MarcL Posted September 4, 2013 Share Posted September 4, 2013 I have a question about a little issue with the Variable Geometry Intakes.Every time I try to mount them on the wings like the example aircraft that come with the mod, I can't seem to be able to mount them perfectly parallel to the wings, they appear to be pivoting around the middle of the wing.As an example, here's a screenie from the B9 album And this is an example of my issueI have to actually rotate upright manually and even then they're never completely level.Is this a known issue? Tried searching but couldn't find anything.Thanks in advance. Link to comment Share on other sites More sharing options...
Torminator Posted September 4, 2013 Share Posted September 4, 2013 Disable angle snap (Alt-C). The game is treating the wings like big cylinders for some reason. I actually have this when trying to mount any sort of object to the wings. Link to comment Share on other sites More sharing options...
MarcL Posted September 4, 2013 Share Posted September 4, 2013 That did the trick, thanks a mil! Link to comment Share on other sites More sharing options...
Helix935 Posted September 4, 2013 Share Posted September 4, 2013 uh jrandom i know it has been updated to .21 i mean when will it be updated with more parts and such which i think should have like a S2 decoupler Link to comment Share on other sites More sharing options...
Torminator Posted September 5, 2013 Share Posted September 5, 2013 (edited) As bac9 is now working with SQUAD on stock game content, this pack is probably not a priority as there isn't much that's "unfinished."Just going to echo my question about Kinetech. Anyone know what it is/If I can use it? EDIT- nevermind, turns out I had to open the .nfo file with N++ as Windows didn't like it, but I had to extract it before that showed up as an option. Disregard Also, this has been bothering me- Do the precoolers actually do anything? Edited September 5, 2013 by Torminator Link to comment Share on other sites More sharing options...
jrandom Posted September 5, 2013 Share Posted September 5, 2013 Ever had a Saber engine overheat? Precoolers help with that. (Generally happens at high speed in the upper atmosphere.) Link to comment Share on other sites More sharing options...
Torminator Posted September 5, 2013 Share Posted September 5, 2013 Ever had a Saber engine overheat? Precoolers help with that. (Generally happens at high speed in the upper atmosphere.)Never reliably enough to tell if it was just a placebo effect or anything... Good to know, though! Link to comment Share on other sites More sharing options...
Autochton Posted September 5, 2013 Share Posted September 5, 2013 The real-world SABRE's precoolers chill the intake air ridiculously fast, which basically has the net effect raising thrust at high velocities. The SABRE combustion chambers get colder air in, which will thus expand more and faster when combusted. Most jet engines run out of juice at high velocities because compression heating at the intakes mean that combustion does not give as much thermal expansion, which is what provides the thrust - so you're basically burning fuel just to break even. The SABRE doesn't have that problem until far, far higher speeds, and is thus rated to go Mach 5+, higher than any other air-breathing engine capable of subsonic operation.IIRC, this effect is handled in the B9 pack by having the SABRE intakes be more generous about the IntakeAir they provide at 700+m/s than other intakes, and having SABRE engines provide more thrust at higher velocities as well. The in-game precoolers have no real effect, and are simply hull sections that fit the style. Link to comment Share on other sites More sharing options...
jrandom Posted September 5, 2013 Share Posted September 5, 2013 IIRC, this effect is handled in the B9 pack by having the SABRE intakes be more generous about the IntakeAir they provide at 700+m/s than other intakes, and having SABRE engines provide more thrust at higher velocities as well. The in-game precoolers have no real effect, and are simply hull sections that fit the style.I'll be honest, I haven't performed rigorous tests. I could have sworn that adding pre-coolers fixed my overheating problem, but then again I may have just flown a different to-orbit profile that second time around. Link to comment Share on other sites More sharing options...
