ArthurPanther Posted June 24, 2016 Share Posted June 24, 2016 Thank you so much for your quick and informative response, blowfish. Now I know the why I feel much better. Isn't that weird? Link to comment Share on other sites More sharing options...
DanialADH Posted June 24, 2016 Share Posted June 24, 2016 i dont have big parts Link to comment Share on other sites More sharing options...
blowfish Posted June 24, 2016 Share Posted June 24, 2016 3 minutes ago, DanialADH said: i dont have big parts Download the HX pack. It's available at the same location as everything else. Link to comment Share on other sites More sharing options...
elimcfly Posted June 27, 2016 Share Posted June 27, 2016 This might just be me, but when I right click on the universal parts, nothing shows up (except for the hx part, where it shows "show nodes" or "hide nodes"). For the HX parts, they're unusable unless i turn on infinite fuel. Help? Link to comment Share on other sites More sharing options...
King Something Posted June 28, 2016 Share Posted June 28, 2016 3 hours ago, elimcfly said: This might just be me, but when I right click on the universal parts, nothing shows up (except for the hx part, where it shows "show nodes" or "hide nodes"). For the HX parts, they're unusable unless i turn on infinite fuel. Help? Welcome to the forum! Read the link in @blowfish's signature for details on how to get support for your problem(s). In this case, I'd wager you don't have the latest versions of the necessary plugins installed properly. Post a link to your game log file and @blowfish or another modder will take a look to see what the problem is. (But for the love of Ookami Suwako-Sama, don't post the log in the thread proper! It's a wall of text that makes War And Peace look like a convenience store receipt!) Link to comment Share on other sites More sharing options...
blowfish Posted June 30, 2016 Share Posted June 30, 2016 On 6/24/2016 at 10:22 AM, ArthurPanther said: Thank you so much for your quick and informative response, blowfish. Now I know the why I feel much better. Isn't that weird? Well, Firespitter has been updated, so the ball is in my court now. I should have a new release within a couple of days. Will fix a couple of issues too. Link to comment Share on other sites More sharing options...
ArthurPanther Posted June 30, 2016 Share Posted June 30, 2016 3 hours ago, blowfish said: Well, Firespitter has been updated, so the ball is in my court now. I should have a new release within a couple of days. Will fix a couple of issues too. WOOT *wiggles happily in anticipation* Link to comment Share on other sites More sharing options...
blowfish Posted July 1, 2016 Share Posted July 1, 2016 Release Inbound - B9 Aerospace v6.1.2 is Compatible with KSP 1.1.3 This release contains some minor fixes, updated dependencies, and marks itself as compatible with KSP 1.1.3. CKAN should index in a few hours as usual. Link to comment Share on other sites More sharing options...
Blaarkies Posted July 1, 2016 Share Posted July 1, 2016 On 9/1/2014 at 11:09 PM, bac9 said: Fix lights illuminating planets from orbit (thanks taniwha But what about my orbital spotlight station? How are kerbals going to play Kerb-Ball at night now? Thanks Blowfish(and those who helped), this mod is still the best in existence! Link to comment Share on other sites More sharing options...
Deimos Rast Posted July 2, 2016 Share Posted July 2, 2016 slightly sad about the spotlight "fix" as those are actually my favorite parts in the entire mod. I'll get by...some how. *sigh* Link to comment Share on other sites More sharing options...
DanialADH Posted July 2, 2016 Share Posted July 2, 2016 hey guys which version of mechjeb works for this mod Link to comment Share on other sites More sharing options...
kcs123 Posted July 2, 2016 Share Posted July 2, 2016 32 minutes ago, DanialADH said: hey guys which version of mechjeb works for this mod Latest stable MJ version that is created for KSP version you play on. I can't recall any issues with MJ and parts from this mod, if you encounter any issue it is most likely MJ itself, or some improper adjustment for MJ (PID attitude, for example) in combination with other mods (FAR,Deadly re-entry...), mostly ones that influence game physics. Link to comment Share on other sites More sharing options...
Der Anfang Posted July 6, 2016 Share Posted July 6, 2016 This is a really cool mod. But holy excrements, I had no idea the parts would be so overpowered. Can easily make an SSTO and have over 5k dv once in orbit. Lol. Link to comment Share on other sites More sharing options...
Blaarkies Posted July 8, 2016 Share Posted July 8, 2016 On 7/2/2016 at 8:16 AM, Deimos Rast said: slightly sad about the spotlight "fix" as those are actually my favorite parts in the entire mod. I'll get by...some how. *sigh* I see Ven's Stock Revamp still has this spotlight issue. That mod has lights on every docking port(like a wide laser pointer showing where the port is aiming). Those shine the same kind of light onto the planet's surface(as big as countries), also in map view. Link to comment Share on other sites More sharing options...
WDZOrangeJuice Posted July 10, 2016 Share Posted July 10, 2016 KSP: 1.1.3 Windows 64bit Problem: S2 Docking Port does not undock after asking it to undock Mods Installed: B9 Aerospace, DistantObject, DMagicOrbitalScience, EnvironmentalVisualEnhancements, FuelTanksPlus, HeatControl, InterstellarFuelSwitch, JSI, KerbalConstructionTime, KerbalEngineer, KerbalJointReinforcement, KWRocketry, NearFutureConstruction, NearFutureElectrical, NearFuturePropulsion, NearFutureSolar, PlanetaryBaseInc, PlanetShine, ProceduralFairings, ProceduralParts, RealChute, RealPlume, RLA Stockalike, SDHI, SmokeScreen, StageRecovery, StationPartsExpansion, StationScience, Tantares, TextureReplacer, Trajectories, TweakScale Reproduction Steps: Dock a craft using an S2 Docking Port with another craft (using any other docking port). Attempt to undock afterwards. Log: https://www.dropbox.com/s/k4nbmk3vu8vmtg7/output_log.txt?dl=0 Link to comment Share on other sites More sharing options...
