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B9 5.0 pre-release (with download)


K3-Chris

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By the way part 2: Is the large crew tank supposed to have the ability to include fuel? Not sure if I should report that as a bug or not.

All storages and afaik also crew tanks can carry a small amount of fuel.

Edited by Temeter
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Very strange - bac9 uses NEAR. I'll ask ferram4 tomorrow.

The only thing that I've run into while putting together the shuttle shown below is that I couldn't attach the HL tanks radially to the decoupler (I used the HL tanks for the main, external fuel tank for the shuttle).

I'll get some surface attach points for the main tanks, I guess I forgot them somewhere along the way.

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NEAR should work the same as FAR for all parts so that's strange.

Actually, we are dropping any and all support for stock aerodynamic model now - all sample crafts provided with the mod are guaranteed to fly ONLY if you are using ferram4 mods, as balancing anything against awful stock "aerodynamics" amounts to torture with some designs. Those of you who prefer not to use ferram4 mods are on your own now - the parts, of course, still have stock compatible values, but we give no guarantees they will be balanced for practical use in stock. Playability with FAR/NEAR is the priority.

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So I just came in for my first ever space plane landing with the pre release. My wheels touched down and made a skidding noise and I thought "oh cool" and then I hit the brakes and the SABRE engines made this awesome retro noise that MADE the landing for me. Those little details make all the difference. Seriously AWESOME job guys. I'm glad you're sharing this with the rest of us.

Its the landing gear actually, and I claim nothing for myself there - I just took the particle fx and sounds snjo made for the main firespitter landing gears and copied them verbatim.

I see no reason to change anything, they're pretty awesome, and I doubt I could improve on them.

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I'm leaving that up to the MFT/RF guys, but I don't see any other way to do it.

In other news, something is hilariously broken with the HX RCS, so you don't need to let me know about that.

I've been playing with some MM configs, and I think I have a nice way to get it to play with RF/MFT. Will post once I actually test, and maybe not until the official release. :)

Also, since going through the configs for my mod-compatibility sweep, I noticed the HX RCS parts are using LFO. NathanKell let me know, while I was doing some RCS stuff for the RF Stockalike configs, that ModuleRCS has a bug in it that prevents PROPELLANT nodes from working properly. To get multi-directional bipropellant RCS, you'd need ModuleRCSFX at the moment. Otherwise, the RCS only fires in one direction, which makes it rather useless.

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It would be great if we had be a new window for the RPM-screens showing either the ship-description, or (even better) the content written into the blue info-parts.

Just pushed a commit that adds the vessel description to the info page under "desc" the info part suggestion is also good, but I'm not sure how I'd connect RPM with the info drive.

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Very strange - bac9 uses NEAR. I'll ask ferram4 tomorrow.

Hmm, well I suppose it could be something else. Let me try building a new plane. Maybe I should replace the wings, possibly loading the old ones didn't get new patches or something. This plane was built with FAR on 23.5, this is the first I've tried it in 0.24'

EDIT: Yep, that was the problem. I replaced the wings/elevons and away we went. So something wasn't fully backward compatible. In any case, I just need to clean up the mess I made doing it quickly.

Edited by Alshain
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So long as its clear its guaranteed to be broken in various ways, and it may a) set fire to your house B) break your savegames c) break your crafts d) break your knees YOU EYEBALLING ME SON? and that we can and will change anything and everything at the drop of a hat or commit knowingly-broken files and do other crazy things and you don't get to complain or we'll laugh at you and throw bits of old srbs at you and so on, sure, go right ahead dude! :D

LOL that's great, No I wasn't asking for a release date or anything like that zgrillo2004 maybe you didn't read it or just didn't understand my post?. I was just simply asking if you was going to allow us to try the pre-release, a simple no is sufficient.

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LOL that's great, No I wasn't asking for a release date or anything like that zgrillo2004 maybe you didn't read it or just didn't understand my post?. I was just simply asking if you was going to allow us to try the pre-release, a simple no is sufficient.

Actually, if you go back a few pages, Chris posted a download link to the pre-release once the cat was out of the bag.

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So, them HX parts.

http://imgur.com/a/4rAzk#0

Minor request for release or post release:

Is there any chance we can get a version of the hollow HX4 structure where the wide central support beams (and possibly the front or rear section of the support beams) are removed so that larger builds can maneuver inside the hollow sections?

