Castun Posted June 5, 2013 Share Posted June 5, 2013 I made my own larger copies of the stock gear, not really that hard. Link to comment Share on other sites More sharing options...
K3-Chris Posted June 5, 2013 Share Posted June 5, 2013 Btw don't know if this has been mentioned before but I recall talk of a S2WB crew tank? also the S3 no longer animates, intentional or oversight? Link to comment Share on other sites More sharing options...
shadowsutekh Posted June 5, 2013 Share Posted June 5, 2013 Btw don't know if this has been mentioned before but I recall talk of a S2WB crew tank? also the S3 no longer animates, intentional or oversight?The S3 animation was explained by bac9 already. The animation still exists, but people requested lights over the subsonic/hypersonic mode as KSP only supports one animation per part right now. Link to comment Share on other sites More sharing options...
michaelcrane17 Posted June 5, 2013 Share Posted June 5, 2013 Has anyone who has had the problem with the SABRE M not working? It will consume fuel and show output and thrust, but doesn't actually provide "thrust." Anyone have this problem and fixed it? Link to comment Share on other sites More sharing options...
Railgunner2160 Posted June 5, 2013 Share Posted June 5, 2013 ModuleManager conflicts with the plugin that make them work, no fix available at this time...... Link to comment Share on other sites More sharing options...
Chestburster Posted June 5, 2013 Share Posted June 5, 2013 Theres an easy fix for the SABRE engines:1) Create a folder named Z (so it is on the bottom of gamedata folder)2) Drop both SABRE engines from the B9 into the Z folder3) copy the SABRE M and rename the folder to Engine_SABRE_A4) open the .cfg and change the "name =" part to "name = B9_Engine_SABRE_A"(optional) change the title to SABRE Dummy Engine and the category to science (so it wont show up under engines anymore)modmanager will load from the top to bottom, loading the Z folder last. inside it will load the SABRE_A (the dummy one) first, get stuck and wont edit (and break) the real sabre engines. Link to comment Share on other sites More sharing options...
michaelcrane17 Posted June 5, 2013 Share Posted June 5, 2013 I do not have the ModuleManager Mod. Is that the main reason people are having this problem? I wonder what is causing mine.... Link to comment Share on other sites More sharing options...
K3-Chris Posted June 5, 2013 Share Posted June 5, 2013 but people requested lights over the subsonic/hypersonic modeThat's a bit silly imo, whole point of the S3 is the supersonic/subsonic modes, could default the light to be on instead perhaps?michaelcrane17: Works fine here. Link to comment Share on other sites More sharing options...
Railgunner2160 Posted June 5, 2013 Share Posted June 5, 2013 You did add ALL the file folders into the GAMEDATA directory??? The ExurgentEngineering is necessary for the Sabres to work...... Link to comment Share on other sites More sharing options...
astropapi1 Posted June 5, 2013 Share Posted June 5, 2013 Am I the only one lost with this mod? I don't know where to begin. I've tested the example crafts but I can't get to make my own ones without slamming directly into the ground. Are there any tutorials on this? Link to comment Share on other sites More sharing options...
michaelcrane17 Posted June 5, 2013 Share Posted June 5, 2013 I did add them all. I went.....KSP/GameData then copied all folders. I did not copy them inside the squad folder. So if you opened GameData folder you would find.... B9_Aerospace, ExsurgentEngineering, Firespitter (I removed the previous one from the Firespitter mod), KineTechAnimation, ResGen, and Squad. Link to comment Share on other sites More sharing options...
K3-Chris Posted June 5, 2013 Share Posted June 5, 2013 astropapi1: they work the same as stock parts for the most part, if you know how to make spaceplanes in stock you know how to in B9 Link to comment Share on other sites More sharing options...
Sapphire Posted June 5, 2013 Share Posted June 5, 2013 The S3 animation was explained by bac9 already. The animation still exists, but people requested lights over the subsonic/hypersonic mode as KSP only supports one animation per part right now.Isn't the S2 crew tank using two animations though? Window lights and the sliding shutters. Link to comment Share on other sites More sharing options...
