Hurry- Starfish! Posted September 3, 2014 Share Posted September 3, 2014 (edited) Some menus that need a "back" button to get out of a selection inside need to make use of the "back" button and thus blocks that from general navigation, but the top and bottom menus still work.Yes, that should be the case, but the problem I have with VesselViewer is that it's not. The back button would be needed to get out of submenus inside VV, but instead it closes VV itself. And if I reopen it, I am back in the submenu.Not sure why it doesn't work for you but after reading the documentation and looking at other examples of similar props (ASET ones) my .cfg was correct from the start. (well both methods work but my original one is less lines).The state of the buttons are toggled by clicking the collider but they're also directly set by the pod persistence parameters, which is why if you apply a action group switch in one seat it's the same position in the other seat's switches.Uh. Now that I think about it, I remember docking that ship to a space station during its mission and then undocking it again. That's probably what caused it... Edited September 3, 2014 by Hurry, Starfish! Link to comment Share on other sites More sharing options...
AccidentalDisassembly Posted September 3, 2014 Share Posted September 3, 2014 Whats the output_log say?Nothing other than "Input is null". Taverius said earlier that these errors may be benign, though they seemed to contribute very slightly to the occasional pauses my game experienced after extended VABbing - brief freezes that occur closer and closer together the longer you play until things crash. No clue where they're from, nothing else in the logs (as far as my limited knowledge tells me). Link to comment Share on other sites More sharing options...
K3-Chris Posted September 3, 2014 Share Posted September 3, 2014 Yes, that should be the case, but the problem I have with VesselViewer is that it's not. The back button would be needed to get out of submenus inside VV, but instead it closes VV itself. And if I reopen it, I am back in the submenu.Ah, yeah, submitted fix for that and some similar snafus from rushing prior to release.Uh. Now that I think about it, I remember docking that ship to a space station during its mission and then undocking it again. That's probably what caused it...Yeah when you dock and then undock the game pretty much wipes the persistence files of both craft clean, does all kinds of havoc to some mods, can wipe your action groups and do a number on IR etc. Link to comment Share on other sites More sharing options...
Akira_R Posted September 3, 2014 Share Posted September 3, 2014 For nearlyevery parts mainly all the big new parts the textures are going crazy flickering and flashing (with and without activetexturemanagement) and it doesnt seem like the large cargo bays are working at all. and the parts that say they have variable configurations have no way of changing them, right click does nothing. the pistures look fantastic altho i do think most of the new parts are WAAAY too big but i cant even use it anyway. it would seem to me that all the new parts belong in a diffrent pack as the B9 is about planes but the new bits are for crazy massive spaceships (ive got no problem with this it just seems out of place in the pack). i havent had it crash when testing but its unusable anyway. complaining aside... keep up the hard work love the look of the new parts just wish i could use them.Sounds like you don't have Firespitter installed or it's the wrong version, make sure you transfer over everything from the gamedata folder, not just the B9_Aerospace folder, all of it is mandatory for it all to work, it's just a bunch of plugins that allow the various different functions to operate.That said, I asked a few pages back but haven't gotten a response, when I installed the official release I of course deleted the B9 folder from the pre-release, but I noticed that most of the plugins (JSI, KineTeck, etc.) in the full release were older than the ones I had from the pre-release, would leaving the ones from the pre-release cause any problems or should I replace them with the older ones? Link to comment Share on other sites More sharing options...
craigp Posted September 3, 2014 Share Posted September 3, 2014 I'm trying to integrate B9 into my MKS-reliant universe, and the tanks aren't behaving. It looks like the tanks have some special characteristics that screw up fuel transmission.You can find their comment on it here.I have some videos showing the failure, it's very easy to reproduce. Here's one: I'm hoping someone has some insight into this, because I can't use the B9 pack very well at all if I can't fit it into my infrustructure.-Craig Link to comment Share on other sites More sharing options...
