AntiMatter001 Posted October 9, 2017 Share Posted October 9, 2017 7 minutes ago, blowfish said: I can look into it. Can you file a bug report at Github so I don't forget? Be sure to include logs! A copy of GameData/ModuleManager.ConfigCache would also be helpful! will do... if i can figure out how to use github. also just saying i have a multitude of mods soooooooo maybe that's not such a good idea.... >.> Quote Link to comment Share on other sites More sharing options...
blowfish Posted October 9, 2017 Author Share Posted October 9, 2017 1 minute ago, AntiMatter001 said: will do... if i can figure out how to use github. also just saying i have a multitude of mods soooooooo maybe that's not such a good idea.... >.> Well, if it's caused by an interaction with another mod then I'm never going to be able to reproduce, but I might be able to see based on logs and config cache. Sure, they're both huge files but I know how to search through them. Quote Link to comment Share on other sites More sharing options...
AntiMatter001 Posted October 10, 2017 Share Posted October 10, 2017 (edited) 20 hours ago, blowfish said: Well, if it's caused by an interaction with another mod then I'm never going to be able to reproduce, but I might be able to see based on logs and config cache. Sure, they're both huge files but I know how to search through them. even through i haven't yet given the logs or update to the problem i'd like to thank you blowfish for your help ^-^ probably the most friendly mod-updater i've met EDIT: done it's on github. happy trolling through that mess.... (...sorry) Edited October 10, 2017 by AntiMatter001 Quote Link to comment Share on other sites More sharing options...
mkalaska Posted October 10, 2017 Share Posted October 10, 2017 Was just curious if B9 was like most mods and can be safely" loaded into a 1.3.1 version of KSP or should I hold off? Quote Link to comment Share on other sites More sharing options...
King Something Posted October 11, 2017 Share Posted October 11, 2017 15 hours ago, mkalaska said: Was just curious if B9 was like most mods and can be safely" loaded into a 1.3.1 version of KSP or should I hold off? Maybe. It's a parts mod, but it has plugin mods (e.g. RPM) as dependencies. If the dependencies work in 1.3.1, then B9 should Bfine. ....that pun was bad, and I should feel bad. For the record, I am not a modder, so I can't guarantee it will work, nor can I help you if it doesn't work. Quote Link to comment Share on other sites More sharing options...
Nightguard Posted October 15, 2017 Share Posted October 15, 2017 i have a problem with the mk2b cockpit, even if i dont put anything on the cockpit (except for ladders) it's hatch is still obstructed, but the one with intake doesn't do this. maybe the hatch is behind it on the attachment node, but theres no ramp part from the airplane plus mod that gives a door/ramp part for mk2. Quote Link to comment Share on other sites More sharing options...
blowfish Posted October 15, 2017 Author Share Posted October 15, 2017 5 hours ago, Nightguard said: i have a problem with the mk2b cockpit, even if i dont put anything on the cockpit (except for ladders) it's hatch is still obstructed, but the one with intake doesn't do this. maybe the hatch is behind it on the attachment node, but theres no ramp part from the airplane plus mod that gives a door/ramp part for mk2. Yeah, it's a known issue. Unfortunately I don't have access to any of the original model sources so fixing it is going to be a ton of work (why I haven't gotten to it yet) Quote Link to comment Share on other sites More sharing options...
Legopilot Posted October 16, 2017 Share Posted October 16, 2017 Please update this to 1.3.1 Quote Link to comment Share on other sites More sharing options...
Nightguard Posted October 16, 2017 Share Posted October 16, 2017 2 hours ago, Legopilot said: Please update this to 1.3.1 2 hours ago, Legopilot said: Please update this to 1.3.1 Please update this to 1.3.1 Quote Link to comment Share on other sites More sharing options...
King Something Posted October 16, 2017 Share Posted October 16, 2017 Please DON'T ask modders to update their mods. It's rude and against the rules. The next update will be ready when it's ready. Please be patient. Quote Link to comment Share on other sites More sharing options...