Autochton Posted September 5, 2013 Share Posted September 5, 2013 I'll be honest, I haven't performed rigorous tests. I could have sworn that adding pre-coolers fixed my overheating problem, but then again I may have just flown a different to-orbit profile that second time around.That might just be due to having the extra part in there. Part count means a lot more to heat dissipation than any particular part's values or size, in the current heat model. Hence why people add small fuel tanks below jumbo tanks to dissipate heat from Mainsails.But don't take my word for it, look at the source code for the part - it does not invoke any modules that might have heat dampening effect or tweak thrust/intake values. Link to comment Share on other sites More sharing options...
rhoark Posted September 5, 2013 Share Posted September 5, 2013 There's only one thing I really feel is missing now: a probe-size cargo bay for the Mk2 fuselage. Link to comment Share on other sites More sharing options...
Torminator Posted September 5, 2013 Share Posted September 5, 2013 I think that's what the M2 bays are for. (Does anyone else feel like those really don't fit anything else?) Link to comment Share on other sites More sharing options...
viperwolf Posted September 6, 2013 Share Posted September 6, 2013 MarcLTorminators idea is the best path for this, but another trick i use. Build the part separate from the ship and then place the entire piece at one time. This will change the behavior of the attachment and allow you to use other angles. just use a truss attached to the ship to build the part. then discard the truss when finished Link to comment Share on other sites More sharing options...
Exsmelliarmus Posted September 6, 2013 Share Posted September 6, 2013 Sorry if this has been asked already, but would it be possible to make it so that parts attached to the interior of the payload pay move with the doors? I don't know what sort of code-fu would be necessary to get it to work, but it would be the icing on an already delicious cake! Link to comment Share on other sites More sharing options...
Tidus Klein Posted September 6, 2013 Share Posted September 6, 2013 Hay guys has anyone else notice that in the s2 hyper sonic cockpit that you are siting in the fuselage looking out windows that are not there from the out side? test it out. Link to comment Share on other sites More sharing options...
IndigoCypher00 Posted September 6, 2013 Share Posted September 6, 2013 Yes, much apologies if it's been asked/solved already, but I just don't have time to sift through two hundred pages of response, discussion and praise for this cool pack. My download that I got from SpacePort by following the link in the OP didn't give me any fuel tanks. I do have Sabres, fuselage adapters, and everything else, but no fuel tanks, like I've seen in EnterElysium's World War K series and were mentioned in the OP. Can anyone help with this? For a mark-2 size plane it's not really an issue, but if I want to build anything bigger (the main reason I got this mod), I have to throw stock fuel tanks into the wings, and make my main body this useless structural piece. Can anyone diagnose my problem? If not, can anyone point me in the right direction of maybe another mod that supplies some bigger and hopefully B9-compatible fuselages? Thanks! Link to comment Share on other sites More sharing options...
rhoark Posted September 6, 2013 Share Posted September 6, 2013 The M2 bay is close to 2.5m isn't it? I'm thinking about the sort of flattened SR-71 shaped fuselage. (Pretty sure its called Mk2). There's not a lot of room, but I think if it had a bay, .625m parts could fit. Link to comment Share on other sites More sharing options...
Somgosomgo Posted September 6, 2013 Share Posted September 6, 2013 just a suggestion: how about turning the S2>>S2-Wide adapter to a large cockpit with 3+ capacity? Link to comment Share on other sites More sharing options...
Autochton Posted September 6, 2013 Share Posted September 6, 2013 Yes, much apologies if it's been asked/solved already, but I just don't have time to sift through two hundred pages of response, discussion and praise for this cool pack. My download that I got from SpacePort by following the link in the OP didn't give me any fuel tanks. I do have Sabres, fuselage adapters, and everything else, but no fuel tanks, like I've seen in EnterElysium's World War K series and were mentioned in the OP. Can anyone help with this? For a mark-2 size plane it's not really an issue, but if I want to build anything bigger (the main reason I got this mod), I have to throw stock fuel tanks into the wings, and make my main body this useless structural piece. Can anyone diagnose my problem? If not, can anyone point me in the right direction of maybe another mod that supplies some bigger and hopefully B9-compatible fuselages? Thanks!Fuel tanks are, inexplicably, found in the Structural tab for this mod, so make sure you've checked that they aren't present in there. Apart from that, the fuel tanks generally share geometry with the structural fuselage pieces, which may or may not cause issues. Go into your GameData dir, find the B9 folder, seek out one of the structural pieces that have fuel tanks (S2 2m fuselage does, it should have both LF and LFO variants), and ensure that there are configs present for the fuel tanks.Apart from that, I honestly have no clue what might cause it. Link to comment Share on other sites More sharing options...
