Kirondoll Posted August 8, 2014 Share Posted August 8, 2014 IVAs are great, I just hope that the new b9 will be more wise on textures and parts. Link to comment Share on other sites More sharing options...
falken Posted August 8, 2014 Share Posted August 8, 2014 RussianIvan K3 stated that due to the Kerbal's giant soup-can heads which are near enough clipping through the HL cockpit's ceiling WITHOUT helmets on, it would be unfeasable to put in an overhead panel. It's a shame, because that would have been cool. Link to comment Share on other sites More sharing options...
K3-Chris Posted August 8, 2014 Author Share Posted August 8, 2014 I can fit one between the 2 pilots above them, the S2's top corner props can also fit to the sides. Link to comment Share on other sites More sharing options...
Hurry- Starfish! Posted August 8, 2014 Share Posted August 8, 2014 Wow. It's getting really hard to wait for the new B9 update, seeing all those screenshots... Link to comment Share on other sites More sharing options...
dreadicon Posted August 8, 2014 Share Posted August 8, 2014 K3|Chris, Thank you for responding to my post, despite being yet another 'OMG GIV RELEASE NAO'. Seeing what you are all doing continues to make me more excited. Is anyone working on some way to use tweakables or tweakscale to condense things like wing parts into lower part count? Mostly just curious. Also, I am considering using the oculus and one of the emerging motion tracking solutions to make an IVA solution, where I can reach out and toggle the switches and buttons with my own hands. I have a good bit of development experience, and the only thing that could make such a simulation better would be space rings xD but those are a tad above budget, lol.Anyhow, you three are doing awesome work, and our impatience is just because you guys' mod b9 completes KSP in ways that cant be found anywhere else. I wish you the best of luck! Can't wait for release! Link to comment Share on other sites More sharing options...
bac9 Posted August 9, 2014 Share Posted August 9, 2014 Is anyone working on some way to use tweakables or tweakscale to condense things like wing parts into lower part count?Each wing part in B9 has different proportions so it's impossible to replace them with less parts of sliding scale. That aside, I highly encourage use of procedural wings mod whenever possible, and currently existing wings are mostly there for people who don't yet know about that mod or for some reason don't want to use it. Link to comment Share on other sites More sharing options...
K3-Chris Posted August 9, 2014 Author Share Posted August 9, 2014 (edited) Finally made the digital-bar graph props (similar to ASET ones):Javascript is disabled. View full albumAlmost all are toggle-able when clicked between % and value (throttle isn't), click the liquid fuel gauge and it toggles between showing how much % you have left and how many units of fuel you have left.The bar dims as it drains, resource related ones turn red at 10% and at 0% the label blinks between red and orange.I might still tweak em a bit, might add the feature of the ASET ones with the value/% being in a box that follows the bar.I'm not happy about the value/% font but I don't really have a choice in the matter, I need to make it a full-on RPM monitor to use a custom font. (Which needs a ton more resources to render).Action group switches, light switches, abort switch, g-force bar/light, heat bar/light, main engine cut-off (switch and indicator like brakes/gear/sas/light/rcs I think) and contact (landed) lights pretty much only props I'm missing now, though I'm considering making my own throttle, navball, compass and atmospheric gauge for visual consistency, would work/look mostly the same except with orange emissive parts and gray metal housings.Those missing props will most likely go on the center console near the throttle in place of the stand-in buttons there currently.I'm really pleased about the cohesiveness that same shade of orange and metal gray gives the IVA, was so tired of mixing props form stock, ASET, RPM with the visual style of the B9 interiors, too many chefs.Any other props than those mentioned I'm missing to make it possible to use the IVA only with no additional GUI/UI or external view btw? Remember the MFDs have a lot of pages with a lot of information and controls on them. Edited August 9, 2014 by K3|Chris Link to comment Share on other sites More sharing options...
