blowfish Posted January 24, 2017 Share Posted January 24, 2017 (edited) 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 Spoiler Release 6.6.0 Remove references to unused textures Replace remaining FSanimateGeneric with ModuleAnimateGeneric Add default action groups for cabin lights Release 6.5.2 Release for KSP 1.8.x Fix RCS effects being backward and too big Update CryoTanks patch to be consistent with current CryoTanks Release 6.5.1 Release for KSP 1.5.x Fix HX hanger bays aerodynamic shielding Fix HX hangar shields getting stuck upon decoupling Fix shading issues on HL, S2, Mk5, Mk2b cockpits Release 6.5.0 Release for KSP 1.4.2 Fix Tetragon Projects agency not having a title Fix incorrect bulkhead profiles Switch landing gear from FStextureSwitch2 to ModuleB9PartSwitch Shielding now costs and masses a bit more but gives better heat tolerance Fix HL Cockpit RCS transforms facing the wrong way Fix Mk5 cockpit having an invalid collider Fix not being able to exit Mk2b cockpit Fix face normal issues on Mk2b intake cockpit Smoothing adjustments on HL, Mk5, Mk2b, Mk2b intake cockpits Fix 6m HL Fuselage giving warnings about transforms that don't exist Disable props that no longer exist so they don't spam the log Release 6.4.0 Release for KSP 1.3.1 Bring back engine pylons for use on things other than engines (note - only with legacy pack) Unify all tank masses with the same formula Reduce mass of structural tank variants a bit Remove unbalanced battery option on Y1 end cap CryoTanks: Bring LH2 and LH2O tank stats more in line with CryoTanks CryoTanks: Add cooling to all tanks as in CryoTanks CryoTanks: Fix definition of boiloff module Fix a couple of legacy wings having nonexistent tech nodes Fix FAR patches on S2 fuselages not properly removing ModuleLiftingSurface Release 6.3.2 Release for KSP 1.3 Fix some mismatched brackets Release 6.3.1 Fix CryoTanks patch not working Fix wheels breaking over 10 m/s Remove wheel sounds effects that weren't working Increase load rating and brake torque of larger wheels Increase heat tolerance of Mk2b cockpits Release 6.3.0 Convert all switchers on legacy tanks to B9PartSwitch. This may be slightly craft breaking in some scenarios (contact for help) Combine legacy Mk2 adapters into one part. This may prevent some craft from loading (contact for help) Split up switchers on all HL parts to simplify using them. This may be slightly craft breaking in some scenarios (contact for help) Fix fuel flow issues on certain engines Fix MFT/RF patches for RCS tanks (they were broken previously) Bring back landing gear using KSPWheel. They will only show if you install KSPWheel separately. Parameters are still WIP and many effects do not work Fix Mk2b probe core not having control Allow B9 tanks to hold LH2 if you have CryoTanks installed Allow SABRE to use LH2 if you have CryoTanks installed and create B9_SABRE_Cryo folder in GameData (opt in) Release 6.2.1 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) 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 Spoiler View Full Album View Full Album HX Parts Spoiler View Full Album View Full Album Old Screenshots Spoiler ALBUMS 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. Edited February 5, 2020 by blowfish Quote Link to comment Share on other sites More sharing options...
blowfish Posted January 24, 2017 Author Share Posted January 24, 2017 Reserved Quote Link to comment Share on other sites More sharing options...
blowfish Posted January 24, 2017 Author Share Posted January 24, 2017 Reserved Quote Link to comment Share on other sites More sharing options...
blowfish Posted January 24, 2017 Author Share Posted January 24, 2017 Reserved Quote Link to comment Share on other sites More sharing options...
Flashblade Posted January 24, 2017 Share Posted January 24, 2017 Yay for new thread!!! This is going to make us a lot more flexible than before. Quote Link to comment Share on other sites More sharing options...
TheRagingIrishman Posted January 24, 2017 Share Posted January 24, 2017 Why the new thread? Quote Link to comment Share on other sites More sharing options...
evileye.x Posted January 24, 2017 Share Posted January 24, 2017 1 hour ago, TheRagingIrishman said: Why the new thread? Because @blowfish cannot maintain original post in old tread?.. B9 Aerospace for 1.2.2 deserves it! Quote Link to comment Share on other sites More sharing options...
Flashblade Posted January 24, 2017 Share Posted January 24, 2017 (edited) 9 hours ago, TheRagingIrishman said: Why the new thread? This is a fair question. After all we kept using the ol thread for one and a half years. In this time it had become very apparent that keeping the old thread was really a detriment to the mod. The thread title showed B9 being outdated when it really wasn't. A ton of ppl where never aware that the 1.0.4 pre-release existed. People kept coming into the thread asking whether this is being maintained and it was. They were then constantly directed to mine and blowfishs signatures. blowfish was very determined to keep the arrangement regarding the old thread with bac9 alive, but we have lost complete contact with him unfortunately. Edited January 24, 2017 by Flashblade Quote Link to comment Share on other sites More sharing options...
King Something Posted January 25, 2017 Share Posted January 25, 2017 19 hours ago, TheRagingIrishman said: Why the new thread? Because a priest, a monk and a rabbi walked into a bar. Quote Link to comment Share on other sites More sharing options...
