SpaceGremlin Posted December 13, 2013 Share Posted December 13, 2013 Suggestion: add fuel capacity to the HW21 (the really big wing). Link to comment Share on other sites More sharing options...
jrandom Posted December 13, 2013 Share Posted December 13, 2013 It would be really fantastic if all non-trivial wings had some sort of fuel tanks added to them, possibly just via MFS, so they'd start empty (eg. be identical to their current state right now), but fillable for those of us who want fuel wings. Link to comment Share on other sites More sharing options...
Deadweasel Posted December 13, 2013 Share Posted December 13, 2013 Suggestion: add fuel capacity to the HW21 (the really big wing).I actually did just that. It seems to work, but while the wings are able to act as fuel sources, they cannot act like tanks, probably due to the way the modules that define parts work. Accordingly, all you need to do is add the necessary resources to the part .cfg files, then make sure to include fuel pipes from the wings to the body to let the engines get at it (or to the engines themselves, if they're mounted to the wings.I haven't been able to do a lot of testing to determine how it affects the balance of a ship yet, but initial flights seem to show it working fine in terms of providing fuel in the first place.So now I have HW21 and HW21-F wings. I'm going to do the same for some of the other wings that are in use on other ships, and see how they work out. Link to comment Share on other sites More sharing options...
louiz347 Posted December 13, 2013 Share Posted December 13, 2013 Hey Bac9, do you plan to make the monitors on your IVA's to be compatible with RasterPropMonitor?That would be epic. Link to comment Share on other sites More sharing options...
therealcrow999 Posted December 13, 2013 Share Posted December 13, 2013 Did you download version 0.10 of RasterPropMonitor? There are B9 patch file in there. All IVA's have been mostly cover in RasterPropMonitor, you just have to surf the RasterPropMonitor thread to find everything.Hey Bac9, do you plan to make the monitors on your IVA's to be compatible with RasterPropMonitor?That would be epic. Link to comment Share on other sites More sharing options...
Tharios Posted December 14, 2013 Share Posted December 14, 2013 It's not the OS version, at least not on its own. It works just fine on OSX Mountain Lion 10.8.5 as well.It might be a combination of OS version and GPU, since the OS version determines your graphics drivers.Which is actually what I was getting at...but I didn't specify. My bad. Link to comment Share on other sites More sharing options...
nickexists Posted December 14, 2013 Share Posted December 14, 2013 The VTOL engines havestartInverted = TruesteerDirection = -1in their part cfg's, which is not included in the Firespitter VTOL engines; this messes with the firespitter plugin's expectations. I commented/deleted those two lines out and it works way better. They steer in double pair mode, the don't flip upside down by default anymore, and it just works.Awesome, works perfectly now. Thanks. Link to comment Share on other sites More sharing options...
bondj136 Posted December 15, 2013 Share Posted December 15, 2013 Hey guys, I can't download the archive from kerbalspaceport. It says something like "unexpected end of the archive". Can anybody send it to me directly? Tnanks. Link to comment Share on other sites More sharing options...
Mykill Metal Posted December 15, 2013 Share Posted December 15, 2013 (edited) I'm not sure if it's b9 that has the HDG landing gear but if it is....do the tires move? I keep trying to land and the damned things keep breaking off. I checked to make sure the brakes were off and I tried it both ways. No difference, the second my tires touch down they rip off and I end up faceplanting.I'm using Ferram, B9, KW, and NovaPunch with texture reduction packs.******Figured it out****** forgot the motor was still on. Edited December 15, 2013 by Mykill Metal Link to comment Share on other sites More sharing options...
SergeantBlueforce Posted December 15, 2013 Share Posted December 15, 2013 Does the crew cabin actually have crew capacity or is it just for show? Link to comment Share on other sites More sharing options...
Deadweasel Posted December 15, 2013 Share Posted December 15, 2013 Does the crew cabin actually have crew capacity or is it just for show?Uhh yeah, it's a crew cabin. (hatch is at the top, at the black square marking) Link to comment Share on other sites More sharing options...
jrandom Posted December 15, 2013 Share Posted December 15, 2013 Does the crew cabin actually have crew capacity or is it just for show?Small one holds two kerbals, big one holds six. Link to comment Share on other sites More sharing options...
nickexists Posted December 15, 2013 Share Posted December 15, 2013 The VTOL engines havestartInverted = TruesteerDirection = -1in their part cfg's, which is not included in the Firespitter VTOL engines; this messes with the firespitter plugin's expectations. I commented/deleted those two lines out and it works way better. They steer in double pair mode, the don't flip upside down by default anymore, and it just works.I've noticed a problem with this fix that it does fix the pitch steering but unfortunately it also inverts the yaw steering. Any one know how to get around this? Link to comment Share on other sites More sharing options...
SergeantBlueforce Posted December 16, 2013 Share Posted December 16, 2013 Because this mod has a large memory footprint maybe it would be a good idea for it to have modular installation, so you can choose what parts of the mod you want to save memory usage. Link to comment Share on other sites More sharing options...