Sufficient Anonymity Posted August 9, 2014 Share Posted August 9, 2014 @K3|Chris That looks very cool - one little criticism is the angle the analogue gauges are mounted at - it looks a bit odd when looking across the cockpit to the gauges associated with the other seat. Link to comment Share on other sites More sharing options...
K3-Chris Posted August 9, 2014 Author Share Posted August 9, 2014 Yeah I know but if I mount em straight-on you can't see half the bottom gauge, KSP has pretty weird viewing angle stuff, you pretty much need to angle everything straight towards the camera location or it's very hard to see.It's usually not noticeable how weird the internal geometry is in the stock IVAs because you only have one camera angle.I might tweak the pillar behind it or some similar tricks to make the angle less obvious. For the gauges to work as you'd expect them at no angle they'd need to be inside the windows basically. Link to comment Share on other sites More sharing options...
Sufficient Anonymity Posted August 9, 2014 Share Posted August 9, 2014 Fair enough - looks a lot better when the cockpit lights are on, as you can see the block supporting the gauges, whereas when the lights are off, they almost look to be floating (compare qeCc4WT.jpg to kVEkxN1.jpg).Also, the bar in the middle labelled "stage" - is that the oxidiser level? Link to comment Share on other sites More sharing options...
K3-Chris Posted August 9, 2014 Author Share Posted August 9, 2014 Yeah it is, don't have a proper "Oxidizer" label made for it yet, torn about keeping it on the dash, it is somewhat useful but non-space planes wouldn't have any and having an empty gauge looks a bit weird. Link to comment Share on other sites More sharing options...
Sufficient Anonymity Posted August 9, 2014 Share Posted August 9, 2014 But "PROP" is monopropellant, though, right? Atmospheric-only planes would have that as an empty bar too.I think by having the right instruments to display "spacey" (for want of a better word) resources (ie oxidiser and monopropellant in addition to just liquid fuel), you'll widen the utility of the cockpit a fair bit - for example, one of the things I'm looking forward to doing with it is building an HL pod and then mounting it on a frame above an predominantly HX craft to act as a bridge. Link to comment Share on other sites More sharing options...
K3-Chris Posted August 9, 2014 Author Share Posted August 9, 2014 Yeah "prop" is monoprop, doesn't all cockpits carry some monoprop for kerbal's EVA needs (well kerbals were supposed to need to re-stock on monoprop from the pod at one point anyway). Link to comment Share on other sites More sharing options...
TheWired Posted August 14, 2014 Share Posted August 14, 2014 is there a possibility that we will get an in dev, alpha or beta of the new B9? Link to comment Share on other sites More sharing options...
K3-Chris Posted August 14, 2014 Author Share Posted August 14, 2014 Sorry to push out a pre-release version would delay actual release, there isn't much work left problem is that all 3 of us need to be present to do the final polish/tweaking pass etc, all 3 of us have been away for longer periods of time this summer at some point, hopefully the last guy comes back soon. Link to comment Share on other sites More sharing options...
Alewx Posted August 14, 2014 Share Posted August 14, 2014 Sorry to push out a pre-release version would delay actual release, there isn't much work left problem is that all 3 of us need to be present to do the final polish/tweaking pass etc, all 3 of us have been away for longer periods of time this summer at some point, hopefully the last guy comes back soon.RT2 is also still in dev for the new version so no need to rush.For such an astonishing work you deserve time to rest. Link to comment Share on other sites More sharing options...
