Supergamervictor Posted October 25, 2014 Share Posted October 25, 2014 Victor, do you have FAR or NEAR installed?At first no,but after putting the post I decided to include NEAR and my crafts finally work.However,I seem to have a problem lifting off with my crafts.One of my particular crafts spin after reaching 30m/s.The craft above couldn't liftoff without the edge of the runway.I dont like NEAR or FAR cause I dont like the realism which cause most of my crafts unusable. Link to comment Share on other sites More sharing options...
AetherGoddess Posted October 25, 2014 Share Posted October 25, 2014 At first no,but after putting the post I decided to include NEAR and my crafts finally work.However,I seem to have a problem lifting off with my crafts.One of my particular crafts spin after reaching 30m/s.The craft above couldn't liftoff without the edge of the runway.I dont like NEAR or FAR cause I dont like the realism which cause most of my crafts unusable.the B9 parts are balanced for FAR/NEAR. using them with stock will result in exactly the kind of power curve issues you describe. the craft you posted before is going to have a very very hard time flying for two reasons, #1 the nose and canards are sloped slightly down, so forward air is going to push the nose down and#2 the tail fins are too small by half, likely to result in a flat spin. pitch the canards about 5 degrees upwards, make the rear landing gear slightly lower and the nose gear slightly higher so it sits on the runway slightly pitch up, and replace the tail fins with the next larger part and it should be fine. Link to comment Share on other sites More sharing options...
Supergamervictor Posted October 25, 2014 Share Posted October 25, 2014 the B9 parts are balanced for FAR/NEAR. using them with stock will result in exactly the kind of power curve issues you describe. the craft you posted before is going to have a very very hard time flying for two reasons, #1 the nose and canards are sloped slightly down, so forward air is going to push the nose down and#2 the tail fins are too small by half, likely to result in a flat spin. pitch the canards about 5 degrees upwards, make the rear landing gear slightly lower and the nose gear slightly higher so it sits on the runway slightly pitch up, and replace the tail fins with the next larger part and it should be fine.Thanks for the advice.I do need help on this particular craft.It spins on the runway when reaching 30m/s. Link to comment Share on other sites More sharing options...
AetherGoddess Posted October 25, 2014 Share Posted October 25, 2014 Thanks for the advice.I do need help on this particular craft.It spins on the runway when reaching 30m/s.http://i.imgur.com/RRtxQ25.pngno tailfins at all. nothing to stop it rotating like a boomerang. most flying wings use lots of small tail fins (like the YB-49) or complex computer throttle control (B-2) to keep the thing from rotating. the other thing you can do is make sure that the far outside control surfaces are the only ones enabled for Yaw control, but there is a reason why there is only one production flying wing, and it's a bomber, and it's heavily computer controlled. Link to comment Share on other sites More sharing options...
Supergamervictor Posted October 25, 2014 Share Posted October 25, 2014 no tailfins at all. nothing to stop it rotating like a boomerang. most flying wings use lots of small tail fins (like the YB-49) or complex computer throttle control (B-2) to keep the thing from rotating. the other thing you can do is make sure that the far outside control surfaces are the only ones enabled for Yaw control, but there is a reason why there is only one production flying wing, and it's a bomber, and it's heavily computer controlled.The design is actually heavily based on the B2 and Horten 229 which has no tailfin at all.Is there a way to stop the play from boomerang without a tailfin? Also,the craft does have a very small singular tailfin.[h=3][/h] Link to comment Share on other sites More sharing options...
blowfish Posted October 25, 2014 Share Posted October 25, 2014 You could try giving it a whole bunch of reaction wheels and enabling SAS. Maybe even add some compressed air thrusters to give SAS more yaw and roll control. Link to comment Share on other sites More sharing options...
dubhorizon Posted October 25, 2014 Share Posted October 25, 2014 For anyone else getting stuck on loading a b9 part at starting screen, it's a procedural wings incompatibility. In procedural wings page 92 you will find the .dll that fixes it. Link to comment Share on other sites More sharing options...
