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


bac9

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I put down a turbojet and it showed that animation of it being at full throttle then flaming out, and repeating endlessly, so i would wait if i were you guys XD

*shrug*

Not seeing anything like that. Are you sure you're running the latest Firespitter update? Could there maybe be another mod that's conflicting and causing glitches?

I don't put any mods into the game until I start seeing indications that they're good to go. Usually (and sadly), those indicators come in the form of the absence of posts that simply say "It's broken."

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*shrug*

Not seeing anything like that. Are you sure you're running the latest Firespitter update? Could there maybe be another mod that's conflicting and causing glitches?

I don't put any mods into the game until I start seeing indications that they're good to go. Usually (and sadly), those indicators come in the form of the absence of posts that simply say "It's broken."

Yeah usually people don't say, but I didn't uninstall it when I updated so I'll check with the new Firespitter plugin and report back :D

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Yeah usually people don't say, but I didn't uninstall it when I updated so I'll check with the new Firespitter plugin and report back :D

Actually, thanks for bringing up a really good point. I hadn't even considered that a lot of folks are going to be auto-nerfed by the Steam updater that rolls the new game version in place instead of creating a new installation. That's probably my fault for taking on the habit of creating a new folder for the game with each update so I can keep playing with the version I know works with all the mods, should I find it unreasonably restricting to play the new version without them for some reason.

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Ok checked, ran Ksp with B9 4.0 and new Firespitter plugin, it wouldn't load past "jet engine medium" (or something close to that) deleted B9, then re-downloaded just in case It was corrupted. It didn't load past jet engine medium again so I deleted it and loaded it without the mod. Ksp loaded, so I would wait for the official update guys. (bear in mind I had other mods as well which could have effected the load, but it worked without B9)

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Your comment comes across as ignorant and disrespectful to the dev of an amazing mod considering he replied on the PREVIOUS page. Not 50 pages previously or 10 pages previously. The previous page!!

Jesus H. Christ people are lazy.

I totally threw my teddy out of the pram then haha! Don't take it personally MildMicah :)

The complaints I see are actually making me somewhat angry. Sure, I can understand the frustration of one's favorite tool not functioning in KSP, but to stand there and be disrespectful about it just boggles my mind.

QFT

Not to mention the fact that if you check the first post (where the actual release info and links are), the last edit was done Oct. 20 to announce the latest .22 updates, including the reduced textures packs, so I'm inclined to agree with the above sentiment.

QTF as well.

Ok checked, ran Ksp with B9 4.0 and new Firespitter plugin, it wouldn't load past "jet engine medium" (or something close to that) deleted B9, then re-downloaded just in case It was corrupted. It didn't load past jet engine medium again so I deleted it and loaded it without the mod. Ksp loaded, so I would wait for the official update guys. (bear in mind I had other mods as well which could have effected the load, but it worked without B9)

That's interesting. I have two installs, 0.22 and 0.23. I did a straight copy of B9 without the firespitter plugin and it works minus the SABRE engines, which is a shame because I love the SABRE and in my opinion are miles better than the RAPIER engines. No doubt once updated they'll take full advantage of all this tweakable stuff. The cargobay animations no longer work due to the lack of plugin and I've also noticed a problem with compatibility with KSPI which I'll alert the dev of but apart from that the majority of the mod pack seems ok?

Did I mention they look better too?

SdKCY9m.jpg

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I totally threw my teddy out of the pram then haha! Don't take it personally MildMicah :)

I took a look at the cfg files for the RAPIER and the SABRE-S to see if I could find a difference. Other than some wording changes there is no difference in the cfg files. But I am no programmer, just a automotive tech who used to shoot people.

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B9 SABREs depend on a plugin which is broken as of 0.23. Indeed, all B9 plugins are now nonfunctional. Only Firespitter has been updated. B9 will soon update the rest, I hope.

