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Found 24 results

  1. About This is the new thread for B9 Aerospace. The old thread is available here This pack adds a vast selection of new parts, introducing new spaceplane components such as new engines, cockpits, wings and fuselage systems, new structural components for orbital installations and colonies, and so on B9 was originally developed by @bac9, @Taverius, and @K3-Chris, now maintained by @blowfish and @Flashblade with help from many others Requirements The latest version is compatible with KSP 1.8.x. The bundled dependencies are for KSP 1.8.1 and may not work on other versions. All other KSP versions should be considered incompatible. If you are on an earlier version of KSP, however, you may be able to find a compatible version of B9 here B9 depends on several other mods to make it work. They are included in the download, and listed below in the "Dependencies" section. Installation Instructions You can install with CKAN and have the dependencies installed automatically. If you are doing a manual install, open the zip you downloaded, find the GameData folder and copy all of its contents into your existing GameData folder in KSP. If you already have any of the bundled mods, check which one is the latest version. Note that the core and HX packs come with the same version of some dependencies. B9 will not work unless installed correctly. If you're having issues, please verify that you have installed it correctly. Download Three packs are available for download: B9 Aerospace Core Pack - All of the main spaceplane parts B9 Aerospace Legacy Pack - Older Mk1 and Mk2 parts, modular wings. Requires the core pack and all of its dependencies B9 Aerospace HX Pack - Large blocky futuristic parts. Does not require the core pack, comes with its own dependencies Download mirror: S3 Also available on CKAN Changelog FAQ Q: The mod crashes the game for some reason, what can I do? Make sure that everything is installed correctly, your dependencies are up-to-date, and you are on the correct version of KSP. If you can't find the issue read this helpful topic and post the issue in this thread. Be sure to include your logs! If you are quite certain that you have found a bug, you can create the issue on our Github page. Try to provide as much detail as possible - logs, example craft, reproduction steps. Also be sure that the issue is reproducable with only B9 installed. Posts along the lines of "Its not working" or "Everything is broken" won't really help us much. Q: I don't understand a thing in those IVA displays, there are too many buttons and screens Here is a very helpful manual. Q: Why aren't you respecting stock balance? Mods should reference stock for the configs of the new parts, otherwise balance of modded game would be all over the place! While we try to respect stock balance as much as possible, there are a number of inconsistencies in the balance of stock parts that make it impossible to keep balance against every stock part. If something seem very far off of what it should be, feel free to ask in this thread. Q: I can't find those huge blocky parts from the opening image in my part catalog. Why are those missing? They were recently separated into another download as they mostly don't share dependencies with the main part of the mod and as many people prefer not to use them. Q: I can't find the modular wing pieces that are depicted on many screenshots of this mod. Why are those missing? They were removed and will no longer be developed. They are available as an optional download in the Bitbucket repository linked on top of this post, but we do not recommend using them. A far better option is using procedural wings, since you'll have just one part with just one material and just one texture covering any possible wing shape then. Good for performance, good for design freedom, good for looks. Grab the procedural wings here. Q: Why aren't procedural wings integrated into the main B9 package? Because they have entirely separate dependencies and are maintained by different folks. Merging them will only needlessly complicate updates. Pictures New Mk1/Mk2 Parts HX Parts Old Screenshots Dependencies Core Pack B9AnimationModules plugin by blowfish B9PartSwitch plugin by blowfish Firespitter plugin by Snjo and RoverDude ModuleManager plugin by ialdabaoth and sarbian RasterPropMonitor by Mihara and MOARdV SmokeScreen plugin by Sarbian Legacy Pack Depends on the core pack and all of its dependencies (not included in the legacy pack download) HX Pack B9AnimationModules plugin by blowfish B9PartSwitch plugin by blowfish ModuleManager plugin by ialdabaoth and sarbian SmokeScreen plugin by Sarbian Credits Old core team: bac9 - 3D modeling, texturing, editor tools Taverius - balance, 3D modeling, craft design, maintenance K3|Chris - 3D modeling, texturing, IVA New updates: blowfish - plugin code, maintenance, balance, coordination of new updates flashblade - various contributions V8jester and M4ck - stack node adjustments danfarnsy and JaredTheDragon - RPM fixes joshwoo70 - RT compatibility sparkybear - Part tags taniwha - Fix for planet-illuminating lights Contributors: Nazari - HotRockets Engine FX: forums jadebenn, Hyomoto, Helldiver - RPM MFD configuration. alexustas - RPM MFD configuration FPSlacker - HR exhaust pressure compensation Special thanks: DYJ C7 r4m0n Sarbian NathanKell egg snjo ferram4 Mu mrBlaQ License This work is shared under CC BY-NC-SA 3.0 license. Dependencies may come under their own licenses. Please check dependency documentation for details.