Erman Kerman Posted October 17, 2017 Share Posted October 17, 2017 Just out of curiosity, will you guys ever add more parts? Or will you just make it work for newer versions? Just wondering, not trying to push you! Quote Link to comment Share on other sites More sharing options...
blowfish Posted October 17, 2017 Author Share Posted October 17, 2017 1 hour ago, Erman Kerman said: Just out of curiosity, will you guys ever add more parts? Or will you just make it work for newer versions? Just wondering, not trying to push you! All the original artists have left unfortunately, and I'm not much of an artist myself. So for now it's just maintenance. Quote Link to comment Share on other sites More sharing options...
Nightguard Posted October 17, 2017 Share Posted October 17, 2017 (edited) 2 hours ago, blowfish said: All the original artists have left unfortunately, and I'm not much of an artist myself. So for now it's just maintenance. ARTISTS AND PART MAKERS AND MODELERS WANTED HELP WANTED HELP MAKE B9 GREAT AGAIN!!! lol Edited October 17, 2017 by Nightguard Quote Link to comment Share on other sites More sharing options...
Nightguard Posted October 18, 2017 Share Posted October 18, 2017 just thinking, can you add a size 2 (the octagon shaped) to size 2 (the circle 2.5m) adapter? or even a size 2 octagon bicoupler going to mk1 or tricoupler? Quote Link to comment Share on other sites More sharing options...
Maelstrom Vortex Posted October 23, 2017 Share Posted October 23, 2017 Anyone know if any parts of b9 already work on 1.3.1? Quote Link to comment Share on other sites More sharing options...
Kuktar Posted October 23, 2017 Share Posted October 23, 2017 Ok i made an account to ask one question :P. among the parts B9 offers the y adapter (protective cap) and if you select the sub part battery it has a ludicris volum of 512,000 capacity. so i think this is way overpowered. I nerfed my own part by changing the base volume from 36 to 6 giving it 12,000 volume. It makes any fuels useless but lets be real here a 512k battery for 30 kerbal dollars is kind of overpowered . i dont know if there is anything you could do to make it balanced either : ( Quote Link to comment Share on other sites More sharing options...
MatterBeam Posted October 25, 2017 Share Posted October 25, 2017 Hello. Is it possible to modify the size limits on the B9 procedural wing parts? Quote Link to comment Share on other sites More sharing options...
kcs123 Posted October 25, 2017 Share Posted October 25, 2017 5 hours ago, MatterBeam said: Hello. Is it possible to modify the size limits on the B9 procedural wing parts? IIRC, it was possible trough config files or with re-compile (forked)version of B9 wings, can't recall details. But original author of this mod didn't recommend it because textures and shape angles of those parts no longer properly match with other parts or something. Therefore it is recommended to use 2-3 parts for very large wing surface area instead with just one piece. There was discussion about it long time ago in author original thread for B9 procedural wings development. FPS performance between one piece wing and 3 piece wing parts are almost non measurable, so, I guess it was one lesser evil from two to choose, good matching parts for wings or just one wing piece for performance increase. Quote Link to comment Share on other sites More sharing options...
blowfish Posted October 26, 2017 Author Share Posted October 26, 2017 On 10/23/2017 at 4:29 PM, Kuktar said: Ok i made an account to ask one question :P. among the parts B9 offers the y adapter (protective cap) and if you select the sub part battery it has a ludicris volum of 512,000 capacity. so i think this is way overpowered. I nerfed my own part by changing the base volume from 36 to 6 giving it 12,000 volume. It makes any fuels useless but lets be real here a 512k battery for 30 kerbal dollars is kind of overpowered . i dont know if there is anything you could do to make it balanced either : ( I'm tempted to just remove the battery option from that part. It's the only one using the battery tank type... 14 hours ago, MatterBeam said: Hello. Is it possible to modify the size limits on the B9 procedural wing parts? There's a dedicated B9 Procedural Wings thread, no idea here. Quote Link to comment Share on other sites More sharing options...
