GarlandMP Posted February 25, 2014 Share Posted February 25, 2014 Is there a way to change how the control surfaces behave? As an example, the stock Canard doesn't hit its maximum surface range as soon as you put in full input, it takes a second to achieve it, whereas the surfaces in the B9 pack here are pretty much 1:1 with the stick, or full input at the push of a button with no delay. I'd like the B9 parts to do as the stock ones, since anything that uses them becomes so sensitive they're impossible to fly, unless you use a small one on a large craft. But doing that means insufficient lift. I don't use a keyboard to fly, rather an Xbox controller, and even still they're way too touchyYes, in the VAB/SPH, simply right-clicking on the control surfaces allows you to alter how much force they generate.Also, I love those flags you have created. Absolutely beautiful-looking.-Garland Link to comment Share on other sites More sharing options...
TLATopHat Posted February 25, 2014 Share Posted February 25, 2014 Maybe someone here can help me out. I love the new B9 parts, but I'm rather confused by the performance of some of the new engines; specifically the B9 Turbo engine (I think it's the D-30F7). All the numbers on its info tab indicate that it should be a solid improvement over the stock Turbojet: same thrust, lighter weight, higher ISP, lower air requirements. It should be a shoe-in for all my SSTO Plane designs, but even on my air-hogging-13-intakes-per-engine jet, it fails to pick up enough speed to reach orbit, plateauing at just under 1000m/s before losing altitude. Meanwhile, the stock Turbojet powers through orbital velocity following the exact same ascent profile.Am I missing something, or misreading numbers? Or is this a problem with B9 itself? Link to comment Share on other sites More sharing options...
Hodo Posted February 25, 2014 Share Posted February 25, 2014 The D30F7s are actually worse than the turbojets. This is why vast majority of my SSTO space planes have the turbojet engines. Are you running any other mods? Link to comment Share on other sites More sharing options...
wasmic Posted February 25, 2014 Share Posted February 25, 2014 Maybe someone here can help me out. I love the new B9 parts, but I'm rather confused by the performance of some of the new engines; specifically the B9 Turbo engine (I think it's the D-30F7). All the numbers on its info tab indicate that it should be a solid improvement over the stock Turbojet: same thrust, lighter weight, higher ISP, lower air requirements. It should be a shoe-in for all my SSTO Plane designs, but even on my air-hogging-13-intakes-per-engine jet, it fails to pick up enough speed to reach orbit, plateauing at just under 1000m/s before losing altitude. Meanwhile, the stock Turbojet powers through orbital velocity following the exact same ascent profile.Am I missing something, or misreading numbers? Or is this a problem with B9 itself?That's because of the Velocity Curve, which is only visible in the cfg files, and not ingame. Link to comment Share on other sites More sharing options...
AntiMatter001 Posted February 25, 2014 Share Posted February 25, 2014 I was thinking that too, as well as what it would take to make stubby versions of the tail sections. The stock ones are great, but sometimes far too long for what I want to do with them. I've been considering what it might take to create some custom adaptations of some of these parts. Shoot, I wonder how hard it would be to modify one of the S2 reaction wheel or coupler parts to be a DE-coupler. Maybe just hack the config, perhaps. Hmmm...i guess i'm going to be the Debugger guinea pig. oh well i'd love to debug it if you get to it XD Link to comment Share on other sites More sharing options...
TLATopHat Posted February 25, 2014 Share Posted February 25, 2014 (edited) MechJeb, KW Rocketry, Kerbal Joint Reenforcement, Kerbal Alarm Clock, and one of the docking indicators are the only mods I run aside from B9.As I said, I know from testing that D30s are worse than the stock Turbos, but for the life of me, I can't figure out why. The numbers all tell me that the D30s should be better than the stock, but they obviously aren't.D-30F7Mass: 1.3Drag: 0.2Thrust: 225ISP: 1440 - 1625Fuel Use: .14/secAir Use: 3.04/secStock TurbojetMass: 1.2Drag: 0.2Thrust: 225ISP: 800 - 1200Fuel Use: .36/secAir Use: 5.37/secSee what I mean? Unless my understanding of the numbers is wrong, the D-30F7 should vastly outperform the Turbojet at the cost of .1 Mass. But it doesn't. What I'm wondering is if there's something I'm missing or not understanding, or if the numbers are wrong somehow on one of these two engines.That's because of the Velocity Curve, which is only visible in the cfg files, and not ingame.Ah! That's what I was missing. That seems like a rather important piece of information. No wonder I couldn't figure out the problem in-game. Thanks for the heads-up on that. Edited February 25, 2014 by TLATopHat Missed a post Link to comment Share on other sites More sharing options...