Netris Posted June 5, 2013 Share Posted June 5, 2013 I did add them all. I went.....KSP/GameData then copied all folders. I did not copy them inside the squad folder. So if you opened GameData folder you would find.... B9_Aerospace, ExsurgentEngineering, Firespitter (I removed the previous one from the Firespitter mod), KineTechAnimation, ResGen, and Squad.What is kinetechanimation ? I know where the others come from, but not this one. Link to comment Share on other sites More sharing options...
bac9 Posted June 5, 2013 Author Share Posted June 5, 2013 What is kinetechanimation ? I know where the others come from, but not this one.Various animation-related modules, in particular airspeed-dependent interpolation similar to stock heat that is used for variable geometry intakes. Created by Kine by our request.Isn't the S2 crew tank using two animations though? Window lights and the sliding shutters.These are two different objects. S3 centerpiece is one. Link to comment Share on other sites More sharing options...
viperwolf Posted June 5, 2013 Share Posted June 5, 2013 (edited) This is My Viper Carrier 1 Class 5 Short list specs.-Heavy cargo plane with ruff terrain landing capabilities/also overload jets for heavier cargo and short take offs, if required.( the OL jets location is one under the nose and two in the rear with landing gears)-Take off runway in less than half of the strip. -will climb and hold At 17,000 m @ 900 m/s <---not sure if this is an error-10k is a cruise height @ 488m/s with overload jets on and 426 without-will keep a sustained unloaded flight 900m @ 98m/s without overload jets on-i tested weight with Orange tanks -this plane is capable of flying into space by replacing the OL jets with sabres- very stable flightNOTE: Im very new at this, in fact this jet is just my first one modified. So i have no idea what im doing lol. Edited June 5, 2013 by viperwolf Link to comment Share on other sites More sharing options...
Taverius Posted June 5, 2013 Share Posted June 5, 2013 (edited) Hey Bac9, i have this bug on this latest 3.0c version that i already report here. But this time if more info, look for the pics, it describes a part that cold have 2 meter, but use the 6 meters 3d shape with 2 meters attachment.Is it only here?I found the error, was in the Structural.cfg part, that was in the model part described as pre .20.I fix the part here, this is the parts...this: // --- asset parameters --- mesh = model.mu scale = 1.0 rescaleFactor = 1to this (my change, based on your others cfg parts) // --- asset parameters --- MODEL { model = B9_Aerospace/Parts/Cockpit_S2_Body/model texture = model000, B9_Aerospace/Parts/Cockpit_S2_Body/model000 }The texture line is not necessary, as you can see from the fact that you're overriding model000 withChanging the default area in the cfg file from "area = 0.00025" to "area = 0.000025" seems to bring the amount of air to a similar, albeit a bit lower, level of others intakes, but the part still generates a huge drag with FAR, huge as in a small plane will fly like a brick amount. The CF34 (this engine is so beautiful) and TFE731 have the same huge airflow, and a huge drag on any plane they are in.The flow values in the panel are incorrect. Whenever you use unitScalar anything in an intake's right-click ui becomes useless. Both area and unitScalar in those intakes have been multiplied/divided by the same number, which is the mass of the part divided by 0.01.This is because intake drag is also multiplied by mass, and so if you want a part that does not weigh 0.01 to have an intake, you must set its intake size to you desired values, and then divide the size by the part's mass / 0.01, and multiply unitScalar by the part's mass / 0.01.In the case of the ramp intakes, the mass of the parts is 0.4, thus the ratio is 40.area 0.01 / 40 = 0.00025.unitScalar 0.2(the default) * 40 = 8.Thus you can have an intake that does not mass 0.01 while still providing the 'correct' amount of drag per intake area.The downside, as I said, if that the drag and flow values shown in the UI panel are useless. Not that they ever were particularly informative.P.S. This is also why the default AirScoop does 10x as much drag as it should. It weighs 0.1 instead of 0.01, and uses no unitScalar trickery.Now, as to why all this would result in too much drag in FAR, I do not know, but I do know this: Its not an issue with the B9 intakes. Its an issue with FAR. If you actually want it fixed, tell ferram4 about it, because if you just add a 0 to the intake area, you know have intake that's 1/10th the size it should be. Edited June 5, 2013 by Taverius Link to comment Share on other sites More sharing options...
Disfunctional_Rockets_INC Posted June 5, 2013 Share Posted June 5, 2013 Sorry if this has been asked before Bac9 (I couldn't find anything with the search function), but do you have any plans to make any higher visibility cockpits like what some millitary aircraft have (mostly fighters)? I mean something that has good forward visibility like the MK1 cockpit but also good visibility to the sides, maybe something like an F-15 cockpit. Anyway I really love this mod I think the new engines are amazing so thanks for the hard work! Link to comment Share on other sites More sharing options...
K3-Chris Posted June 5, 2013 Share Posted June 5, 2013 (edited) Found some minor issues with the SABRE engines, the air gauge shows even if they're not on, there isn't a fuel gauge in rocket mode(should show when on, not when off), and the air gauge returns if you switch to another ship and switch back even if the engines are in rocket mode (mode preserved, lack of air bar isn't).Disfunctional_Rockets_INC: double tap a window to focus your vision through it, works for most of the stock pods as well, double tapping the topmost center window gives a clear view ahead.Like so: Edited June 5, 2013 by K3|Chris Link to comment Share on other sites More sharing options...