Taverius Posted September 3, 2014 Share Posted September 3, 2014 Some of the parts are missing shielding, even if just cosmetically (haven't tried with DR yet, in no rush). I first noticed on the HL 6m body but I think I saw a few others.The round versions of the Hl have no heat shielding texture by design. If you're talking about not having individually-drawn heat tiles, that's because they are individually drawn and take hours.With TT on strike, I think the MK.4 adapter is out of place. Can B9 bring back the series (possibly as an S4 to keep it distinct and respectful)? Otherwise I request dropping the part out of the pack, as it works with nothing else.I'll talk to bac9 about retiring the adapter, especially since TT is being a complete ***** to the community.Heavy landing gear that attaches in-line would be a god-send. Perhaps as an HL side option, integrated into various series like the S2W, and a 1.25m version that could attach to the engine mount?Nah. It takes a week to make a landing gear, we're not going to make single-usage versions integrated with fuselages.I'm trying to integrate B9 into my MKS-reliant universe, and the tanks aren't behaving. It looks like the tanks have some special characteristics that screw up fuel transmission.You can find their comment on it here.I have some videos showing the failure, it's very easy to reproduce. Here's one: http://youtu.be/Ne24J9xV7aII'm hoping someone has some insight into this, because I can't use the B9 pack very well at all if I can't fit it into my infrustructure.-CraigPart tweakable -> disable crossfeed.If still issue, report to CrossFeedEnabler thread. Link to comment Share on other sites More sharing options...
sarsengo Posted September 3, 2014 Share Posted September 3, 2014 Hey guys is there a way to join 2 mods without it crashing? I want to use KSP INTERSTELLAR and B9 aerospace together...if there is some coding i need to learn, please let me know what you know! I appreciate any answers, btw NICE MOD! Link to comment Share on other sites More sharing options...
dzikakulka Posted September 3, 2014 Share Posted September 3, 2014 Is there an HX sized SAS module (and I haven't spotted it)? I was like "oh, I'll copy fuselage and add sas module brb" but it turned out your parts are too damn awesome and I can't just duct tape a module Or is it in plans, or maybe HX sized ships are supposed to be more difficult to hurl around and require RCS/dedicated engines?BTW while I'm not totally into spaceplanes, HX is such a blast.... just amazing (KSP lego anyone?), I feel like I need bigger VAB. Link to comment Share on other sites More sharing options...
Cyrik Posted September 3, 2014 Share Posted September 3, 2014 Part tweakable -> disable crossfeed.If still issue, report to CrossFeedEnabler thread.I just checked, its not crossfeed. its firspitter, specifically FSfuelSwitch. It deletes the Resource node every time it loads a craft and puts a new one in from its own config:( Link to comment Share on other sites More sharing options...
Shtirliz72 Posted September 3, 2014 Share Posted September 3, 2014 B9 is back!! Hurray!Thank you guys for your amazing work!! Link to comment Share on other sites More sharing options...
Lumaan Posted September 3, 2014 Share Posted September 3, 2014 I my log I get this:[LOG 23:47:27.094] Load(Model): B9_Aerospace/Parts/Aero_Intake_Ramp/Mount[ERR 23:47:27.097] Texture 'B9_Aerospace/Parts/Aero_Intake_Ramp/model001' not found! Link to comment Share on other sites More sharing options...
Taverius Posted September 3, 2014 Share Posted September 3, 2014 I just checked, its not crossfeed. its firspitter, specifically FSfuelSwitch. It deletes the Resource node every time it loads a craft and puts a new one in from its own config:(That's kind of inevitable, given the way the tank switching in FSfuelSwitch works? Can you let RoverDude know? Link to comment Share on other sites More sharing options...
Eddie Rod Posted September 3, 2014 Share Posted September 3, 2014 Hey guys is there a way to join 2 mods without it crashing? I want to use KSP INTERSTELLAR and B9 aerospace together...if there is some coding i need to learn, please let me know what you know! I appreciate any answers, btw NICE MOD!Yes! I'm using this mod plus many others including KW rocketry, Nova punch, Hangar extender, Editor extensions, Ferram Aerospace, and more and it works like this for me in 32 bit as well as 64 bit! Unless it specifically says so in the description that a certain mod is incompatible than you should be fine. Just don't install too many unless you really know what you're doing! Link to comment Share on other sites More sharing options...
bac9 Posted September 3, 2014 Author Share Posted September 3, 2014 Is there anyway to combine this with the parts from R4?You should not ever do that and there is no reason to, the whole old set is superceded with R5. Link to comment Share on other sites More sharing options...
Cyrik Posted September 3, 2014 Share Posted September 3, 2014 That's kind of inevitable, given the way the tank switching in FSfuelSwitch works? Can you let RoverDude know?yes i already told him and posted to the firespitter thread. there´s nothing b9 can do. i haven´t studied the firespitter code in enough detail to check if its possible to fix, but i would bet it is. otherwise any mod using it is gonna have problems with on rails stuff, not just transfers. imagine a karbonite drill loading before the tank, writing the new resources to the tank and then when the tank loads it pretty much empties it again:/ Link to comment Share on other sites More sharing options...