Edited by Jafar_Ironclad
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Here's a simple HX0 drone core I whipped up:


PART
{
// --- general parameters ---
name = B9_Structure_HX0_DroneCore
module = CommandPod
author = bac9

// --- asset parameters ---
MODEL
{
model = B9_Aerospace/Parts/Structure_HX/model_hx_size0_endpiece
}
scale = 1
rescaleFactor = 1

// --- node definitions ---
// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z
node_stack_bottom = 0.0, -2.0, 0.0, 0.0, 1.0, 0.0, 4

// --- FX definitions ---

// --- editor parameters ---
TechRequired = aerospaceTech
entryCost = 42000
cost = 10000
category = Pods
subcategory = 0
title = HX0-DC Drone Bridge
manufacturer = Tetragon Projects
description = Ultra heavy drone core, because incredibly huge automated vessels never go horribly wrong. Will cap a size 0 HX cross section. HX series provides heavy structural components for large installations. Due to mass and size of the modules, designs utilizing them are usually assembled in orbit.

// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,0,1,1,0

// --- standard part parameters ---
mass = 4.488 // 51m3
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.15
angularDrag = 2
crashTolerance = 15
maxTemp = 3400
fuelCrossFeed = True
breakingForce = 800
breakingTorque = 800

vesselType = Probe

CrewCapacity = 0

MODULE
{
name = ModuleCommand
minimumCrew = 0

RESOURCE
{
name = ElectricCharge
rate = 2
}
}

RESOURCE
{
name = ElectricCharge
amount = 5000
maxAmount = 5000
}

MODULE
{
name = ModuleSAS
}

MODULE
{
name = ModuleReactionWheel

PitchTorque = 500
YawTorque = 500
RollTorque = 500

RESOURCE
{
name = ElectricCharge
rate = 20
}
}
}

I tested it with a ship with no other command module and flew it to orbit. Didn't explode horribly.

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Actually, if you go back a few pages, Chris posted a download link to the pre-release once the cat was out of the bag.

This can hardly be called a leak.... Calling it that is like saying Karbonite was leaked to me simply because I check Bob's github every once in a while. Maybe future devs should use the time-tested method of a private svn server?

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Its the landing gear actually, and I claim nothing for myself there - I just took the particle fx and sounds snjo made for the main firespitter landing gears and copied them verbatim.

I see no reason to change anything, they're pretty awesome, and I doubt I could improve on them.

I was going to mention this, I didnt have any engines just made a glider and the landing gear reverse motors kicked in on braking. I played for 8 hours straight today with the original repo I downloaded first and all my other 1.3 gigs of mods and not one crash, hitch, or single issue, and never above 2.8 gigs of memory usage.

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I was going to mention this, I didnt have any engines just made a glider and the landing gear reverse motors kicked in on braking. I played for 8 hours straight today with the original repo I downloaded first and all my other 1.3 gigs of mods and not one crash, hitch, or single issue, and never above 2.8 gigs of memory usage.

I'm running x64 and @4.5Gigs of mods and not one crash with the new B9 BTW I LOVE IT!!! Can't wait for full release.

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I dont know how you people do it. My x64 crashes constantly for completely random reasons every 20-45 minutes.

The 64 bits version of the game is broken on windows. Use the 32 bits version instead. If you want to use a ton o' mods, the active texture reduction pack works very well.

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I dont know how you people do it. My x64 crashes constantly for completely random reasons every 20-45 minutes.

I'm with you on this one. Mine crashes quite constantly too. Actually, if I install a new mod and attempt to load a previous save, it crashes, but if I start a new save, it works fine. It's unfortunately really really buggy. I wish it were better but I'm afraid I might have to return to the 32 bit version...

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The 64 bits version of the game is broken on windows. Use the 32 bits version instead. If you want to use a ton o' mods, the active texture reduction pack works very well.

Saying the 64-bit version of KSP is "Broken" based on your own personal experience is wrong.

Do not mislead people into thinking something is "broken" or "not working" if it doesn't work for you.

It has it's own bugs and crashes, but they are rarely reproducable, and rarely repeat themselves. All in all, it is not the most stable thing, but it is very far from broken.

Next time you decide to share your opinion about something, do so by showing potential readers it is your personal opinion and do not mislead them into thinking they can't use something, because you thought it's broken.

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All my crashes in 64 bit happen during game load or just as soon as I load a save. What seems to be causing the crashes for me is the amount of mod dll files I have installed. If I remove MechJeb, PWings, CrossFeedEnabler, VNG, ModuleFixer and one or two others, the game loads up fine and be stable at 4.2GB.

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