  2. B9 Stock Patches (B9P) Created by @zer0Kerbal email with continued support from the community. This mod uses Module Manager patches to add an assortment of B9fuelswitch tank types to stock and DLC fuel tanks. Do not bother @Blowfish with support requests for this mod. Installing this adds a selection of B9 tank types to most stock tanks Liquid Fuel & Oxidizer Liquid Fuel MonoPropellant Battery Installing KGEx (some need CRP) and/or SimpleConstruction will also add: Support (EC + MP) Xenon Gas Ore Argon Gas H20+Water Oxidizer RocketParts Metal Combination RocketParts + Metal + Ore Cabin notes: Tank sizes are automatically determined by existing parts existing capacity (thank you to @JadeofMaar) Default tank type should not change, if it was MP it still should be MP If Near Future Exploration is installed, will switch (silver) LFO tank to LF and (metal) LFO tank to Oxidizer. If KGEx is installed, several more combination tanktypes will become available. You can tweak values by editing the part.cfg or using but beware, these are complicated and advanced multi-pass patches. Have a request? Glad to have them, kindly submit through GitHub. Full Changelog: See ChangeLog for full details of mod changes Known Issues: See Known Issuues for any known issues Installation Directions: Use Dependencies Kerbal Space Program may work on other versions (YMMV) Module Manager [^1] B9PartSwitcher Recomends KGex adds more tanks types Community Resource Pack Suggests (other fun mods by zed'K): On Demand Fuel Cells {ODFC)} Field Training Lab (FTL) Field Training Facility (FTF) Docking Port Descriptions(DPD) PicoPort Shielded (PPS) Transparent Command Pods Repressurized)(TCP) Stork Delivery System (SDS) Biomatic Oh Scrap!: ScrapYard: DaMichel's AeroRadial DaMichel's CargoBays DaMichel's Fuselage DaMichel's Spherical Tanks Stork Delivery System (SDS) SimpleLogistics! SimpleConstructon! Not So SimpleConstructon! TweakScale Supports Kerbal Change Log SimpleConstructon! Near Future Exploration Near Future Construction Conflicts none known red box below is a link to forum post on how to get support License aka Legal Mumbo Jumbo Source: GitHub License: All bundled mods are distributed under their own licenses All art assets (textures, models, animations) are distributed under their own licenses Original Author: @zer0Kerbal Thread Download Source: GitHub License: v1.0.0.0 original: 11 Aug 2018 0K updated: 26 Mar 2020 zed'K [^1]: Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date
  3. I launch my game and B9 says it has a fatal error and its not meant for my version but its for 1.9.1. I looked on google and it seems like its been a problem in the past. Anyone know a fix?
  4. I've stopped playing ksp for a few years now but I am now just getting back into it. Is there any links to an updated version of b9. What is the future of this mod?
  5. I have tried installing B9 procedural wings on my ksp 1.8.1, but it keeps stopping at "verifying expansion: breaking grounds. I have had b9 aerospace before b9 procedural wings, and it worked fine. now, with b9 procedural wings uninstalled, it isnt working, and i am getting the same error. has anyone encountered this/know a solution to this? seeing as most of the crafts from kerbalx that I like have this mod, it would be great if it worked.
