CrazyIvan Posted October 22, 2013 Share Posted October 22, 2013 I will check again if they're now too high, but I won't disable the heat production. Overheating possibility is intended, it was simply missing from the Ms until 4.0 because of an oversight.It seems extremely situational and at random even on the same craft if it helps. Link to comment Share on other sites More sharing options...
Mekan1k Posted October 23, 2013 Share Posted October 23, 2013 The ship you guys let me build:Thanks for the help with mechjeb. It was getting annoying. Link to comment Share on other sites More sharing options...
saltytaco Posted October 23, 2013 Share Posted October 23, 2013 None of the download links are working for me. Does anyone have another mirror?Are the downloads working for everyone else? Link to comment Share on other sites More sharing options...
saltytaco Posted October 23, 2013 Share Posted October 23, 2013 Can someone reupload the add on? Link to comment Share on other sites More sharing options...
rhoark Posted October 23, 2013 Share Posted October 23, 2013 Which parts use ResGen? Link to comment Share on other sites More sharing options...
Makeone Posted October 23, 2013 Share Posted October 23, 2013 I don't understand SABRE's Isp's at all. When building a plane, they have insane Isp readings, over 2000 for vacuum, but when in space, they are mere 325 or something like that. What's the correct information?And strangely, but i haven't got any overheats from medium SABRE's and no explosiions. And i like to use them on ascend stages... Link to comment Share on other sites More sharing options...
Hodo Posted October 23, 2013 Share Posted October 23, 2013 I don't understand SABRE's Isp's at all. When building a plane, they have insane Isp readings, over 2000 for vacuum, but when in space, they are mere 325 or something like that. What's the correct information?And strangely, but i haven't got any overheats from medium SABRE's and no explosiions. And i like to use them on ascend stages... Yeah SABRES don't read right in the parts catalog but the correct reading is 2200(ish) while air breathing and 300-325 when in rocket mode. I use them to save weight when I am making a compact SSTO space plane. I always have the SABRES to toggle engine off on one of my action keys after I get into space and switch to a far more efficient engine usually a LV-N. Link to comment Share on other sites More sharing options...
Spanier Posted October 23, 2013 Share Posted October 23, 2013 They're not shielded, just in shadow.Oh, I thought these wings had a coated downside, but maybe in future? Link to comment Share on other sites More sharing options...
Taverius Posted October 23, 2013 Share Posted October 23, 2013 Which parts use ResGen?Only R1A AirCS right now. In the future, the SABREs will likely use ResGen too. Link to comment Share on other sites More sharing options...
Lucchese Posted October 23, 2013 Share Posted October 23, 2013 I'm confused:* UAS-2 Polaris: Stable lightweight UAV.Stable? If it doesn't wheel barrows over the runway and I do manage to lift of, it flips. Link to comment Share on other sites More sharing options...
lordkrike Posted October 23, 2013 Share Posted October 23, 2013 Rocket mode has 385s Isp at sea level, 370s in vacuum. The S model is like a slightly underpowered LV-T45. The M model is like a heavier, but more efficient, Skipper.Air breathing mode can get you up to 1700m/s-ish before it just stops producing thrust, provided you can get it enough air.Yeah SABRES don't read right in the parts catalog but the correct reading is 2200(ish) while air breathing and 300-325 when in rocket mode. I use them to save weight when I am making a compact SSTO space plane. I always have the SABRES to toggle engine off on one of my action keys after I get into space and switch to a far more efficient engine usually a LV-N. Link to comment Share on other sites More sharing options...
youn Posted October 23, 2013 Share Posted October 23, 2013 You're all running out of memory. Use the reduced textures pack.Open it up, take the GameData folder inside, and copy it over the base B9 installation.Meaning if you're on that monkey OS called OSX copy and paste, don't drag. I'm getting sick of mentioning this to mac users.You did not install the plugins correctly. This is what happens when ExsurgentEngineering is not installed.I am on OS X i get weird graphical bug every time i try and copy and pasting. And when the reduced textured pack is installed none of the parts load. Link to comment Share on other sites More sharing options...
Taverius Posted October 23, 2013 Share Posted October 23, 2013 I'm confused:Stable? If it doesn't wheel barrows over the runway and I do manage to lift of, it flips.No idea what's up for you, but it ain't like that here. Link to comment Share on other sites More sharing options...