Mine_Turtle Posted October 26, 2017 Share Posted October 26, 2017 I assume not all problems with lights illuminating planets have been fixed: Lights on: https://imgur.com/GNQFPfj Lights off: https://imgur.com/8myk3FW The part is A1 spot light. I am using EVE and scatterer, but I am not sure if they can cause any issues with B9 lights. Quote Link to comment Share on other sites More sharing options...
blowfish Posted October 26, 2017 Author Share Posted October 26, 2017 (edited) 13 minutes ago, Mine_Turtle said: I assume not all problems with lights illuminating planets have been fixed: Lights on: https://imgur.com/GNQFPfj Lights off: https://imgur.com/8myk3FW The part is A1 spot light. I am using EVE and scatterer, but I am not sure if they can cause any issues with B9 lights. Sorry, I don't see where the light is illuminating the planet. I see the vessel being illuminated but all I can see in the background are some city lights in both screeshots. Edited October 26, 2017 by blowfish Quote Link to comment Share on other sites More sharing options...
Mine_Turtle Posted October 26, 2017 Share Posted October 26, 2017 (edited) 51 minutes ago, blowfish said: Sorry, I don't see where the light is illuminating the planet. I see the vessel being illuminated but all I can see in the background are some city lights in both screeshots. The illumination effect is not as apparent as it used to be, but it is possible to notice planet being slightly illuminated. https://imgur.com/trpZnxK - yellow circle is where spotlights are located. Compare part of the ocean in the red circle to other locations. You can see that it is not monotonously dark, but has a lighter color with gradient. The difference is more apparent if you compare the same location with lights turned off: https://imgur.com/VANt2iz The area in the red circle as well as the rest of the ocean has the same uniform color. As I said the effect is barely noticeable(or maybe my eyes are playing tricks?), so it might not be worth looking into, if it is too much trouble. Edited October 26, 2017 by Mine_Turtle Quote Link to comment Share on other sites More sharing options...
blowfish Posted October 26, 2017 Author Share Posted October 26, 2017 3 minutes ago, Mine_Turtle said: The illumination effect is not as apparent as it used to be, but it is possible to notice planet being slightly imm https://imgur.com/trpZnxK - yellow circle is where spotlights are located. Compare part of the ocean in the red circle to other locations. You can see that it is not monotonously dark, but has a lighter color with gradient. The difference is more apparent if you compare the same location with lights turned off: https://imgur.com/VANt2iz The area in the red circle as well as the rest of the ocean has the same uniform color. As I said the effect is barely noticeable(or maybe my eyes are playing tricks?), so it might not be worth looking into, if it is too much trouble. After turning the contrast waaay up I can kind of see a brighter patch there. It looks like there may have been an update to the lightfix script (not mine) since I ran it. Please create an issue at Github so I don't forget... Quote Link to comment Share on other sites More sharing options...
MatterBeam Posted October 26, 2017 Share Posted October 26, 2017 13 hours ago, kcs123 said: IIRC, it was possible trough config files or with re-compile (forked)version of B9 wings, can't recall details. But original author of this mod didn't recommend it because textures and shape angles of those parts no longer properly match with other parts or something. Therefore it is recommended to use 2-3 parts for very large wing surface area instead with just one piece. There was discussion about it long time ago in author original thread for B9 procedural wings development. FPS performance between one piece wing and 3 piece wing parts are almost non measurable, so, I guess it was one lesser evil from two to choose, good matching parts for wings or just one wing piece for performance increase. I wished to create flying wings and re-entry gliders that were not limited to 1m thickness wings. Textures are not an issue for me, nor is FPS at this stage. Quote Link to comment Share on other sites More sharing options...
Mine_Turtle Posted October 27, 2017 Share Posted October 27, 2017 21 hours ago, blowfish said: After turning the contrast waaay up I can kind of see a brighter patch there. It looks like there may have been an update to the lightfix script (not mine) since I ran it. Please create an issue at Github so I don't forget... I have identified the source of the problem: UKS shipyard. B9 spotlights are fine and do not light up the planet as I have assumed. Sorry for the false bug report. Quote Link to comment Share on other sites More sharing options...
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