  6. I reinstalled tweak scale and the same issue is there, I also reinstalled b9 part switch and that same issue is there, does anyone know how to fix it??
  7. Why do I get a popup during the loading process that reads... "B9PartSwitch - Serious Warning" and below it says "More than one module can't manage a part's crashTolerance" and "Please see KSP's log for additional details" this just started happening yesterday when I tried to load a game. Is anyone else having the same issue?
  8. So iv'e had this question for a while but only recently have really been working with planes enough for it to really nag me; when you're using procedural wings there's a slider to increase "Mass-Strength Ratio" which i tend to set at 2 to prevent hypersonic shock from tearing them into pieces. But it's had me wondering; how realistic is this? Are there materials that exist now with such ratios? Are there any in common use with higher ratios? Are they metallic or composite?
  9. I have seen Scott Manley change the fule in B9 parts to kspi-extended specific fule how do I do this?
  10. My game seems to be crashing only if I have certain mods installed. All mods I installed were through CKAN, and I checked to make sure they were up to date for 1.3.1 Mods included: KW Rocketry Re-balanced SpaceY and SpaceY Expanded Kerbal Engineer Near Future Propulsion E.V.E. I suspect the issues comes from the dependencies each mod installs, but I'm not sure. Here's the crash folder, with logs and the .dmp file: https://drive.google.com/open?id=1ZWvQz07o0U_m6U6upkaM38_kT34aSaWw
  11. Welcome to the speed demon forum. Please submit ships and planes which you think are fast. Kind Regards, Rocketry_Science
  12. This tiny part pack adds a few things that I find missing in B9 Aerospace S2 inline Docking Port While B9 does offer a shielded clamp-o-tron designed for S2 system, it is surface-attachable and does not play well with Connected Living Space when attached to other S2 parts. Probably not an all too critical problem, but my inline port offers a solution. Features: Animated shield doors Integrated switchable fuel storage (powered by B9PartSwitch, albeit without texture switch) Real Fuels compatibility Connected Living Space compatibility S2 Alt cockpit with crew capacity of 3 S2 has long been my favourite fuselage system, but it forces me to separate my established crews (such as the original Jeb, Bill and Bob trio); crew cabins help, but increase part count, so I'm making a cockpit with three seats in S2 shape. It somewhat resembles the planned overhauled S3 cockpit, but shorter and without tilting nose. Planned features Custom internal space RCS thrusters Flag plate Emissive texture for lights Better window frame and RCS ports textures "Family photo": Internal space S2 engine mount Remember the stock HL/Mk3 Shuttle-style engine mount? Well, here is an S2 counterpart: It is arranged differently though. Four attachment nodes with mirror symmetry plus a central node for launch stack/booster/fairings/another engine/whatever: S2 engine mount tail Another engine mount, extending farther backward and allowing to attach a tail fin (or a pair in V-shaped configuration): It comes with some tank space, two nodes with mirror symmetry for engines (and can accommodate two Vectors), plus, again, a central node: S2 to MK1 (1.25m) adapter While it is possible to chain together S2 to 2.5m and 2.5m to 1.25m adapters, this results in a noticeable hump, and increased part count. This simple S2 to 1.25m thing attempts to remedy that. It is symmetrical, with no heat tiles on the lower side, and comes with a modest amount of volume for fuel storage. S2 to MK2 adapter Similar to MK1 adapter, but MK2! S2 Decoupler Something for that Abort button to trigger. Also, designed to be passable if Connected Living Space is used. MK1 crew cabin with four seats This was not planned initially, but I always wanted a crew cabin for my small jets, and after seeing KSP v1.1 preview images I decided to roll out my own. (redone in v0.7 because bac9 overhauled Mk1 parts in B9) Complete with IVA; four seat capacity is not a stretch, there is even an isle between seats: Requirements This pack attempts to reuse B9 textures, so at least part of B9 is required for this to work. Textures used: B9PartSwitch is needed for fuel switching ModuleManager is needed to apply DRE/RF patches Legal stuff: Changelog: Imgur albums: one, two. Download from https://github.com/KonnorKerman/Zombie/releases
