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B9 5.0 pre-release (with download)


K3-Chris

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Not sure if we're going to include them in the main download or as a separate thing.

Option a means less complaining about broken crafts (though some will still break because of node changes) option b means less complaining about RAM usage (but lots of whining from people who don't read about broken crafts)

I suggest that it be a separate download. That way you've permanently moved the deprecated parts out of the mod so you don't have to maintain em going forward. You just need a good bold sentence offering it on the main post right under the main download link.

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I totally agree. I built something similar and needed to transport it to a different location on Kerbin, but I found only the adapter from HL to Mk4, but nothing else. At least a few Mk4 parts are definitely needed. in B9.

You make a compelling argument though we got a list tasks for the mod for stuff that's more likely to be used by more people, I'm not sure a MK4 shape as such would be ideal, I think a wider version of the HL fusilate (HLW) would make more sense, but again, we've got our hands full for a while.

BTW, I'm REALLY glad, that B9 Aerospace is raising from the ashes and I hope it will fly as well as Phoenix.

A bit ironic since this thread has been here for quite a while with posts by me, Taverious and Bac9, and we've been all working on the next update of B9 since the previous release basically. We haven't been that public about it though.

Need a pair of hands? I am familier whit 3Ds max :D

I'd never say no to assistance, but what do you want to do? Got some specific task in mind?

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He could be the one to make B9-style Mk4 parts. :) Widebody HL... I'm not sure. Mk4 is taller as well as wider, and this is important. The shape is good, I think. The point is using them for something like Super Guppy or Beluga, and I think Mk4 works for that quite well.

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You make a compelling argument though we got a list tasks for the mod for stuff that's more likely to be used by more people, I'm not sure a MK4 shape as such would be ideal, I think a wider version of the HL fusilate (HLW) would

I'd never say no to assistance, but what do you want to do? Got some specific task in mind?

Making new assest, like cargo bays, etc. I'm a sucker at giving parts a texture :P

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Any tips on restoring a keyboard full of drool?

I am so happy to finally see that the rumors are true and B9 didn't get abandoned, keep up the good work gents it looks amazing!!

Is the release going to be posted in this thread?

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We'll probably make a new one so bac9 has control of the OP. The old B9 thread is 200+ pages, so we ought to ditch it anyway.

Will B9 5.0 Break crafts?

Depends on the parts in the craft. Most things we just deprecated by making them not appear in parts list, and you'll have to replace them top get the updated mass/cost/capacity values and the fuel switchers etc, but a few things needed a node change and loading crafts with those parts breaks crafts in hilarious and non-recoverable ways - there's broken invisible parts and you have to start a new craft.

Edited by Taverius
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We'll probably make a new one so bac9 has control of the OP. The old B9 thread is 200+ pages, so we ought to ditch it anyway.

Depends on the parts in the craft. Most things we just deprecated by making them not appear in parts list, and you'll have to replace them top get the updated mass/cost/capacity values and the fuel switchers etc, but a few things needed a node change and loading crafts with those parts breaks crafts in hilarious and non-recoverable ways - there's broken invisible parts and you have to start a new craft.

So my fighter Jet using the Mk2 parts is safe?

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Should be.

Out of the B9 crafts, 3 don't read correctly, the 2 small drones and the Strugatsky.

Edit: have some various progress screenshots:

HX-Panel adapter

Screenshot_116.png

Tweaking HotRockets FX

Screenshot_119.png

Screenshot_122.png

Mk2 Crew Cabins everywhere, as far as the eye can see.

Screenshot_125.png

Screenshot_126.png

updated van Vogt, requiring NEAR/FAR for stock craft let me drop 1 out of 3 engines, switch to long cargo bay. bicoupler and the tails buried in the wing hold fuel.

so now you can use it to bring up small satellites and carry upto 2 crew into orbit for whatevs.

Someone wanted to see HX parts next to normal stuff ...

Screenshot_127.png

Edited by Taverius
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Question, what is the dedicated purpose for the enormous new parts. Don't get me wrong, they look friggin amazing and I love em, but where are you going to assemble such large structures? Seems like the VAB, and SPH barely got room to spare.

Other than that I think I've fallen in love with those new hotrockets fx :P

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Question, what is the dedicated purpose for the enormous new parts. Don't get me wrong, they look friggin amazing and I love em, but where are you going to assemble such large structures? Seems like the VAB, and SPH barely got room to spare.

Other than that I think I've fallen in love with those new hotrockets fx :P

can use this http://forum.kerbalspaceprogram.com/threads/65747-0-24-2-Hangar-Extender-v2-0

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I havent seen this issue adressed in the topic, so it is my understanding, that its not a popular concern, but here is the thing:

I am not an IVA player. I can still tell if an IVA is astonnishingly well made, and such are K3's internals (they are!), but I probbably wont use them, or even admire them more than once per part. Yet they still will be there, on my HDD and my RAM, and I suspect they will make about fourth/third part of the B9's size.

Dont think bad of me, for being picky ( soooorry :( ), but when I dont need some parts in mod, I remove them myself from my download. Im pretty sure I cant do this with IVAs, tried it once - things got broken. Perhaps you could advice me some ways of solving this?

Thank you for your consideration.

Edited by Mein_Gott
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When I tried removing cockpit IVAs, there were no stages on the left of the screen on launch (couldnt start engine with spacebar, so it wasnt just GUI), and when I clicked EVA from hatch, game crashed. But if you say it should be fine, maybe those symptoms came from something else than IVA removal?

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No, I integrated a copy of the 5 fx the b9 engines use.

Then I messed with them a bit. Still not totally happy with the SABRE fx, but getting there.

So the hotrocket effects will be the new stock fx for B9 and we need to delete the B9 plugin?

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So the hotrocket effects will be the new stock fx for B9 and we need to delete the B9 plugin?

Yeah, a lot of mods that had B9 patches like hotrockets and RPM need to be adjusted, and all unofficial B9 updates after 4.0 are all redundant/outright in conflict with the mod at this point.

We'll provide instructions for the basics, but easiest probably to just delete any B9 install and re-installing 5.0 fresh.

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Yeah, a lot of mods that had B9 patches like hotrockets and RPM need to be adjusted, and all unofficial B9 updates after 4.0 are all redundant/outright in conflict with the mod at this point.

We'll provide instructions for the basics, but easiest probably to just delete any B9 install and re-installing 5.0 fresh.

Thanks. That should get rid of the usual compatiblity issues. Quite nice after trying to keep the old B9 running until now.

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The one thing I love the most about Hotrockets ATM is the comfig written by FPSlacker, that changes the exhaust plume based on atmo pressure. Will these configs do the same, or can an alternate cfg be made that does?

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The one thing I love the most about Hotrockets ATM is the comfig written by FPSlacker, that changes the exhaust plume based on atmo pressure. Will these configs do the same, or can an alternate cfg be made that does?

I've done something similar (I've opened an issue on the SmokeScreen issue tracker to be able to control emission of particles based on phase diagrams) but link me.

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Barring any issues found me me or my co-horts I think the IVAs are in a release-able state:

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There is a very long list of changes I want to make, but they're all either minor enough to slide for now, or large enough to not be good to do close to release.

Oh and editing a texture in the git folder doesn't change it in the test install of KSP, weird huh? Oh look at the time...

Edited by K3|Chris
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Oh and editing a texture in the git folder doesn't change it in the test install of KSP, weird huh? Oh look at the time...

Yeah I've had that happen ... since then I have this open whenever I'm editing:

Screenshot_128.png

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