Guest Posted December 16, 2013 Share Posted December 16, 2013 No, it doesn't have a large footprint. Quite the contrary, it's very compact for how big it is. Install reduced textures if you need more memory. Though... maybe a split into two packs would be beneficial. One for plane parts and fuselages and one for "space" parts such as lander pods and structural plates. It's less about memory and more about not cluttering the part list. Link to comment Share on other sites More sharing options...
Boamere Posted December 16, 2013 Share Posted December 16, 2013 Does anyone know what modular fuels does to b9? Link to comment Share on other sites More sharing options...
wasmic Posted December 16, 2013 Share Posted December 16, 2013 No, it doesn't have a large footprint. Quite the contrary, it's very compact for how big it is. Install reduced textures if you need more memory. Though... maybe a split into two packs would be beneficial. One for plane parts and fuselages and one for "space" parts such as lander pods and structural plates. It's less about memory and more about not cluttering the part list.Quite the contrary, it is very bloated. Have you taken a look at the textures in the default pack? They are almost all 1024*1024 pixels, which means that they take up four times as much memory as if they were 512*512 pixels, and especially on the small parts, this is completely unneeded. The B9 Aerospace pack with the default textures consumes more than one gigabyte of RAM. There is a texture reduction pack that reduces the footprint to about one fourth of that, although it does reduce texture quality, but that's beside the point. Link to comment Share on other sites More sharing options...
SgìobairOg Posted December 16, 2013 Share Posted December 16, 2013 What's it mean when KSP appears to be trying to replace start screen graphics with part textures after installing B9? Link to comment Share on other sites More sharing options...
Read have Read Posted December 17, 2013 Share Posted December 17, 2013 (edited) I've noticed a problem with this fix that it does fix the pitch steering but unfortunately it also inverts the yaw steering. Any one know how to get around this?Oh, Try using the November prerelease of Firespitter. I forgot to mention that.http://forum.kerbalspaceprogram.com/threads/24551-Firespitter-propeller-plane-and-helicopter-parts-v5-6-2-%28October-17th%29-for-KSP-0-22?p=765202&viewfull=1#post765202https://dl.dropboxusercontent.com/u/22972712/Firespitter.dllIt should automatically invert or otherwise set up the engines in the SPH when in action group editing window and cycling modes. I've never had a problem with yaw steering, usually it was throttle steering and default rotations for me. Edited December 17, 2013 by Read have Read Link to comment Share on other sites More sharing options...
Prismatech Posted December 17, 2013 Share Posted December 17, 2013 hi unfortunately your mod is incompatible with KW Rocketry v2.5.5. it to return to the desktop at KSP.Have it tested where I had each of the other mod, and this is not the desktop led back to the precharge phase (before start and upload a screen, game). Link to comment Share on other sites More sharing options...
Prismatech Posted December 17, 2013 Share Posted December 17, 2013 hi unfortunately your mod is incompatible with B9 Aerospace Pack / R4.0c. it to return to the desktop at KSP.Have it tested where I had each of the other mod, and this is not the desktop led back to the precharge phase (before start and upload a screen, game). Link to comment Share on other sites More sharing options...
Deadweasel Posted December 17, 2013 Share Posted December 17, 2013 hi unfortunately your mod is incompatible with KW Rocketry v2.5.5. it to return to the desktop at KSP.Have it tested where I had each of the other mod, and this is not the desktop led back to the precharge phase (before start and upload a screen, game).No, it's not incompatible, you're just likely running out of RAM as it loads. The logfile will give you a hint as to what happened to make the game drop out like that, but I can almost guarantee it's lack of resources. I'm running B9 with KW, Novapunch and a glut of other mods, and it doesn't give me trouble.Try running the reduced textures for B9, or install the texture compressor mod and see if that makes a difference. Link to comment Share on other sites More sharing options...
Kass Posted December 17, 2013 Share Posted December 17, 2013 No, it's not incompatible, you're just likely running out of RAM as it loads. The logfile will give you a hint as to what happened to make the game drop out like that, but I can almost guarantee it's lack of resources. I'm running B9 with KW, Novapunch and a glut of other mods, and it doesn't give me trouble.Try running the reduced textures for B9, or install the texture compressor mod and see if that makes a difference.I'm the same. I'm running B9 with KW, novapunch and AIES without a problem. Please make sure it's not your system at fault before running to the developer of the mod. Depending on your system, exceeding roughly 3.5GB at any point in the loading or playing of KSP will cause an immediate crash or return to desktop.Here is the texture reduction pack for B9 4.0c. It will reduce your RAM footprint masively. Click me for the spaceport page of the texture reduction kitHere is the texture reduction kit for the stock parts folder. stock reduction Together they will save roughly 1.5GB of RAM footprint. Link to comment Share on other sites More sharing options...
JonBar Posted December 18, 2013 Share Posted December 18, 2013 I am getting NaN for Sabre Engines. Link to comment Share on other sites More sharing options...
Erican Posted December 18, 2013 Share Posted December 18, 2013 Any news if this is broken in 0.23? Can't seem to find any and frankly don't have time to spend half an hour finding out. Link to comment Share on other sites More sharing options...
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