  13. I wanted to make a constitution class replica, specifically the USS enterprise at a smaller scale (my replica I estimate to be slightly bigger than the NX class). Tweak scale wasn't working properly, so I had to use HX parts. This ship has a lot of deltaV (45,000 m/s), mostly thanks to it engines its using (Karborundum Fusion Drive engines.) It clocks in at over 300 parts, this shouldn't be enough turn your game into a slideshow. Yes this can carry shuttles (although they look nothing like the ones seen on star trek.) This ship does feature laser weaponry, and torpedo launchers. As well as a fair amount of science equipment. Main issue is that alot of the DeltaV is useless considering that when I use the fusion drive engines, the ship flips (not much I can do.) Not to mention, its pretty much impossible to take off from the surface. Hell even modifying this with anti gravity pads don't seem to help(see the spoiler below.) Not to mention this is incredibly expensive (good luck getting the funds for this in career mode.) This replica is a still work in progress, the last thing needed is an actual warp drive, right now there is no FTL/warp drive mod that can move or support a ship this damn large. I also have no idea how to modify any existing mod (eg the alcubierre drive mod) to support a ship this large (like increasing the bubble size to fit this ship.) Yes this thing can survive re-entry (at stock default) The engines below the saucer section are their to keep the ship stable, and look aesthetically more appealing (in my opinion.)
  14. Hi guys! hope everyone's doing great! I was wondering if someone ever managed to build a Skylon or similar SSTO spaceplane with the B9 motors and configs provided in RO. I only managed to get to 4.5km/s, almost half way to orbit - I can't seem to get the fuel fractions right and also don't think my ascent profile is quite right, I only manage to get to the engine's airbreathing temp limit at about 25km up in the atmosphere, which I think is a little low. I was just wondering if it's even possible EDIT: I know SSTO spaceplanes are pointless and impossible to build with current tech... but hey it's for fun that I'm trying!
  15. Moderator edit: This thread is now deprecated, please move over to the new thread for continued discussion of this mod: Thanks to blowfish, and numerous other contributors for continued support and development of this mod for KSP 1.05, and now, KSP 1.2.2. This pack adds a vast selection of new parts, introducing new spaceplane components such as new engines, cockpits, wings and fuselage systems, new structural components for orbital installations and colonies, and so on. COMPATIBILITY Compatible with KSP version 1.2.2 (build 1622) NOTES If you find yourself with out of memory errors, try 64-but version of the game. RECENT CHANGES Release 6.2.1: Changes: For KSP 1.2.2 Replace remaining firespitter animation modules with ModuleAnimateGeneric Add EVA range to some animations Fix RPM color tags Remove hover function from VTOLs as it was causing them to overheating Add editor-attachable node to shielded docking port Use new SmokeScreen feature to reduce memory consuption of exhaust effects ____________ Release 6.2.0-pre: Changes: Fixes for KSP 1.2 Use new part categories (thanks flashblade) Fix some previously inconsistent part categories (thanks flashblade) All data transmitters to all command pods and Kerbnet access to all drone cores (thanks flashblade) Adjust subtype names to that they display better in the editor Fix FAR patch on Mk2 Intake Cockpit Use custom tank types in B9 rather than default B9PartSwitch ones - for now they are identical ____________ Release 6.1.2: Changes: For KSP 1.1.3 (didn't really require any changes) Fix mesh switching issue on R1 RCS Port Fix flipped node on T2 tail Fix lights illuminating planets from orbit (thanks taniwha ____________ Release 6.1.1: Changes: For KSP 1.1.2 (didn't really require any changes) Fix RPM resource displays (credit to danfarnsy) Update DRE patch (also danfarnsy) Fix FAR voxelization on S2W parts Known Issues: DRE patches may still need work TweakScale support not yet implemented in B9PartSwitch ____________ Release 6.1: 