Klingon Admiral Posted February 26, 2014 Share Posted February 26, 2014 Does anyone know why the B9 control surfaces of my spaceplane stopped working after reentry? I saved and loaded the game while the plane was docked to a station in orbit, and run FAR.I would really like the show a screenshot but stupid steamwork seems down. I will provide one once it is back up. Link to comment Share on other sites More sharing options...
Hodo Posted February 26, 2014 Share Posted February 26, 2014 Does anyone know why the B9 control surfaces of my spaceplane stopped working after reentry? I saved and loaded the game while the plane was docked to a station in orbit, and run FAR.I would really like the show a screenshot but stupid steamwork seems down. I will provide one once it is back up.Are you using FAR?There was an older version of FAR that would cause this exact problem. Link to comment Share on other sites More sharing options...
Klingon Admiral Posted February 26, 2014 Share Posted February 26, 2014 I'm using FAR 0.12.5.2, which is the most recent version. Link to comment Share on other sites More sharing options...
boywithumbrella Posted February 26, 2014 Share Posted February 26, 2014 Any who, is there a possibility to add double high S2 fuselages, i.e.: a double-decker passenger cabin? Like on a Boeing 747 or Airbus A380?While it should be possible to simply stack two s2 fuselages using part welding, I assume it would involve a measure of fiddling. As a simpler (and thus a bit uglier) alternative, may I suggest an idea I used in a cargo/transport plane of mine: Link to comment Share on other sites More sharing options...
Kidneythump Posted February 26, 2014 Share Posted February 26, 2014 (edited) My game crashes halfway through mod loading without any promts or anything when i try to use B9. Could it be a memory issue? I'm running KSPI, KAS, NovaPunch and HexCans and the output log says something about "DynamicHeapAllocator out of memory - Could not get memory for large allocationCould not allocate memory: System out of memory!""Trying to allocate: 446444B with 4 alignment. MemoryLabel: Physics"EDIT:Ok I changed to the low res textures, it starts this time around at least Edited February 26, 2014 by Kidneythump Link to comment Share on other sites More sharing options...
Raven. Posted February 26, 2014 Share Posted February 26, 2014 My game crashes halfway through mod loading without any promts or anything when i try to use B9. Could it be a memory issue? I'm running KSPI, KAS, NovaPunch and HexCans and the output log says something about "DynamicHeapAllocator out of memory - Could not get memory for large allocationCould not allocate memory: System out of memory!""Trying to allocate: 446444B with 4 alignment. MemoryLabel: Physics"EDIT:Ok I changed to the low res textures, it starts this time around at leastYup, that's a out-of-memory error. I use this here on aggressive settings without the low-res texture. Link to comment Share on other sites More sharing options...
AntiMatter001 Posted February 26, 2014 Share Posted February 26, 2014 My game crashes halfway through mod loading without any promts or anything when i try to use B9. Could it be a memory issue? I'm running KSPI, KAS, NovaPunch and HexCans and the output log says something about "DynamicHeapAllocator out of memory - Could not get memory for large allocationCould not allocate memory: System out of memory!""Trying to allocate: 446444B with 4 alignment. MemoryLabel: Physics"EDIT:Ok I changed to the low res textures, it starts this time around at leastget texturcompressor. it may make your B9 parts look butt ugly but it works. i have 40 plus mods and no problem so far. Link to comment Share on other sites More sharing options...
Kidneythump Posted February 27, 2014 Share Posted February 27, 2014 Yup, that's a out-of-memory error. I use this here on aggressive settings without the low-res texture.Wow that really did the trick (so far) thanks! Link to comment Share on other sites More sharing options...