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SdKCY9m.jpg

Hey that's what happened to me before I updated firespitter, the engines ran in the editor XD

I think it didn't load due to the fact i had updated firespitter and i tried to install b9 at the same time

Edited by Boamere
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I was able to fix the SABRE-S so that it worked in .23. But I had a problem, when I did the fix I lost the model. It was a glowing block at the back of the aircraft, but it worked perfectly even autoswitched like the new RAPIER. Granted I did just copy and paste then adjusted the values back to the SABRE S values in the .cfg file.

The problem lies in the .mu file which I don't know how to access.

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.mu is to meshes as .dll is to programs, if that helps. :D

Thanks it actually does.

I think I am getting close... I can get the mesh back in game so it is there, but now it is using BOTH modes at the same time... oh you want to talk about overpowered...

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Hodo, do you have the FX displaying correctly? I did something similar to you and that's the only hangup on my end. If you move your modified.cfg to your SABRE S part folder the model should display (or you could copy the model.mu but that's messier imo).

Edit: To illustrate: vSDiXmE.jpg

Double edit: It sounds like you got the model, but I haven't been able to get the multi-mode engine module to recognize regular ModuleEngines (no FX). With "FX" the regular effect system is bypassed and I can't find any examples or documentation for the new one. If the MME module works in some configuration with ModuleEngines then it's just a matter of linking it up.

Edited by Dal
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I'll look into releasing an update in the coming weeks.

After all, there is still a pile of unreleased parts over here.

I love your mod so much bac9. Looking forward to it, and thanks for all the great time I've had with this so far. Cheers!

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Hodo, do you have the FX displaying correctly? I did something similar to you and that's the only hangup on my end. If you move your modified.cfg to your SABRE S part folder the model should display (or you could copy the model.mu but that's messier imo).

Edit: To illustrate: http://i.imgur.com/vSDiXmE.jpg

I had a different graphic issue... like the model for the sabre was gone, it was a glowing blob at the back of the craft in the place of the engine.

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Truly one does not know what one has until one has experienced the loss thereof. I shall hold a candlelight vigil whilst awaiting the update that shall reunite me with my most beloved parts. Additionally I shall hope to find myself in possession of the "heap" of unreleased parts, regardless of their state of completion. You might consider that a statement of commitment to the idea of volunteering to test these parts...

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Well I got B9 Sabres working... I basically changed out the entire file with the information and model for the RAPIER, then changed the values of the engine to that of the SABRE.

AB6qcPC.jpg

MssLIlJ.jpg

Sorry for it being dark.

I am going to attempt to scale it up for the SABRE-M. At least I will have Sabres till Bac9 fixes this.

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So, you made RAPIERs with SABRE stats. I suppose it's something.

yeah.. unfortunately it was the only way I could get it to work.

EDIT- I put everything back the way it is, I can get the Sabre-S to work but it is 1.25m so is an easy trade for the RAPIER. But the SABRE-M is much harder and I don't have the patience to mess with it tonight.

Edited by Hodo
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The .23 update recently came out for KSP and B9 does not work. I followed every instruction on how to install B9 AeroSpace and there allot of textures that are green and all sorts of other colours. The game crashes after looking at these green textures so could you please fix this.

-Thanks!

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The .23 update recently came out for KSP and B9 does not work. I followed every instruction on how to install B9 AeroSpace and there allot of textures that are green and all sorts of other colours. The game crashes after looking at these green textures so could you please fix this.

-Thanks!

Sounds like a conflict with another mod. Might want to see how it behaves when it's the ONLY mod installed.

Also, yeah, "recently" in this case is not even ONE DAY. It's not like we can expect mod devs to just be sitting there waiting for updates so they can adapt their stuff to match in that short time.

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I'm going to try to install B9 with 0.23.

I suspect I just need the updated firesplitter.dll, which I got with another mod.

B9 is not updated for .23 yet. So I would wait.

I managed to get my SABRE engines working but it took some work.

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