K3-Chris Posted August 17, 2014 Author Share Posted August 17, 2014 (edited) <Farsworth>Good news everyone!</Farnsworth>Last guy is back, we're cranking the ol' crank towards release, here are some updates from me:Some new picture of the props populated into the other B9 IVAs:Using MFD pages based on the Hyomoto ones made by jadebennI'm still using some aset props (internal light switches, action group buttons etc) but I'll replace them with my own versions before release.I'm also using some stock props (navball, throttle, compass, atmospheric gauge etc, again intend to replace them with my own b9 themed versions).S2 Cockpit:Javascript is disabled. View full albumThe HL internals are based on the S2 ones, so naturally the prop setup in the S2 is similar to the HL setup.Not entirely happy with the 2 MFDs in front of each pilot, they could easily be a bit bigger but the keypad is in the way, less of an issue in the HL IVA since the viewing angle is steeper. Pondering options.M27 Cockpit:Javascript is disabled. View full albumSome tweaking left of the internal model left, I've moved stuff around to suit the kerbals without cleaning stuff up afterwards, pretty happy with it overall, some stock and aset props I need to replace.As you might notice I've moved the front seat a fair bit, forwards and up, the effect of which is that you're sitting inside the "glass bubble" on the front of the cockpit, instead of sitting behind and bellow it, affords more visibility. Can see a fair bit bellow you, useful for rovers (M27 is the space-trucker's cockpit of choice).Mk2 Cockpit:Javascript is disabled. View full albumThe angles of the props in the front don't quite suit good viewing angles, testing 2 different locations for the analog gauges (top left, bottom right) which placement do you prefer? Needs a bit of work still, might have to angle some of the internal geometry to get more straight-on props.HL Cockpit:Javascript is disabled. View full albumYou've seen it before, third seat needs more props to play with. Edited August 17, 2014 by K3|Chris Link to comment Share on other sites More sharing options...
scottpaladin Posted August 17, 2014 Share Posted August 17, 2014 <Farsworth>Good news everyone!</Farnsworth>Last guy is back, we're cranking the ol' crank towards release, here are some updates from me:Some new picture of the props populated into the other B9 IVAs:Using MFD pages based on the Hyomoto ones made by jadebennI'm still using some aset props (internal light switches, action group buttons etc) but I'll replace them with my own versions before release.I'm also using some stock props (navball, throttle, compass, atmospheric gauge etc, again intend to replace them with my own b9 themed versions).S2 Cockpit:http://imgur.com/a/ZnRIuThe HL internals are based on the S2 ones, so naturally the prop setup in the S2 is similar to the HL setupM27 Cockpit:http://imgur.com/a/R5G2WSome tweaking left of the internal model left, I've moved stuff around to suit the kerbals without cleaning stuff up afterwards, pretty happy with it overall, some stock and aset props I need to replace.Mk2 Cockpit:http://imgur.com/a/UQPqdThe angles of the props in the front don't quite suit good viewing angles, testing 2 different locations for the analog gauges (top left, bottom right) which placement do you prefer? Needs a bit of work still, might have to angle some of the internal geometry to get more straight-on props.HL Cockpit:http://imgur.com/a/oHr3BYou've seen it before, third seat needs more props to play with.I love the new IVA look across the board. Good work. Link to comment Share on other sites More sharing options...
nli2work Posted August 17, 2014 Share Posted August 17, 2014 damn dude, looks FANTASTIC! Link to comment Share on other sites More sharing options...
Guest Posted August 17, 2014 Share Posted August 17, 2014 Nice. If you need help. PM me. I'll see what I can do. Link to comment Share on other sites More sharing options...
jonrd463 Posted August 19, 2014 Share Posted August 19, 2014 As someone who has gone eyebrows deep into space plane building, I'm EAGERLY awaiting an updated B9. Any possibility of a fix for the wonky attachment issues in the cargo bays? I'm also hoping the HL parts get some love, like longer (4m, 6m) tanks and a more secure fuselage extender system that doesn't require a ton of struts to keep together. Link to comment Share on other sites More sharing options...
