute to foley design.

    It's entered in a competition. Please vote on it by clicking "like."

    Having said that, I hope you like it yourself. Thank you!

    https://www.facebook.com/video.php?v=10153126874034395&fref=nf

  3. Thats probably the shader loadings (fingerboxes patch). Which parts are slow specifically? When you enter the VAB/SPH? If so that'd make sense. Seems like a necessary evil to avoid the shader issue.

    It gets very choppy and slow right after opening the KVV window the first time in VAB. It stays choppy even after closing KVV. I have to re-load the vessel for it to clear up. I'm guessing the shaders are being loaded on every frame?

  4. You've a great modeling style Yeon! Thanks for your contribution.

    I want to reiterate a couple points that are bugging me. Firstly that gap on the drop bay, I know you know of it. Secondly, I don't think blowfish's MM patch for FAR is right either. Maybe it's just me but the these parts seem to have very high drag. Parts placed inline don't appear to be "hiding" drag from parts further back in the airflow like I see with other part packs.

    Yeon, join us on IRC on esper.net, #kspmodders if you'd like to chat. Ferram is oft around and typically a helpful person.

  5. I seem to be having the same problem as politas. Here's my output. Look for line 126735 where I add KW1mDecoupler

    https://drive.google.com/file/d/0B5_EjyUhPhR9Um5VWUZQMFg0bTA/view?usp=sharing

    - - - Updated - - -

    Ok, so... It seems CKAN wasn't getting proper versions of both TweakableEverything and ToadicusTools. I downloaded the TweakableEverything archive from KerbalStuff and overwrote what I had and things are working now.

  6. The post Christmas lull has left me bored at work today. So, I took a shot as recompiling the few mods that appear to not be updated for 0.90 yet.

    THESE ARE UNTESTED - I've gone as far as loading the game and toggling the Sabre intakes. Please test and let me know how things go. I will attempt to fix exceptions.

    [DOWNLOAD] - Extract into GameData directory. This archive follows the same path structure as the current official B9 release archive ( B9_Aerospace_Pack_R5-2-6.zip )

    My forked sources are available here. Changes from main authors' source are negligible at this time; a cast here, a reference change there. I am not maintaining these. I will not take feature requests. The forks will only exist until the original authors update their own repositories.

    https://github.com/deckblad/KineTechAnimationLibrary

    https://github.com/deckblad/ResGen

    https://github.com/deckblad/Virgin-Kalactic

    All other dependencies for B9 are updated to 0.90 except for Raster Prop Monitor which has an "unofficial" patch by MOARdv which can be found here.

    edit: Looks like ResGen, for the compressed air RCS, and KineTech, for the Sabre nozzles, are working. I'll have to play with Virgin Kalactic a little more. It's throwing null ref errors when toggling nodes.

    edit: 2014-12-27 - Download link updated. Recompiled KineTech and ResGen as "Release" instead of "Debug"

    edit: 2014-12-27 - Download link updated. Fixed most null errors in Virgin Kalactic Generic module.

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