Der Kosmos Posted October 23, 2013 Share Posted October 23, 2013 Jet engines also have high ISP in a vacuum. It's not a glitch because that's how much ISP they would have if they were getting infinate intake air from another source, ISP is measured based on how the fuel (not air) travels through the engine. And rockets are more efficient when there is no air to get in the way of the escaping exhaust. (At least that's how I understand it)You won't ever see the full efficiency of jet engines (because it simultaneously requires them to be both in an atmosphere and not) but remember the two ISP values are not binary but rather a range between two extremes. An engine in an atmosphere will start at sea level and slowly move to vacuum as it gets higher. And jet engines will reach maximum efficiency somewhere between the two depending on how many intakes you have and how fast the aircraft is going. Link to comment Share on other sites More sharing options...
localSol Posted October 23, 2013 Share Posted October 23, 2013 Fantastic work on B9 4.0! Thanks! Link to comment Share on other sites More sharing options...
paxy97 Posted October 23, 2013 Share Posted October 23, 2013 I can see that the SABRE engines are working for everyone. For me they don't . When I place them in the SPH they don't show up in the staging and neither they do when launching. When right clicking them I can only toggle the gimbal lock. Here's my GameData folder: Link to comment Share on other sites More sharing options...
Surefoot Posted October 23, 2013 Share Posted October 23, 2013 That's a lot of mods there. Try and start a clean new save, remove all of them save B9, see if you can repeat the problem by adding them back one by one. Link to comment Share on other sites More sharing options...
Neutrinovore Posted October 23, 2013 Share Posted October 23, 2013 Well, I have way more mods than that installed, and I'm not having a problem. One glaring omission I can see, however: Exurgent Engineering. Looks like you're missing that plugin, for starters. Also, after having quite a few problems related to it, I now avoid ModuleManager at all costs. These are my suggestions, anyway. Link to comment Share on other sites More sharing options...
Taverius Posted October 23, 2013 Share Posted October 23, 2013 So, you did not install all the plugins, how does that count as installed properly? EsurgentEngineering powers the Gimbal in the F119 and the SABREs will flat out do nothing without it.ModuleManager is fine here, I use it for all kinds of things. Link to comment Share on other sites More sharing options...
paxy97 Posted October 23, 2013 Share Posted October 23, 2013 So, you did not install all the plugins, how does that count as installed properly? EsurgentEngineering powers the Gimbal in the F119 and the SABREs will flat out do nothing without it.ModuleManager is fine here, I use it for all kinds of things.Lol, didn't even notice that. I installed it correctly, but must have messed it up while installing the other mods. Anyway thanks Link to comment Share on other sites More sharing options...
Spanier Posted October 24, 2013 Share Posted October 24, 2013 Would it be possible to change textures of a part with an extra GUI from within the action group tab, so you could implement coated wingsections without adding even more parts to the buiding menu.And may I repeat the request for inline batterypacks for Mk2/S2/2,5m in B9 style? Link to comment Share on other sites More sharing options...
wasmic Posted October 24, 2013 Share Posted October 24, 2013 Would it be possible to change textures of a part with an extra GUI from within the action group tab, so you could implement coated wingsections without adding even more parts to the buiding menu.And may I repeat the request for inline batterypacks for Mk2/S2/2,5m in B9 style?Number one: Yes, qith the firespitter plugin. It includes a texture switcher.Number two: You have my support. Another cool thing that I think is missing is S2 and Mk2 decouplers, as they would allow us to make escape pods.EDIT: With escape pods I mean cockpits that decouple. Link to comment Share on other sites More sharing options...
Lucchese Posted October 24, 2013 Share Posted October 24, 2013 Number one: Yes, qith the firespitter plugin. It includes a texture switcher.I believe KerbPaint is "just" a texture switcher, might be a bit lighter on resources? (Just a guess) Link to comment Share on other sites More sharing options...
paxy97 Posted October 24, 2013 Share Posted October 24, 2013 Number one: Yes, qith the firespitter plugin. It includes a texture switcher.Number two: You have my support. Another cool thing that I think is missing is S2 and Mk2 decouplers, as they would allow us to make escape pods.EDIT: With escape pods I mean cockpits that decouple.That is exactly what I was looking for half an hour ago. Taverious should really implement that Link to comment Share on other sites More sharing options...
wasmic Posted October 24, 2013 Share Posted October 24, 2013 I believe KerbPaint is "just" a texture switcher, might be a bit lighter on resources? (Just a guess)KerbPaint and the FS texture switcher do different things. KerbPaint makes you able to change colors of parts, while the FS texture switcher allows you to have different textures. The FS texture switcher would work best for B9, as it would allow for tile patterns, where KerbPaint would just make the wings a uniform black color. They are equally memory intensive when there's one alternate texture for the FS plugin, when more alternate textures are made, the FS plugin becomes linearly more memory intensive. The two mods are, however, fundamentally different.That is exactly what I was looking for half an hour ago. Taverious should really implement thatSeconded. Link to comment Share on other sites More sharing options...
Recommended Posts