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 ____________ Release 6.01: Fix L2 Atlas effects persisting after flameout Fix smoke effects not showing up on all engines Fix legacy Mk2 crew cabin not working for contracts ____________ Release 6.0.0: Integrate bac9's beautiful new Mk1 and Mk2 parts Move nearly all fuel/mesh switching to new plugin, B9PartSwitch Move old Mk1/2 parts to legacy Update all compatibility patches (some untested) Remove fuel switching in cargo bays - there's really not that much space Remove Virgin Kalactic as a dependency Make HX pack independend of core Pylons are now integrated into podded engines Bring back the airbrakes (now functional for no apparent reason) Combine textures on HL Extension B and RCS blocks Remove MP_Nazari folder - it just messes with things Improve thermal anims on HX HPD Fix patches applying to procedural wings Dependency updates Many minor tweaks ____________ Release 5.4.0: Full compatibility with KSP 1.0.5 Lots of bugfixes Rebalancing of parts for new aerodynamics B9AnimationModules added as a dependency, source is available here. This plugin provides more customized animation modules CrossfeedEnabler is no longer a dependency KineTechAnimation is no longer a dependency HX parts split into a separate archive due to separate dependencies (check the bitbucket link for the download) FAA Q: The mod crashes the game for some reason, what can I do? Make sure that everything is installed correctly, your dependencies are up-to-date, and you are on the correct version of KSP (1.1). If you can't find the issue read this helpful topic and post the issue in this thread. Be sure to include your logs! If you are quite certain that you have found a bug, you can create the issue on our Github page. Try to provide as much detail as possible - logs, example craft, reproduction steps. Also be sure that the issue is reproducable with only B9 installed. Posts along the lines of "Its not working" or "Everything is broken" won't really help us much. Q: I don't understand a thing in those IVA displays, there are too many buttons and screens Here is a very helpful manual. Q: Why aren't you respecting stock balance? Mods should reference stock for the configs of the new parts, otherwise balance of modded game would be all over the place! While we try to respect stock balance as much as possible, there are a number of inconsistencies in the balance of stock parts that make it impossible to keep balance against every stock part. If something seem very far off of what it should be, feel free to ask in this thread. Q: I can't find those huge blocky parts from the opening image in my part catalog. Why are those missing? They were recently separated into another download as they mostly don't share dependencies with the main part of the mod and as many people prefer not to use them. Q: I can't find the modular wing pieces that are depicted on many screenshots of this mod. Why are those missing? They were removed and will no longer be developed. They are available as an optional download in the Bitbucket repository linked on top of this post, but we do not recommend using them. A far better option is using procedural wings, since you'll have just one part with just one material and just one texture covering any possible wing shape then. Good for performance, good for design freedom, good for looks. Grab the procedural wings here. Q: Why aren't procedural wings integrated into the main B9 package? Because they have entirely separate dependencies and are maintained by different folks. Merging them will only needlessly complicate updates. HOW TO INSTALL Double-check whether you are using KSP version 1.1.3. Your root KSP folder should already contain a GameData folder. Merge the GameData folder inside the download with it. Do not extract just GameData/B9 Aerospace/Parts folder alone, the mod won't work this way. With a proper installation, you should have multiple new folders in GameData alongside with Squad folder that was there originally. Do not try to move the part folders elsewhere or sort them using category subfolders, that will break resource linking in all configs. Do not remove or skip installation of any plugins. INCOMPATIBLE MODS As of Release 6.2.1 and KSP 1.2.2, these are the known incompatibilities: None currently Other incompatibilities are unknown. Please