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[1.8.x] B9 Aerospace | Release 6.6.0 (Feb 5 2020)


blowfish

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  On 11/2/2017 at 5:19 AM, kirito1605 said:

Hi, im still kind of new to modding KSP, and i am using CKAN, however when I try to find B9 Aerospace it wont let me install it. I have tried to manually install it, but have had no success with it either

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Follow these instructions and @blowfish should be able to help you resolve your problem(s).

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  On 11/2/2017 at 5:19 AM, kirito1605 said:

Hi, im still kind of new to modding KSP, and i am using CKAN, however when I try to find B9 Aerospace it wont let me install it. I have tried to manually install it, but have had no success with it either

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Welcome toe the forums!  Is the problem that it isn't showing up on CKAN or that there is some error when you try to install?  If it's just not showing up, the problem is probably just that you're on KSP 1.3.1 and it's not marked as compatible.

I've been meaning to make a new release for KSP 1.3.1 but just haven't gotten around to it yet.  Should hopefully have time this weekend.

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  On 11/2/2017 at 9:04 PM, blowfish said:

Welcome toe the forums!  Is the problem that it isn't showing up on CKAN or that there is some error when you try to install?  If it's just not showing up, the problem is probably just that you're on KSP 1.3.1 and it's not marked as compatible.

I've been meaning to make a new release for KSP 1.3.1 but just haven't gotten around to it yet.  Should hopefully have time this weekend.

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Pwetty pwease

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  On 11/2/2017 at 5:19 AM, kirito1605 said:

Hi, im still kind of new to modding KSP, and i am using CKAN, however when I try to find B9 Aerospace it wont let me install it. I have tried to manually install it, but have had no success with it either

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You say you're new to modding KSP, but I'm not sure how new you are to game modding in general.  Assuming you're on the new side with that, too, I think I can help explain.  Basically, CKAN works because of "metadata," wherein mods are packaged wherever they're up for download.  CKAN doesn't "hold" any mods, it just holds a centralized index.

That index keeps track of a lot of things, including mod versions (as a mod gets updated, the CKAN index expands to include multiple versions of the mod, I think.)  Individual mod versions are tested and indexed as to which exact patch versions of KSP they're keyed to be compatible with.  Indeed, most of the very reason behind mod version changes is to keep the mods up to date with the latest version updates and patches of the base game.

With this mod, the metadata says that the latest mod version is v6.3.2 (as of the writing of this comment) and that this version of the mod is compatible up to KSP v1.3.0.  If you run KSP from Steam (more on this in a second) then in all likelihood you've migrated to KSP v1.3.1.

That third digit of the KSP version may or may not be significant to a mod's compatibility.  The CKAN index can never know, so it never assumes.  If a mod creator chooses to list its own metadata as keyed for KSP up to a max version of v1.3.99, for example, then that's how that mod creator would let the CKAN index know that small version patches to KSP are predicted to be immaterial to mod compatibility, but any time the game migrates to v1.4.0 or higher, then CKAN is instructed to await further instructions.

In this thread, a few panels above my comment here, the current mod caretaker made a comment that indirectly confirms that the KSP v1.3.0 to 1.3.1 is a significant enough jump that some tweaks and updates within this mod are necessary.

Note that CKAN never "knows" if a mod is EVER compatible, it just lists mods filtered against the internal metadata of your system KSP install and the metadata of the mods themselves in the centralized index.

Basically, the scenario here for B9 is to wait for a few more days for the mod-author to update it for KSP v1.3.1.  And have a pleasant modding evening.  :)

Note from above regarding Steam installs:

  Reveal hidden contents



Mild warning, especially if you're new to modding KSP:

  Reveal hidden contents

 

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B9 Aerospace v6.4.0 for KSP 1.3.1

  • Release for KSP 1.3.1
  • Bring back engine pylons for use on things other than engines (note, they only show up if you have the legacy pack installed)
  • 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
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  On 11/5/2017 at 10:04 PM, Maarek_Stele said:

Anyone else having the built in RCS thrusters on the HL Cockpit not work on the right hand side?  