Ixonal Posted February 27, 2014 Share Posted February 27, 2014 having a weird error here. I have a spaceplane using the mk 2 cockpit that's in orbit, and when I try to load it from the space center, it loads the ship, and then everything behind the command capsule disappears. It also looks like all of the RCS thrusters are always on on the cockpit (even in SPH). Any idea what's up with that? Link to comment Share on other sites More sharing options...
TK421d Posted February 27, 2014 Share Posted February 27, 2014 what is the trick to getting parts to mount inside the cargo bays? i cant get anything to stick to them. Link to comment Share on other sites More sharing options...
Raven. Posted February 27, 2014 Share Posted February 27, 2014 what is the trick to getting parts to mount inside the cargo bays? i cant get anything to stick to them.Typically what I do is throw a radial attachment point outside the cargo bay, and then build the payload. After the payload is built, I move the whole thing (by the radial attachment point) into the cargo and then hope it fits. Hope this makes sense. Link to comment Share on other sites More sharing options...
Bodog999 Posted February 27, 2014 Share Posted February 27, 2014 Looks awesome. I really need to try it. Link to comment Share on other sites More sharing options...
ThorBeorn Posted February 27, 2014 Share Posted February 27, 2014 what is the trick to getting parts to mount inside the cargo bays? i cant get anything to stick to them.You can do what Raven said. Building the payload outside of the cargo bay may be helpful. When it comes to attaching things were you want them, get Editor Extensions: http://forum.kerbalspaceprogram.com/threads/38768-0-23-Editor-Extensions-v0-6-5-Aug-%28EdTools-Editor-Tools-replacement%29 -Seriously, I couldn't do without it Link to comment Share on other sites More sharing options...
AntiMatter001 Posted February 27, 2014 Share Posted February 27, 2014 Typically what I do is throw a radial attachment point outside the cargo bay, and then build the payload. After the payload is built, I move the whole thing (by the radial attachment point) into the cargo and then hope it fits. Hope this makes sense.how is it that every time i come onto this topic to put out a problem it's already solved... Link to comment Share on other sites More sharing options...
marshmallow909 Posted February 27, 2014 Share Posted February 27, 2014 my animations arent working and some of the parts neither... i have the newest update or the r4 update (though it is a bit old) but i downloaded it a while ago. do i just have to redownload and reinstall it? Link to comment Share on other sites More sharing options...
drtedastro Posted February 27, 2014 Share Posted February 27, 2014 Hello to all. I am trying to use the Sabre engines and I am having some problems. YES, I updated the firespitter.dll and the exsurgentengineering one as well. THe problem is that with the exsurgentengineering.dll in the load, my program is constantly spamming null references. When I remove the ensurgent, the error goes away.Has anyone else had this problem? And if the answer is listed, I missed it. thanks for any help. Link to comment Share on other sites More sharing options...
TK421d Posted February 27, 2014 Share Posted February 27, 2014 Typically what I do is throw a radial attachment point outside the cargo bay, and then build the payload. After the payload is built, I move the whole thing (by the radial attachment point) into the cargo and then hope it fits. Hope this makes sense.You can do what Raven said. Building the payload outside of the cargo bay may be helpful. When it comes to attaching things were you want them, get Editor Extensions: http://forum.kerbalspaceprogram.com/threads/38768-0-23-Editor-Extensions-v0-6-5-Aug-%28EdTools-Editor-Tools-replacement%29 -Seriously, I couldn't do without it how is it that every time i come onto this topic to put out a problem it's already solved...thanks for the replies. so far thats all i've been able to do as well, i was hoping maybe there was another .dll i could update or something to get things sticking. Link to comment Share on other sites More sharing options...
Ixonal Posted February 27, 2014 Share Posted February 27, 2014 having a weird error here. I have a spaceplane using the mk 2 cockpit that's in orbit, and when I try to load it from the space center, it loads the ship, and then everything behind the command capsule disappears. It also looks like all of the RCS thrusters are always on on the cockpit (even in SPH). Any idea what's up with that?Nobody has any idea what's up with this? Link to comment Share on other sites More sharing options...
Virtualgenius Posted February 28, 2014 Share Posted February 28, 2014 You will have a plugin thats conflicting with another or you have 2 of the same plugin but diffrent versions, remove all your mods 1 by 1 and figure out what the trouble maker is, its the most fool proof way of finding the culprit but time consuming Link to comment Share on other sites More sharing options...
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