report them to blowfish if you find any. OLD SCREENSHOTS ALBUMS CREDITS New updates: blowfish - plugin code, maintenance, balance, coordination of new updates flashblade - many contributions V8jester and M4ck - stack node adjustments danfarnsy and JaredTheDragon - RPM fixes joshwoo69 - RT compatibility sparkybear - Part tags taniwha - Fix for planet-illuminating lights Old core team: bac9 - 3D modeling, texturing, editor tools (been a lazy ass and hardly contributed over the past year, to be honest) Taverius - balance, 3D modeling, craft design, maintenance (no longer active) K3|Chris - 3D modeling, texturing, IVA (no longer active) Contributors and bundled mods: Nazari - HotRockets Engine FX: forums Snjo - Firespitter.dll plugin: forums Sarbian - SmokeScreen.dll plugin: forums Ialdabaoth, Sarbian: ModuleManager: forums Mihara - RasterPropMonitor forums jadebenn, Hyomoto, Helldiver - RPM MFD configuration. alexustas - RPM MFD configuration FPSlacker - HR exhaust pressure compensation Special thanks: DYJ C7 r4m0n Sarbian NathanKell egg snjo ferram4 Mu mrBlaQ LICENSE This work is shared under CC BY-NC-SA 3.0 license. Dependencies may come under their own licenses. Please check dependency documentation for details.
  16. I'm not quite sure how to describe it, so I'll just post the image I think it's a B9 Aerospace glitch since the cockpit texture is from B9, but here's my list of mods just in case: http://imgur.com/OejLwlP Edit: Also I've found another glitch where the parachutes are inoperable. They are not in the staging menu and you can't manually deploy them. Edit: My crew portraits also won't pop up.
  17. I built A behemoth larger than the VAB, my computer handled it well, Until I enabled MechJeb, who began a gravity turn, and my game crashed but with no lag. I got a corner window, "your display driver has stopped working" that wouldn't close until the game closed. I have had the issue on vanilla too, although the issue was fixed when I updated drivers, until now when I installed mods. I have 16gb ram intel i7 and a gtx850m on a hp envy 17 laptop. It has always been a great gaming pc, and I have never had problems like this before. I am unable to attach the crash reports, can anyone help with that? My drivers are up to date.
  18. Hey ppl, Because B9 vessels are quite rare I decided to create a topic in here, so you can post any of your creations with B9 I got myself a mothership I'll show later, once I've got it into orbit
  19. hey everyone im new to ksp and have been tinkering around with it for the past couple of weeks. now im ready for bigger parts.so iv downloaded b9 aerospace pack and have merged its game data with ksp game data and booted the game, the parts loaded in the loading bar. once in the SPH i can load a basic B9 part and attach it to something but when i try to right click on it no menu comes up. iv tried deleting ksp and the mods and retrying. iv also tried downloading the mod from both github and mods.curse and nothing happened. can someone please help. thanks
  20. Alright, so here's something that's been annoying me for a while. I SUCK at making ships. Well, I'm okay at making ships. They fly and do their job, but they are ugly. That is, except for when I try making ships with the B9 Aerospace HX parts. Those are really useful for making relatively low-part count starcruisers (getting it the same size with stock parts takes a lot more parts) But then, I come across some EPIC looking ships that people have posted on the forums... BUT THEY NEVER PUT DOWNLOADS. Either they forget to, which happens often, OR they say no because "Oh, I'm not pleased entirely with it yet. I'll post it later." Well apparently these people are impossible to please. All I have to say is: COME ON MAN! Just look at these! (Note to the mod.'s: These are not mine. Please do not harangue me about it.) This one is my favorite: You see? These are all EPIC ships, yet they don't have any downloads. Either they just didn't put a link or they just don't feel like it. It's extremely annoying. Well, now I feel better now that I have ranted for a bit. But really, if any of you have any cool B9 HX designs, please post them! It doesn't matter to me if you do it here or on other posts, or your own. Just start putting up links so that we can all enjoy these masterpieces of Kerbal engineering!