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Interesting, the transforms seem to be facing the wrong way.  I'll look into correcting it, but I don't have access to the original source files which makes it somewhat difficult.

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  On 11/5/2017 at 11:09 PM, blowfish said:

Interesting, the transforms seem to be facing the wrong way.  I'll look into correcting it, but I don't have access to the original source files which makes it somewhat difficult.

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Do you at least have access to the config file? One potential solution I just thought of would be to disable the (asymmetrical) RCS system of the HL cockpit.

Obviously that's less than ideal, but it can be mitigated in-game simply by slapping a pair of RCS thrusters onto the sides of the cockpit. Seems a bit better than asymmetrical RCS, or trying to solve that issue in-game by putting an RCS thruster with a non-zero mass on one side of the vehicle without a counterweight on the other side.

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  On 11/19/2017 at 5:31 AM, Thorn_Ike said:

Problem:

It doesn't allow me to click other tabs in build view

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Doesn't sound like it's caused by B9.  Might want to take a look at the "how to get support" link in my signature to you can give us the info we need (logs) to figure out what's really causing your issue.

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  On 11/20/2017 at 5:42 PM, Agustin said:

Can you make your parts configs for this?

 

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Getting PBR working properly requires more than just making configs (need addtional maps).  I think it would be cool, but probably not something I have the time to do right now.  If someone else wants to work on it though, I'd be more than happy to include that in B9

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  • 2 weeks later...
  On 11/30/2017 at 11:13 PM, Thorn_Ike said:

Can you add Mk2 Lightning Cockpit for this? 

I really badly want it but the link that @BahamutoD posted is outdated.

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Have been meaning to do this actually - still have to verify that the license is compatible, but it seems reasonable to include the B9 textured versions of those.

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  On 12/1/2017 at 3:44 AM, Thorn_Ike said:

Yes! YES!! YES!!!

So this means that it's coming to B9?

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It looks like the licenses might not quite be compatible, so I will have to get in contact with BahamutoD to get permission for them to be re-licensed.

Edited by blowfish
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  On 12/1/2017 at 3:54 AM, blowfish said:

It looks like the licenses might not quite be compatible, so I will have to get in contact with BahamutoD to get permission for them to be re-licensed.

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About that...

You might have to ask the BDA team ( @DoctorDavinci, @gomker, @Papa_Joe, etc.) as they run the BDA mods because @BahamutoD is on leave and requested the BDA team to continue mods.

Edited by Thorn_Ike
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  On 12/1/2017 at 5:16 AM, Thorn_Ike said:

About that...

You might have to ask the BDA team ( @DoctorDavinci, @gomker, @Papa_Joe, etc.) as they run the BDA mods because @BahamutoD is on leave and requested the BDA team to continue mods.

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I'm a bit tired right now, what we talking about :) 

MK22 is being maintained here : https://github.com/PapaJoesSoup/BDMk22Plugin | current license https://github.com/PapaJoesSoup/BDMk22Plugin/blob/master/Distribution/GameData/BDMk22/License.txt

PapaJoe is out on Vaca right now, I can take a look at whatever you guys want to do. So far I have only been trying to keep the mod working with updates to KSP and ASET, no new features are planned.  Issues section on github is best way for direct comms to the team, we are in the middle of another major release cycle.

 

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  On 12/1/2017 at 5:24 AM, gomker said:

I'm a bit tired right now, what we talking about :) 

MK22 is being maintained here : https://github.com/PapaJoesSoup/BDMk22Plugin | current license https://github.com/PapaJoesSoup/BDMk22Plugin/blob/master/Distribution/GameData/BDMk22/License.txt

PapaJoe is out on Vaca right now, I can take a look at whatever you guys want to do. So far I have only been trying to keep the mod working with updates to KSP and ASET, no new features are planned.  Issues section on github is best way for direct comms to the team, we are in the middle of another major release cycle.

 

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Sorry, but what's MK22?

I want this cockpit: 

But the link is outdated.

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