K3-Chris Posted August 19, 2014 Author Share Posted August 19, 2014 Any possibility of a fix for the wonky attachment issues in the cargo bays?Just get Editor Extensions and disable radial attachement and enable clipping, then you can use the node connectors on the ends, or if you want to attach it to a decoupler on the bottom keep radial attachment enabled and look down into the cargo bay.I'm also hoping the HL parts get some love, like longer (4m, 6m) tanks6m HL tanks of all flavors are in there.and a more secure fuselage extender system that doesn't require a ton of struts to keep together.What do you mean by fuselage extender system? Link to comment Share on other sites More sharing options...
jonrd463 Posted August 19, 2014 Share Posted August 19, 2014 Just get Editor Extensions and disable radial attachement and enable clipping, then you can use the node connectors on the ends, or if you want to attach it to a decoupler on the bottom keep radial attachment enabled and look down into the cargo bay.Have Editor Extensions. Didn't know about disabling radial attachment. I'll give that a shot.6m HL tanks of all flavors are in there.Awesome! I love your HL cockpit, even the WIP version I'm using now. Can't wait for the release version!What do you mean by fuselage extender system?They're attachments that go on the flat sides of the HL fuselage/tank components. Due to an issue with the attachment system, they were originally designed so that the cockpit nose adapter snapped to the fuselage, and any extensions added behind it were attached to it and not the fuselage itself. You had to strut them to the fuselage to keep them from bending, especially in cases where you had three or more attached. While not absolutely necessary for building HL shuttles, they were good for SSTOs in that you could use them for the LF for the jets, leaving the larger tanks full of LFO for the rockets, which is good if you want to take the shuttle to the Mun, Minmus, or if really brave, Duna or Eve. Link to comment Share on other sites More sharing options...
K3-Chris Posted August 19, 2014 Author Share Posted August 19, 2014 (edited) They're attachments that go on the flat sides of the HL fuselage/tank components. Due to an issue with the attachment system, they were originally designed so that the cockpit nose adapter snapped to the fuselage, and any extensions added behind it were attached to it and not the fuselage itself. You had to strut them to the fuselage to keep them from bending, especially in cases where you had three or more attached. While not absolutely necessary for building HL shuttles, they were good for SSTOs in that you could use them for the LF for the jets, leaving the larger tanks full of LFO for the rockets, which is good if you want to take the shuttle to the Mun, Minmus, or if really brave, Duna or Eve.Ah yeah know what parts you mean now, they're not ideal still, but sadly there isn't a lot we can do about it, KSP doesn't support looping connection nodes, just tree structure, can't attach the extensions to each other and to the fuselage, though we now have this part:Pretty sure that part is new, don't remember it from 4.0, has 3 nodes on the back, one on the front, it also fits attached directly behind the HL pod as if designed to go there. You'll still need to strut the extensions after a couple though.Can use a second one on the back and strut the last extensions directly surface to surface, should be very strong.Strut on the back of the last extension, clicked the adapter behind it to give a surface to surface strut.We also have 0.5m universal HL parts, and all adapters/structural with enough internal volume to fit tanks contain tanks if you want and of which ever type you want, tails (except HL ones), even cargo bays contain a small amount of tank space, makes hiding away that extra LF for a spaceplane very easy. Thank Taverius, he's spent a lot of time going over the math of the internal volumes, price on part vs fuel etc etc, he was a bit loopy afterwards.New 6m S2 crew tank also has fuel inside, because 24 kerbals makes the IVA a lagfest, removed the bottom floor seats and removed the ladders and holes and the idea is that the bottom 1/3~ is now fuel tanks.Javascript is disabled. View full albumJust flew that configuration to space, only that one strut on the extensions. Edited August 19, 2014 by K3|Chris Link to comment Share on other sites More sharing options...
jonrd463 Posted August 19, 2014 Share Posted August 19, 2014 Nice! Thanks for the update. I guess my problem (and this is indeed my problem) is that I tend to go crazy with struts. All it takes is for one kraken-like disintegration due to structural failure, and I'll slap 10 struts in a place that could probably just use 2. I've got a few spacecraft with 350 parts, and I'll wager 150 of them or more are struts. This is also with Kerbal Joint Reinforcement installed. Maybe it's my job. I work in aerospace, and we're all about redundancy. Link to comment Share on other sites More sharing options...
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