  21. This is my work in progress to reproduce (or just produce since it has never been built yet) the Skylon SSTO spaceplane design. Not really possible to do with current mods, so I'm modding the mods as well The goal is to add the near-future technologies needed for realistic SSTO spaceplanes in KSP. Current state: B9 SABRE engines are not powerful enough [fixed] by creating a new scaled up part, all dimensions of M engine multiplied by 2, Area parameter of AJE multiplied by 4, mass was already correct (14t for intake + body + engine) The design is not aerodynamicall stable (don't know if FAR is not realistic enough or if my craft does not match the Skylon shape and mass repartition) [fixed] by moving wings to the back and increasing the tail aileron vertical surface ; also adjusted engines inclination and vertical offset RO / Procedural Parts shielded fuel tanks are too heavy, and BalloonCryo type is not heat resistant [fixed] by adding a new tank type that matches the Skylon material (carbon-fiber reinforced frame, aluminium internal tanks, ceramic skin for heat shielding). I've tuned the mass so that it matches the projected 53t when empty, and set the skin heat resistance to 1500K (arbitrarily, they say it shouldn't exceed 1100K during reentry but the real thing surely needs some margin) Not enough drag during reentry, not slowing down enough (this is probably a FAR issue, I'm really far from the projected Skylon reentry profile) Too much heating during reentry (even when following the above linked reentry profile by adjusting velocity with HyperEdit, too much heat is generated, way above 1500K) Need to adjust fuel quantities to reach orbit with a 15t payload Current modelisation of the SABRE engine with Advanced Jet Engines is made so that Isp is unrealistic when throttling down in air-breathing mode (it goes up to 10 000s at 2/3, but should be arround 4 000s) The runway is too short (can be worked-around by taking off from the grass, or just hoping it won't break when falling down the end of the runway, and take off before falling in the sea) Let me know what you think or if someone already made a similar craft with Realism Overhaul?
  22. Hello Guys! Today I wanted to show you my latest design. It's an SSTO that can transport crew or cargo across the kerbin system. It uses the famous B9 Aerospace mod. If flown properly, it reaches orbit with 2.8K Delta-V~ left, and returns home without any explosion (if you aerobrake carefully). The Crew version can carry 6 Kerbals to orbit and beyond, while the Cargo version carries two kerbals and a small payload, most likely a satellite. (MAKE YOUR OWN ION PROBE WITH A COMMAND CHAIR AND GO ANYWHERE YOU WANT!!) It also includes a docking port and RCS (Though still kinda unbalanced) ALL FOR THE PRICE OF ONE! here are the download links: Crew Version: https://www.dropbox.com/s/25ct89acol8k2jp/Jax%20CR0%20Crew.craft?dl=0 Cargo Version: https://www.dropbox.com/s/7htu60py1j55jft/Jax%20CR0%20Cargo.craft?dl=0 I forgot to mention. The name is a reference to Sons Of Anarchy.
  23. So, I recently installed B9, QuizTech, Buffalo MSEV, Active Texture Management, and Universal Storage, and found that I can no longer use IVA or see any of the pilot portraits. I uninstalled every mod I have, and the issue was corrected. This has only popped up in the last two days, and those are the only mods I've added in that span of time. Any idea how to fix this? Edit: I've tried them each in isolation, and none of them are causing it to happen. Also, I'm using the latest versions of everything. Edit 2: I've ruled out the following mods: DMagic, KAS, KIS, TakeCommand, SpaceY, MRS, Kerbal Planetary Base Systems, SCANsat, MechJeb2, and Infernal Robotics. Edit 3: After finally getting some more free time, I've found that it seems to happen when I install QuizTech with B9 (though not when using QuizTech by itself). The issue seems to be resulting from QuizTech's version of Firespitter being out of date. Issue seems to be fixed by replacing the version in QuizTech's GameData folder with the most recent version of the plugin.
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