Eddie Rod Posted September 3, 2014 Share Posted September 3, 2014 Just drop the link in your sig. Thats what most do.Hey thanks! I'm super new to forums but I've been wanting to join forever! I hope my sig. is ok! Link to comment Share on other sites More sharing options...
K3-Chris Posted September 3, 2014 Share Posted September 3, 2014 Comic sans is verboten. Link to comment Share on other sites More sharing options...
dreadicon Posted September 4, 2014 Share Posted September 4, 2014 Found a partial way around the teribad performance of x86 in addition to active texture management and force-opengl: put KSP on a RAM Disk! lol. Was already on a PCI-E SSD, but even that wasnt keeping up.I love the new pack; so happy to see B9 finally back in action! Though it's dependency list has grown quite large, and I admit I have some reservations about a couple of them which are poorly maintained. At the end of the day though, I have no right to complain!If I could make a small request though, it would be very nice to have some kind of door on the HX system. I know it's for space, but who doesnt want doors on their mothership? Not to mention, you have to get it into space, and fairings/doors help a lot with lag when it comes to tons of parts in FAR.Also, iirc, the guy who created Comic sans hates it. With a passion. xD Link to comment Share on other sites More sharing options...
Eddie Rod Posted September 4, 2014 Share Posted September 4, 2014 Sorry, lol! Fixed. Link to comment Share on other sites More sharing options...
K3-Chris Posted September 4, 2014 Share Posted September 4, 2014 (edited) Javascript is disabled. View full albumThis is how you land like a Tetragon test pilot, in the rear seat, in the dark. (Sorry about the FAR window, doesn't hide with F2 and I was kinda committed) Edited September 4, 2014 by K3|Chris Link to comment Share on other sites More sharing options...
Eddie Rod Posted September 4, 2014 Share Posted September 4, 2014 I have a HUGE request to the devs! You know those HX-S Auxiliary Modules for the edges. Well I noticed that some smaller ones would be perfect for the older S2 system!! Please! Oh man they look like they would fit perfect! and would help blend the 2 together better! :-) Same as the big ones with RCS thrusters too and the subsets for fuel and mono! It would be awesome would it not? Link to comment Share on other sites More sharing options...
Taverius Posted September 4, 2014 Share Posted September 4, 2014 I have a HUGE request to the devs! You know those HX-S Auxiliary Modules for the edges. Well I noticed that some smaller ones would be perfect for the older S2 system!! Please! Oh man they look like they would fit perfect! and would help blend the 2 together better! :-) Same as the big ones with RCS thrusters too and the subsets for fuel and mono! It would be awesome would it not?... no? i really don't think it would. Link to comment Share on other sites More sharing options...
Eddie Rod Posted September 4, 2014 Share Posted September 4, 2014 ... no? i really don't think it would.Wow didn't expect that. The S2 has the same shape does it not? I mean it would cover the black under belly but nvmd. Link to comment Share on other sites More sharing options...
Eddie Rod Posted September 4, 2014 Share Posted September 4, 2014 (edited) Is it hard to throw me some kind of config file to have a smaller version? Would Tweak Scale work? Can someone help me on this because I would like to have it? I think it's just a half scale if I'm not mistaken.EDIT: Nvmd I guess. Maybe if you guys can throw them in 5.1 that would be cool but I see now on first page Tweakscale is No Go! GRR If anyone else thinks this was a dumb idea let me know because I really think this is needed in the mod. I would use them more than the HX ones, for spaceplanes!Final Edit: After doing some investigating I see that this would not work without a lot of work because the shape of the s2 will not allow 4 way symmetry! If you try to put ANYTHING on the s2 corners in 4 way they will not line up neatly like the new HX does! Sorry guys but no small auxiliary modules unless S2 gets a reshape! I give up on the idea. Edited September 4, 2014 by Eddie Rod Edit Link to comment Share on other sites More sharing options...
NocTempre Posted September 4, 2014 Share Posted September 4, 2014 The round versions of the Hl have no heat shielding texture by design. If you're talking about not having individually-drawn heat tiles, that's because they are individually drawn and take hours.Okay, it just looked weird to me that some did and others didn't. If intentional then no issues from me.I'll talk to bac9 about retiring the adapter, especially since TT is being a complete ***** to the community.I only wish he left us with a permissive license.Nah. It takes a week to make a landing gear, we're not going to make single-usage versions integrated with fuselages.I can understand the fuselage ones, especially if it takes that much time. A 1.25m inline gear would be universally useful though, especially with the engine mount. Not a huge priority but I'd love to see it. Link to comment Share on other sites More sharing options...
Recommended Posts