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[0.22] B9 Aerospace Pack / R4.0c / New pods, IVAs, engines, fuselages & structures


bac9

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...yes it does. It's TT's flight mods that often don't.

Or do you mean that it overwrites stock files? It doesn't use ModuleManager, true, but that's nothing to do with .20 or the GameData folder, and there's fixes to TVPP to make it use ModuleManager anyway.

It... what?... you mean all this time I could have had better landing gear??

Oh for Odin's sake, I read the installation instructions wrong! My eyes skipped down to his "balancing" section. Argh. Ack.

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So nobody has any idea what could be causing the F119 engines to throttle themselves down when i pitch the aircraft up? It happens when I add them to the Aries 4a but I can't seem to replicate it on the on the Haldeman.

At first I thought it was mechjeb but none of the modules seemed to be active.

Open Mechjeb's 'Utilities' window and see if the 'Prevent Flameout' line lights up when it happens. If so, what's happening is that you're pitching so hard that the intakes aren't facing into the airstream and start producing less intakeair as a result. Specifically, enough so that you'd flame out if Mechjeb wasn't throttling the engine down to prevent it.

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Hmm something's not right - At the post header, it says among others [.21]. So I then assume it's a .21 mod. But then, at the end, I am asked to make sure I have .20.2. Huh? Exactly which version of KSP is the R3.3 version of B9?

It's been updated for .21, so I'm guessing that that document just wasn't fully updated. R3.3 is the latest (that I know of).

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Is there something I need to download before I install FAR?

I thought I'd read something about the parts needing different .CFGs to work with that

You don't. B9 has integrated FAR configurations in the part files, so all you need to do is load it up and go. :-)

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It may be a minor part of the mod but can we get a green omni light to go with the red one? Is there an easy way for me to make one myself? I looked in the cfg to see if there was something there I could change to make it but it looks like the colour is handled by the "lightName = light_N2" line in the module section so not something I could modify myself.

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It may be a minor part of the mod but can we get a green omni light to go with the red one? Is there an easy way for me to make one myself? I looked in the cfg to see if there was something there I could change to make it but it looks like the colour is handled by the "lightName = light_N2" line in the module section so not something I could modify myself.

This is a good mod for lights http://forum.kerbalspaceprogram.com/showthread.php/16925-PLUGIN-PART-0-20-Aviation-Lights-v3-1-(23MAY13)

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Sorry, there is a way to generate B9 compressed air? once I end the small reserve that is inside each thurster they run out of it and doesn't work.

you need intakes

EDIT sorry i see Darthvader already answered

Edited by viperwolf
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Sorry, there is a way to generate B9 compressed air? once I end the small reserve that is inside each thurster they run out of it and doesn't work.
Intakes,IIRC.
you need intakes

EDIT sorry i see Darthvader already answered

I want to know if there's a way to add a mono propellant type tank to hold said B9 compressed air for longer thruster duration.

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Open Mechjeb's 'Utilities' window and see if the 'Prevent Flameout' line lights up when it happens. If so, what's happening is that you're pitching so hard that the intakes aren't facing into the airstream and start producing less intakeair as a result. Specifically, enough so that you'd flame out if Mechjeb wasn't throttling the engine down to prevent it.

Hmm, I tried again, this time keeping an eye on the prevent flameout module. For some reason it worked now. I don't know if the prevent flameout module was on before, but I don't think it was because I don't remember ever activating it or seeing it active. And anyways my intakes weren't losing any air anyways, the pitching wasn't that extreme.

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Yup, I am aware of it and have it. Just saying that as part of a pack mainly for building spaceplanes it seems odd to have a port-side red light but not a starboard-side green light. Also those lights are much larger.

Edited by futrtrubl
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I want to know if there's a way to add a mono propellant type tank to hold said B9 compressed air for longer thruster duration.

Oh i see, i missed your question all together. I have not seen a fuel/mono tank that just has air in it. Has anyone tried changing a fuel tank cfg and replacing it with air?

I found this thread, Im not sure they found an answer bc of balance. but you can have a look. http://forum.kerbalspaceprogram.com/showthread.php/47291-Compressed-air-tanks-for-SSTO-s

Their argument is different from what you want, the idea your talking about is Newtons second and third law/thrust/reaction force blah blah blah . they are talking about the actual engines. your idea is much more realistic, if the balance of fuel verses air is right. But hey this is Kerbal, you can invent anything

Edited by viperwolf
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hey guys. I have to be doing something wrong but i dont know what it is. For whatever reason when I use the VTOL engines from this pack. When I use them in symmetry mode, or I even download a plane that has done that. One of the engines is always upside down. I know you can invert the rotation. But being that none of the crafts I download have a action group set for that. it makes me wonder why im always having to just deal with it. Or almost break symmetry by placing the vtols by hand trying to get them rotated the same direction. Anyone have any idea what im doing wrong here? Thanks

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I've got problems with my B9 install (no, not a part count issue) and I can't seem to isolate what they are. I'm hoping someone can give me some insight to what is going on.