Torminator Posted September 6, 2013 Share Posted September 6, 2013 Sorry if this has been asked already, but would it be possible to make it so that parts attached to the interior of the payload pay move with the doors? I don't know what sort of code-fu would be necessary to get it to work, but it would be the icing on an already delicious cake!Unfortunately, no. The way KSP handles part trees doesn't support animated attachment points. You'd need to somehow integrate something like Infernal Robotics to get that to work.Hay guys has anyone else notice that in the s2 hyper sonic cockpit that you are siting in the fuselage looking out windows that are not there from the out side? test it out.The S2 hypersonic doesn't have its own internal, so it's just using one of the stock ones. Link to comment Share on other sites More sharing options...
meb0 Posted September 6, 2013 Share Posted September 6, 2013 Can someone explain how drag works, specifically the difference between the mounted air brake and a parachute. I thought I'd try to use many air brakes as an alternative to a parachute. test parameters: rocket up to ~1,500m decouple Ap = ~2km, deploy drag device at 1kmControl: mk1 can, mk16 parachute (500 drag) landed 6.3m/s. safe landing1st test: 16 air brakes (16 * 40 drag = 640 drag) which slowed a mk1 lander can to 18.5 m/s, mk1 exploded2nt test: modify config file change deployedangle = 90. no chage3rd test: reset deployedangle = 45, change deployeddrag = 80 (double, should be 1280 drag), 12.9m/s exploded4th test: 32 air brakes @ 80 drag = 2560 drag. 9.7 m/s exploded 5th test: 48 brakes @80 = 3840. 8.4m/s exploded6th test: 2 brakes @5000 (****s n giggle factor) drag = 4.3m/s safe landingBased on my tests, to equal the 500 units of drag of the mk16 parachute, I would need air brake drag of ~7,000 why is this so different? Link to comment Share on other sites More sharing options...
Exposure Posted September 6, 2013 Share Posted September 6, 2013 Can someone explain how drag works, specifically the difference between the mounted air brake and a parachute. I thought I'd try to use many air brakes as an alternative to a parachute. test parameters: rocket up to ~1,500m decouple Ap = ~2km, deploy drag device at 1kmControl: mk1 can, mk16 parachute (500 drag) landed 6.3m/s. safe landing1st test: 16 air brakes (16 * 40 drag = 640 drag) which slowed a mk1 lander can to 18.5 m/s, mk1 exploded2nt test: modify config file change deployedangle = 90. no chage3rd test: reset deployedangle = 45, change deployeddrag = 80 (double, should be 1280 drag), 12.9m/s exploded4th test: 32 air brakes @ 80 drag = 2560 drag. 9.7 m/s exploded 5th test: 48 brakes @80 = 3840. 8.4m/s exploded6th test: 2 brakes @5000 (****s n giggle factor) drag = 4.3m/s safe landingBased on my tests, to equal the 500 units of drag of the mk16 parachute, I would need air brake drag of ~7,000 why is this so different?They're not really meant to replace parachutes. They're more meant to be aids for landing (trying to land at 150m/s would...probably end badly) or for parachute deployment (with FAR, losing as much speed as you can before having to deploy parachutes that could rip off if you screw up is vitally important, so airbrakes can be a major help in that case) Link to comment Share on other sites More sharing options...
Exangels Posted September 6, 2013 Share Posted September 6, 2013 My B9 Has glitched, all the Engines Fire in the Sph but then dont work on Runwayhttp://imgur.com/a/053MA#0 Link to comment Share on other sites More sharing options...
BubbaWilkins Posted September 6, 2013 Share Posted September 6, 2013 Since when do engines fire at all in either assembly building? Link to comment Share on other sites More sharing options...
jrandom Posted September 6, 2013 Share Posted September 6, 2013 Since when do engines fire at all in either assembly building?Look at the images he posted. It clearly shows an engine firing in the SPH. This is one heck of a crazy bug I've never seen before. Link to comment Share on other sites More sharing options...
Recommended Posts