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B9 5.0 pre-release (with download)


K3-Chris

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I can now confirm that the pre-release will not work with mods like Skillful Weapons and will result in an epic CTD for both 32 and 64 bit. Seems like KSP doesn't like it when the Skillful mod interacts with HX parts, but for some reason it doesn't mind the others.

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This is looking very shiny indeed :D

Using previous version of b9 in 24.2 (just some part like b9 gear, for front gear)

this is the cfg file I use and he work great !

Thank you. Words fail to describe how annoying this issue is.

I have had a .cfg to drop sidewaystiffness in place for some time, it doesn't 'fix' it as aircraft design is needed too. It does help though, rather a lot.

On a side note, the Sabre precoolers (and possibly some other parts, haven't tested extensively yet) don't update dry mass when *attatch with symmetry* -> *switch tank mode*. The fuel values are mirrored to symmetry counterparts, but not the dry mass.

It's easy to fix by cycling through modes, but has to be done after every .craft load.

*Correction - only if removed, then re-attatched in symmetry, much like action groups are lost when doing this.

Edited by steve_v
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Here's a more universal solution:

@PART[*]:HAS[@MODULE[FSwheel],!MODULE[FSwheelAlignment]]:Final
{
MODULE
{
name = FSwheelAlignment
}
}
@PART[*]:HAS[@MODULE[ModuleLandingGear],!MODULE[FSwheelAlignment]]:Final
{
MODULE
{
name = FSwheelAlignment
}
}

Oh, I'd totally forgotten about that module. Added to the wheels.

*numerous wheel wobble complains*

No, sorry, can't do .... about this. Also, it has nothing to do with the wheel friction values.

  • Wheels only have a single joint to whatever you stick them to. You will have to strut them somehow for heavy crafts.
  • I'm not going to adjust the suspension settings for your craft. Its going to have to wait until this is implemented.

Just so you see its possible, this plane takes off and lands without any noticeable wheel wobble, 5 sets of rear gears, steers fine, and steering on the front wheel is still at 45. Wet mass ~200t.

Screenshot_130.png

Forgot to mention earlier - there seems to be a bug where the radial docking port's collider will push fuselage parts if it's spanning more than one. Screenshot.

It won't do this initially, but will once the docking shield has been triggered. With larger (HL) parts, I've seen instances where the docking port itself gets shoved out of the way.

Of course, this is avoidable by placing the docking port firmly on only one part, which is made easier by the fact the new 6m S2 and HL parts :), but I just thought I'd mention it in case it's fixable.

The colliders are causing this, yeah, its always been like this. There's not really a good solution, but I'll take a look.

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The colliders are causing this, yeah, its always been like this. There's not really a good solution, but I'll take a look.

One way to do it would be to remove the colliders on the doors as they open I guess, that's pretty hacky though.

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I don't think that compromising a preferred design because the available gear is basically inadequate for the job is a very good approach to design. The buckling causes problems even when you have a large number of units, I've had it cause a crash on takeoff roll of approx 250-300t spread over 32 HDG2s (I'd progressively worked up from 8, then 16, then 24, in a parallel line just behind CoM, trying the "spread the load" approach to it), with around half of them dancing a jig instead of serving their correct purpose, without any reasonable justification for them starting to collapse. It's very frustrating, and frankly the weak link in the B9 chain.

Yes, the current gear can be made to work, but it takes relatively extreme effort, is the cause of considerable frustration, and causes needless design compromise. The alternative could be a relatively simple ModuleManager config to clone some variants with more appropriate parameters for the different scenarios out there.

Can we get a picture of your craft, I generally build in the 200T+ range and never need more then 4-6 gears on my entire craft. Include COM, COL please.

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One way to do it would be to remove the colliders on the doors as they open I guess, that's pretty hacky though.

That's worth a try, actually. The colliders on the doors are only there for easier picking up of the part in the editor. Get bac to give you the source files.

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I'm implementing RPM cameras in the cockpits parts, two main ones I've identified as useful for now, one forwards near the nose "flight camera", one slightly downwards angled bellow the nose somewhere "landing camera":

ndX4miz.png

What's just me putting the downwards "landing camera" bellow the Hyamoto/JSI/jadebenn landing guidance text (which seems rocket/vertical focused), it obviously needs tweaking for camera visibility and it needs some HUD-like elements to show your pitch, heading and a scrolling radar altitude display would also be useful for landing I think. Basically transpose elements from the display on the right.