Bbackground: I have two installations of KSP: one for gaming and one for testing (like now). The testing is a clean install that gets wiped. I'm managing mods with MOD Admin 1.3.6.

In my test setup I have only B9 and FAR loaded. My KSP log has the following errors:

[LOG 11:38:44.652] Load(Model): B9_Aerospace/Parts/Aero_Intake_Ramp/Mount

[ERR 11:38:44.655] Texture 'B9_Aerospace/Parts/Aero_Intake_Ramp/model001' not found!

Can't fine a 'model001' anywhere.

[LOG 10:30:44.207] PartLoader: Compiling Part 'B9_Aerospace/Parts/Engine_SABRE_M/part/B9_Engine_SABRE_M'

[LOG 10:30:44.212] Added sound_rocket_hard to FXGroup power

[LOG 10:30:44.213] Added sound_explosion_low to FXGroup flameout

[ERR 10:30:44.215] Cannot find event '1856740933'

[LOG 10:30:44.227] PartLoader: Compiling Part 'B9_Aerospace/Parts/Engine_SABRE_S/part/B9_Engine_SABRE_S'

[LOG 10:30:44.233] Added sound_rocket_hard to FXGroup power

[LOG 10:30:44.233] Added sound_explosion_low to FXGroup flameout

[ERR 10:30:44.235] Cannot find event '1856740933'

[LOG 10:30:44.246] PartLoader: Compiling Part 'B9_Aerospace/Parts/Engine_VA1/part/B9_Engine_VA1'

[LOG 10:30:44.248] Added sound_jet_deep to FXGroup power

[LOG 10:30:44.248] Added sound_explosion_low to FXGroup flameout

What the heck is '1856740933'? Yet, in a part that is virtually the same (B9_Engine_VA1) no error occurs.

[LOG 10:30:44.410] PartLoader: Compiling Part 'B9_Aerospace/Parts/Utility_InfoDrive/part/B9_Utility_InfoDrive'

[ERR 10:30:44.415] Invalid float value

This one just has me baffeled.

Lastly, an FYI, devs ...

Gamedata\B9_Aerospace\Parts\Structure_P_Standard-Frame\P8_Surface.cfg

node_attach = 0, 4, 0, 0.0, 1.0, 0.0

is define twice in the config file.

I just deleted one of the two entries and everything is fine.

TIA

Kerfault.

When the very best is just out of reach.

I had the same problem. It seems that the zip file uses "Gamedata" not "GameData" for its extraction path. I guess this wasn't tested on an OS that has case sensitive paths. Moving the subfolders in Gamedata to GameData seems to make everything work for me.

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hey guys. I have to be doing something wrong but i dont know what it is. For whatever reason when I use the VTOL engines from this pack. When I use them in symmetry mode, or I even download a plane that has done that. One of the engines is always upside down. I know you can invert the rotation. But being that none of the crafts I download have a action group set for that. it makes me wonder why im always having to just deal with it. Or almost break symmetry by placing the vtols by hand trying to get them rotated the same direction. Anyone have any idea what im doing wrong here? Thanks

You can't setup an action group for only 1 side of symmetrically placed objects, so you just have to manually invert that one side at launch. No other way to do it.

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Oh i see, i missed your question all together. I have not seen a fuel/mono tank that just has air in it. Has anyone tried changing a fuel tank cfg and replacing it with air?

I found this thread, Im not sure they found an answer bc of balance. but you can have a look. http://forum.kerbalspaceprogram.com/showthread.php/47291-Compressed-air-tanks-for-SSTO-s

Their argument is different from what you want, the idea your talking about is Newtons second and third law/thrust/reaction force blah blah blah . they are talking about the actual engines. your idea is much more realistic, if the balance of fuel verses air is right. But hey this is Kerbal, you can invent anything

I've got fairly realistic views (when it comes to planes and planes only) because I work on them for a living. Most every VTOL in reality uses engine bleed air, which I see B9 compressed air as, but unlike engine bleed air, it's very limited (you have bleed air as long as you have a running engine). The compromise I'd take is having tanks that would deplete in upper atmo/space but while in atmo, stores the compressed air. I could see it being abused for stock intake air though.

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