Master Tao Posted October 25, 2014 Share Posted October 25, 2014 ... this mod says it requires the 64 bit version, ...Just the opposite. The OP says that B9 does not necessarily work with the 64-bit version:Q: It doesn't work with KSP x64We'll have to repeat the first answer here. There is nothing different about x64 KSP build from the modding support standpoint, so we can't do anything about it's performance. Reports indicate it is highly unstable no matter what mods you are using. Some people manage to make it work, but it might as well be a roll of the dice, and since nobody has any idea why it crashes so much.There's even "x86 recommended." Link to comment Share on other sites More sharing options...
blowfish Posted October 25, 2014 Share Posted October 25, 2014 So if this mod requires FAR, how do I use FAR with the 64 bit version of KSP? Because the FAR page says its automatically disabled with the 64 bit version, and this mod says it requires the 64 bit version, and FAR. Is there a way to enable it or something? I'm sure this has been asked before, so if so can someone redirect me to where?Short answer: you don't.Long answer: If you have some technical know-how you can find where it's disabled in the code and recompile. But there's a reason it's disabled.Serously, there are almost no reasons to be using x64 KSP on Windows right now. It's incredibly unstable to the point where multiple mods have refused to accept bug reports from x64. If you're having trouble with the 32 bit version then it's probably just running out of memory which can be fixed by using Active Texture Management and using the -force-opengl flag. Link to comment Share on other sites More sharing options...
Inuyasha55939 Posted October 25, 2014 Share Posted October 25, 2014 Any one know why this happens? http://steamcommunity.com/sharedfiles/filedetails/?id=331762622Some kind of texture error or something. Link to comment Share on other sites More sharing options...
ArcFurnace Posted October 25, 2014 Share Posted October 25, 2014 The design is actually heavily based on the B2 and Horten 229 which has no tailfin at all.Is there a way to stop the play from boomerang without a tailfin? Also,the craft does have a very small singular tailfin.If you want to stick with the "no significant tailfin" design, the compressed-air RCS ports and/or Throttle Controlled Avionics with engines to either side of the center of mass will help give you the necessary active control to keep it stable in yaw. Link to comment Share on other sites More sharing options...
Guest Posted October 25, 2014 Share Posted October 25, 2014 Short answer: you don't.Long answer: If you have some technical know-how you can find where it's disabled in the code and recompile. But there's a reason it's disabled. You can also ask someone who already did that, or complain about it to Ferram (in enough people take issue with his approach, he might revise it). Forcing opengl seems to be good for 64bit stability, not only memory savings, BTW. Link to comment Share on other sites More sharing options...
fatfluffycat Posted October 26, 2014 Share Posted October 26, 2014 The IVAs and crew cameras aren't showing up for me? Link to comment Share on other sites More sharing options...
drtedastro Posted October 26, 2014 Share Posted October 26, 2014 Hello to all.What a great pack and great update. Thanks.I am 'trying' to get working with the VTOL parts. Is there any type of reference or manual that would help to explain to me all of the action group 'stuff'????I have gone through the pages, but I must have missed it..Thanks in advance...Thought I would just check again. Is there any ref doc / anything that goes over all of the Action Group items for the VTOL engines??Thanks. Link to comment Share on other sites More sharing options...
SmokeyInSpace Posted October 26, 2014 Share Posted October 26, 2014 Hi, i just wanted to say i love this pack.I really like the new HX parts, but i have an issue with the HX docking ports. The connection is really wobbly and i can't seem to get a good rigid connection even with the biggest ones.The connection between the port and other parts won't break, but it seems like it's attached with rubber bands or something Anyone have any ideas?Thanks. Link to comment Share on other sites More sharing options...
nithelyth Posted October 26, 2014 Share Posted October 26, 2014 Thank you very much! I'm still wondering why the cockpits of this pack (especially the S2 standard cockpit) are not stock parts yet. They are absolut perfect and amazing and fit perfectly into the overall look of the game. They are better, beautiful and more realistic than the stock part cockpits. And they have such elegant design.. perfect from every point of view. : ) Link to comment Share on other sites More sharing options...