Meanwhile the flight camera could be used for something like this:

6a00d83451bb7069e201a3fcc13e5e970b-pi

That's a Garmin display with "synthetic vision" garmin uses a 3d map, we don't have that option but a camera view that's been processed to be visible even at night with similar information overlays (distance to target, target marker, heading to target, altitude, speed, heading, roll, pitch etc would be quite useful I think, especially in the S2 and Mk2 cockpits that have pretty poor/no forwards visibility atm.

External models of the cockpits will obviously be given small unobtrusive camera holes/domes/etc to make the camera non-magical but I'll do that later after I figure out which cameras I want and where.

Edited by K3|Chris
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That's worth a try, actually. The colliders on the doors are only there for easier picking up of the part in the editor. Get bac to give you the source files.

Hmm, can you still pick it up if you remove the colliders from the doors when open and then you open them in editor using tweakables? Hmm.

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Hmm, can you still pick it up if you remove the colliders from the doors when open and then you open them in editor using tweakables? Hmm.

Yes, because the collider for the base & docking node will stilll be there :P

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I'm implementing RPM cameras in the cockpits parts, two main ones I've identified as useful for now, one forwards near the nose "flight camera", one slightly downwards angled bellow the nose somewhere "landing camera":

http://i.imgur.com/ndX4miz.png

What's just me putting the downwards "landing camera" bellow the Hyamoto/JSI/jadebenn landing guidance text (which seems rocket/vertical focused), it obviously needs tweaking for camera visibility and it needs some HUD-like elements to show your pitch, heading and a scrolling radar altitude display would also be useful for landing I think. Basically transpose elements from the display on the right.

Looking pretty good.

Dont mean to be a pest but any way you could enlarge the Alt/radar/vert box a little more, maybe stop the box just short of restricting the view out the glass. Please :)

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No, sorry, can't do .... about this. Also, it has nothing to do with the wheel friction values.

  • Wheels only have a single joint to whatever you stick them to. You will have to strut them somehow for heavy crafts.
  • I'm not going to adjust the suspension settings for your craft. Its going to have to wait until this is implemented.

Ok, that's a shame. I'll keep using the KAX wheels, they don't look as nice but they work.

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I have a problem with tweakable universal parts. They... well, they aren't tweakable for me! ;]

When i choose, let's say, universal HL S2 fuselage, it looks like buch of parts clipped together that can't be tweaked. Any help?

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could enlarge the Alt/radar/vert box)

The what? I need more than that.

I have a problem with tweakable universal parts. They... well, they aren't tweakable for me! ;]

When i choose, let's say, universal HL S2 fuselage, it looks like buch of parts clipped together that can't be tweaked. Any help?

Did you install B9 5.0 unmodified on a clean .24.2 install and you use the 32bit executable?

Edited by K3|Chris
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Just so you see its possible, this plane takes off and lands without any noticeable wheel wobble, 5 sets of rear gears, steers fine, and steering on the front wheel is still at 45. Wet mass ~200t.

https://dl.dropboxusercontent.com/u/42665548/KSP/Modeling/Screenshot_130.png

Yeah, we're gonna need you to go ahead and add that beauty to the stock crafts. Pretty please? :)

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Err... my bad. Have to try a fresh install :/

btw it probably won't work on 23.5, eh? It's a shame, my main save is still there and I hoped to use the new B9 with my custom modded Realistic Progression mode :/

EDIT DOWN: Yeah, shame on me. I guess I'm gonna have to wait for 24.2 compatible RPL :/

Edited by Rothank
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Err... my bad. Have to try a fresh install :/

btw it probably won't work on 23.5, eh? It's a shame, my main save is still there and I hoped to use the new B9 with my custom modded Realistic Progression mode :/

You didn't read OP huh? .24.2 only, several mods need updates to be compatible with b9.

Yeah, we're gonna need you to go ahead and add that beauty to the stock crafts. Pretty please? :)

That is a stock craft.

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If I might make a suggestion: When release time comes around Release the HX parts separately. While I like them, and think they are wonderfully made, I do not want them.

Easy enough to remove them yourself though.....

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Also a craft file for the HX parts would be nice, just not really sure where to start...............

That's my problem too - not so much as building one, but building one that a) has a purpose and B) can be sent up in one launcher.

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