V8jester Posted January 25, 2017 Share Posted January 25, 2017 1 hour ago, King Something said: Because a priest, a monk and a rabbi walked into a bar. "Whatever God wants he keeps" Quote Link to comment Share on other sites More sharing options...
LatiMacciato Posted January 25, 2017 Share Posted January 25, 2017 (edited) @King Something @V8jester you both forgot about the three-headed monkey behind your back's! Edited January 25, 2017 by LatiMacciato Quote Link to comment Share on other sites More sharing options...
V8jester Posted January 25, 2017 Share Posted January 25, 2017 5 hours ago, LatiMacciato said: @King Something @V8jester you both forgot about the three-headed monkey behind your back's! Don't leave out the R.O.U.S's.... Quote Link to comment Share on other sites More sharing options...
MaxxQ Posted January 25, 2017 Share Posted January 25, 2017 59 minutes ago, V8jester said: Don't leave out the R.O.U.S's.... I don't believe they exist Quote Link to comment Share on other sites More sharing options...
blowfish Posted January 27, 2017 Author Share Posted January 27, 2017 Still working on the wheels, but as a PSA Adjustable Landing Gear have returned as part of Kerbal Foundaries. Still some bugs to sort through (just found one today myself) but it seems but they might be usable. Quote Link to comment Share on other sites More sharing options...
kcs123 Posted January 27, 2017 Share Posted January 27, 2017 Thanks for sharing that info @blowfish. Quote Link to comment Share on other sites More sharing options...
KSPNoob Posted January 30, 2017 Share Posted January 30, 2017 I downloaded the mod and love it except for some reason the Mk2b Probe core Isnt working. I can engage the engines but no flight controls, am I missing something? Quote Link to comment Share on other sites More sharing options...
The solid fuel chemist Posted January 31, 2017 Share Posted January 31, 2017 congrats on finally getting featured! Quote Link to comment Share on other sites More sharing options...
Flashblade Posted January 31, 2017 Share Posted January 31, 2017 3 hours ago, The solid fuel chemist said: congrats on finally getting featured! Wow that is nice indeed, unexpected but nice. 22 hours ago, KSPNoob said: I downloaded the mod and love it except for some reason the Mk2b Probe core Isnt working. I can engage the engines but no flight controls, am I missing something? Gonna have a look after work whether that core is functional or not. I'll get back to you. Quote Link to comment Share on other sites More sharing options...
Melfice Posted January 31, 2017 Share Posted January 31, 2017 Am I to understand from the first post that the soft requirement of FAR has been removed? Quote Link to comment Share on other sites More sharing options...
V8jester Posted January 31, 2017 Share Posted January 31, 2017 On January 30, 2017 at 2:06 AM, KSPNoob said: I downloaded the mod and love it except for some reason the Mk2b Probe core Isnt working. I can engage the engines but no flight controls, am I missing something? Add an antenna to the craft. 1.2.2 makes you use them on probes now. 1 hour ago, Melfice said: Am I to understand from the first post that the soft requirement of FAR has been removed? Correct, FAR is not required. Quote Link to comment Share on other sites More sharing options...
KSPNoob Posted January 31, 2017 Share Posted January 31, 2017 Quote Also noticed a possible bug with the Sabre Engines, I built a two part space planet and although the fuel drains correctly at first from the jettisoned part it then starts to drain from the main ship. The only way Ive found around this is disable the fuel all together. I may be wrong if this is a bug since I read that jet engine in kerbal operate differently then rockets so I apologize in advance. Again keep up the awesome mods. Here's the ship in question http://imgur.com/a/skD35 Quote Link to comment Share on other sites More sharing options...
blowfish Posted January 31, 2017 Author Share Posted January 31, 2017 54 minutes ago, KSPNoob said: Also noticed a possible bug with the Sabre Engines, I built a two part space planet and although the fuel drains correctly at first from the jettisoned part it then starts to drain from the main ship. The only way Ive found around this is disable the fuel all together. I may be wrong if this is a bug since I read that jet engine in kerbal operate differently then rockets so I apologize in advance. Again keep up the awesome mods. Here's the ship in question http://imgur.com/a/skD35 There are some oddities in the fuel flow. Should be hopefully fixed in the next release (or at least the behavior will match that of the stock engines). Quote Link to comment Share on other sites More sharing options...
Gorby1 Posted January 31, 2017 Share Posted January 31, 2017 (edited) Wow, I had no idea B9 was still being updated... glad to see it! Keep up the good work blowfish & team! Edited January 31, 2017 by Gorby1 Quote Link to comment Share on other sites More sharing options...
Melfice Posted January 31, 2017 Share Posted January 31, 2017 3 hours ago, V8jester said: Correct, FAR is not required. Groovalicious. Thanks for the answer! Quote Link to comment Share on other sites More sharing options...
Flashblade Posted January 31, 2017 Share Posted January 31, 2017 @KSPNoob Thank you for reporting, the MK2B probe core is indeed borked! 5 hours ago, V8jester said: Add an antenna to the craft. 1.2.2 makes you use them on probes now. That actually doesn't help. Something goes wrong with the internal antenna of the probe core and putting on an antenna doesn't solve the problem. Quote Link to comment Share on other sites More sharing options...
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