Supergamervictor Posted October 26, 2014 Share Posted October 26, 2014 I'd just like to say that I don't like the way NEAR decreases the thrust and how B9 engines won't reach 200m/s to add realism.I personally don't like this because I don't like realism in KSP and I wish that having NEAR and the B9 Thrust feature was optional for people who want realism in the game.I like to build massive crafts and nice looking VTOLs but because of that feature,most of my VTOLs don't even work anymore.I would also like to mention if theres any way to remove the thrust 'realism' please let me know Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted October 26, 2014 Share Posted October 26, 2014 I would also like to mention if theres any way to remove the thrust 'realism' please let me knowRemove the B9_Aerospace-Squad-Jet-Rebalance.cfg and the relavant lines in whatever cfg NEAR uses as well if you want. I know in FAR, it's under FerramAerospaceResearch.cfg, probably similar with NEAR.EDIT:The IVAs and crew cameras aren't showing up for me?Check you have GameData\B9_Aerospace\Spaces and also that the whole mod is installed correctly. Link to comment Share on other sites More sharing options...
blutm8 Posted October 26, 2014 Share Posted October 26, 2014 (edited) this mod crashes my game after loading screen. i have done a clean install and put all mods into gamedata folder and the game works. after installing B9 mod the game crashes. when i only use b9 this game works...output_log.txtmodlist (if this helps) Edited October 26, 2014 by blutm8 Link to comment Share on other sites More sharing options...
Tex_NL Posted October 26, 2014 Share Posted October 26, 2014 this mod crashes my game after loading screen. i have done a clean install and put all mods into gamedata folder and the game works. after installing B9 mod the game crashes. when i only use b9 this game works...output_log.txtmodlist (if this helps)You're probably running out of memory. Try installing ActiveTextureManagement. It may not necessarily reduce the B9 memory footprint but it will free up space by reducing the load brought on by other mods.It might also be a good idea to remove the oldest of the two ModulemManager.dll's. You only need one and having two can lead to problems. Link to comment Share on other sites More sharing options...
Master Tao Posted October 26, 2014 Share Posted October 26, 2014 @blutm8:You really are running out of memory. KSP 32-bit is limited to about 3.5 GB of RAM, so even if you have more available on your system, it will still crash when you go over the limit.Given all the textures you're loading, the easiest fix would be to increase the scale setting in the Active Texture Management config. You could, however, install Linux to run KSP x64. Link to comment Share on other sites More sharing options...
blutm8 Posted October 26, 2014 Share Posted October 26, 2014 (edited) i have ActiveTextureManagement installed how you can see in the modlist screenshot. do i have to edit a config somehow?edit:problem solved.. just added "-force-opengl" and now game works.. i just should have had a look on the "FAQ" of the opening post... sorry guys. Edited October 26, 2014 by blutm8 Link to comment Share on other sites More sharing options...
Klakh Posted October 26, 2014 Share Posted October 26, 2014 I have a problem when assembling this plane... This part here (the other adapters around it too) would be awesome with a hollow variant Or maybe add a ramp on the S2 tail section (this would be a small one so maybe not the greatest of options)Thanks for this awesome mod, I don't know how it loads on top of all my other mods, but it does Link to comment Share on other sites More sharing options...
guto8797 Posted October 26, 2014 Share Posted October 26, 2014 hmmm... can i get some help? I want to delete the HX parts, but i dont have HX names in the part folder Link to comment Share on other sites More sharing options...
stardestroyer Posted October 26, 2014 Share Posted October 26, 2014 hmmm... can i get some help? I want to delete the HX parts, but i dont have HX names in the part folder Find Structure_HX folder Link to comment Share on other sites More sharing options...
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