Taverius Posted June 5, 2013 Share Posted June 5, 2013 (edited) Found some minor issues with the SABRE engines, the air gauge shows even if they're not on, there isn't a fuel gauge in rocket mode(should show when on, not when off), and the air gauge returns if you switch to another ship and switch back even if the engines are in rocket mode (mode preserved, lack of air bar isn't).The fuel gauge should be easily fixable. I can't replicate the air bar appearing on ship switch. Edited June 5, 2013 by Taverius Link to comment Share on other sites More sharing options...
K3-Chris Posted June 5, 2013 Share Posted June 5, 2013 (edited) kk, also a bit of a question about the sabres, I've accidentally left MJ in surf mode 90, 40, 0 and come back and the plane has run out of air and is spinning, but my AP is 80+, while if I do my regular routine of leveling off at 30~ and trying to build up speed the engine's thrust rapidly decreases even if I still got air, my speed is higher if I level out though and my Pe can get pretty close to 0 before I need to switch to rocket mode, any idea which is more efficient? I feel tempted to do the straight ascent and then bank on the ISP of my NERVA, though I guess the ISP of SABREs in atmo is even better?Also some of my recent creations:B9 S3 Semi-Blended Wing SSTO: http://imgur.com/a/s8ojF#0 (proud of the look of this one)B9 MK2 SSTO: http://imgur.com/a/wCFXv#0 (first successful landing on runway after getting to space for me)B9 S2 Wide Body Cargo SSTO: http://imgur.com/a/a0sP2#0 (carries 4x 1m ISA + Kethane Sats) Edited June 5, 2013 by K3|Chris Link to comment Share on other sites More sharing options...
viperwolf Posted June 5, 2013 Share Posted June 5, 2013 kk, also a bit of a question about the sabres, I've accidentally left MJ in surf mode 90, 40, 0 and come back and the plane has run out of air and is spinning, but my AP is 80+, while if I do my regular routine of leveling off at 30~ and trying to build up speed the engine's thrust rapidly decreases even if I still got air, my speed is higher if I level out though and my Pe can get pretty close to 0 before I need to switch to rocket mode, any idea which is more efficient? I feel tempted to do the straight ascent and then bank on the ISP of my NERVA, though I guess the ISP of SABREs in atmo is even better?Also some of my recent creations:B9 S3 Semi-Blended Wing SSTO: http://imgur.com/a/s8ojF#0 (proud of the look of this one)B9 MK2 SSTO: http://imgur.com/a/wCFXv#0 (first successful landing on runway after getting to space for me)B9 S2 Wide Body Cargo SSTO: http://imgur.com/a/a0sP2#0 (carries 4x 1m ISA + Kethane Sats)very nice job, ive struggled with a simple cargo jet and you created several planes Link to comment Share on other sites More sharing options...
Taverius Posted June 5, 2013 Share Posted June 5, 2013 kk, also a bit of a question about the sabres, I've accidentally left MJ in surf mode 90, 40, 0 and come back and the plane has run out of air and is spinning, but my AP is 80+, while if I do my regular routine of leveling off at 30~ and trying to build up speed the engine's thrust rapidly decreases even if I still got air, my speed is higher if I level out though and my Pe can get pretty close to 0 before I need to switch to rocket mode, any idea which is more efficient? I feel tempted to do the straight ascent and then bank on the ISP of my NERVA, though I guess the ISP of SABREs in atmo is even better?Well, that depends. MechJeb2 will manage your engines if you let it and let you use air all the way to up the edge of the atmosphere by managing throttle, which is how it managed to bring you up to AP 80 all on its own. You can easily do that with the F119 engines which max out at mach 2.8, let alone with the SABREs air mode which goes to mach 5.6+Which ... is a cheat, really, much as intake abuse is, but if you level off at 23k and max out your speed and then climb again with MJ managing your throttle you can put your Ap at 180k that way, without any intake abuse. Link to comment Share on other sites More sharing options...
Babalas Posted June 5, 2013 Share Posted June 5, 2013 ...Hehe I love the landing lights at your runway Link to comment Share on other sites More sharing options...
Disfunctional_Rockets_INC Posted June 5, 2013 Share Posted June 5, 2013 (edited) Disfunctional_Rockets_INC: double tap a window to focus your vision through it, works for most of the stock pods as well, double tapping the topmost center window gives a clear view ahead.Wow, I never knew you could do thank you for telling me! I will have to see what I can cook up with some of the other cockpits now. Edited June 6, 2013 by Disfunctional_Rockets_INC Link to comment Share on other sites More sharing options...
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