123nick Posted July 10, 2016 Share Posted July 10, 2016 hey i have a bug where the HL cockpits IVA shows up on the bottom of the SPH, but ive seen it happen before and i know there is an easy fix but not sure what. also, with the dynamic B9 procedural wings, on the bitbucket page, what is the different wiith the PSSM and PP versions? Link to comment Share on other sites More sharing options...
blowfish Posted July 11, 2016 Share Posted July 11, 2016 18 hours ago, WDZOrangeJuice said: KSP: 1.1.3 Windows 64bit Problem: S2 Docking Port does not undock after asking it to undock Mods Installed: B9 Aerospace, DistantObject, DMagicOrbitalScience, EnvironmentalVisualEnhancements, FuelTanksPlus, HeatControl, InterstellarFuelSwitch, JSI, KerbalConstructionTime, KerbalEngineer, KerbalJointReinforcement, KWRocketry, NearFutureConstruction, NearFutureElectrical, NearFuturePropulsion, NearFutureSolar, PlanetaryBaseInc, PlanetShine, ProceduralFairings, ProceduralParts, RealChute, RealPlume, RLA Stockalike, SDHI, SmokeScreen, StageRecovery, StationPartsExpansion, StationScience, Tantares, TextureReplacer, Trajectories, TweakScale Reproduction Steps: Dock a craft using an S2 Docking Port with another craft (using any other docking port). Attempt to undock afterwards. Log: https://www.dropbox.com/s/k4nbmk3vu8vmtg7/output_log.txt?dl=0 Couldn't replicate ... it seems that the "undock" action only appears on one of the two ports, but it seems like that's the way it works with stock ports. Tried with one CDP port and one stock port, and with two CDP ports and I was able to undock in both cases. Could you clarify that the undock action doesn't appear on either port, and if so, could you provide a craft/save file the reliably exhibits the issue (ideally using only stock and B9 parts)? 4 hours ago, 123nick said: hey i have a bug where the HL cockpits IVA shows up on the bottom of the SPH, but ive seen it happen before and i know there is an easy fix but not sure what. also, with the dynamic B9 procedural wings, on the bitbucket page, what is the different wiith the PSSM and PP versions? That's usually a sign that the Firespitter plugin is broken/outdated. Try re-installing it. As for the procedural wings, that's a different mod ... I'd recommend asking in the thread for it. Link to comment Share on other sites More sharing options...
123nick Posted July 11, 2016 Share Posted July 11, 2016 (edited) 50 minutes ago, blowfish said: Couldn't replicate ... it seems that the "undock" action only appears on one of the two ports, but it seems like that's the way it works with stock ports. Tried with one CDP port and one stock port, and with two CDP ports and I was able to undock in both cases. Could you clarify that the undock action doesn't appear on either port, and if so, could you provide a craft/save file the reliably exhibits the issue (ideally using only stock and B9 parts)? That's usually a sign that the Firespitter plugin is broken/outdated. Try re-installing it. As for the procedural wings, that's a different mod ... I'd recommend asking in the thread for it. ok, thanks. hey, do you know where too get the most recent fire spitter version? i heard the one at the fire spitter topic isnt the most updated, and is obsolote? Edited July 11, 2016 by 123nick Link to comment Share on other sites More sharing options...
blowfish Posted July 11, 2016 Share Posted July 11, 2016 2 minutes ago, 123nick said: ok, thanks. hey, do you know where too get the most recent fire spitter version? i heard the one at the fire spitter topic isnt the most updated, and is obsolote? You should always be able to find the latest version here: https://github.com/snjo/Firespitter/releases, with the most recent version being at the top. Link to comment Share on other sites More sharing options...
123nick Posted July 11, 2016 Share Posted July 11, 2016 Just now, blowfish said: You should always be able to find the latest version here: https://github.com/snjo/Firespitter/releases, with the most recent version being at the top. thanks Link to comment Share on other sites More sharing options...
FadeEffects Posted July 11, 2016 Share Posted July 11, 2016 (edited) I'm having some bugs where when I try to connect any B9 part to another, it just cancels and removes the connection node and effectively makes this mod unusable. If needed, here is a screenshot of my GameData folder: Also, if you need it, I can show you what happens, but I wont be putting screenshot if I don't have to. Edited July 11, 2016 by FadeEffects Link to comment Share on other sites More sharing options...
blowfish Posted July 11, 2016 Share Posted July 11, 2016 3 hours ago, FadeEffects said: I'm having some bugs where when I try to connect any B9 part to another, it just cancels and removes the connection node and effectively makes this mod unusable. I will try to help you, but what I need are logs. If you don't know how to find them, follow "How to get support" in my signature. Link to comment Share on other sites More sharing options...
King Something Posted July 11, 2016 Share Posted July 11, 2016 (edited) 2 minutes ago, blowfish said: I will try to help you, but what I need are logs. If you don't know how to find them, follow "How to get support" in my signature. He has an outdated Module Manager (2.6.6). Think that might have something to do with the shenanigans upon which he is frowning? And his Squad folder was last updated in April, which means he isn't running KSP 1.1.3 Edited July 11, 2016 by King Something Link to comment Share on other sites More sharing options...
blowfish Posted July 11, 2016 Share Posted July 11, 2016 Just now, King Something said: He has an outdated Module Manager (2.6.6). Think that might have something to do with the shenanigans upon which he is frowning? Ah yeah, that would probably be it. @FadeEffects please update ModuleManger to version 2.6.25. It might be worth checking the versions of your other mods and plugins as well. Link to comment Share on other sites More sharing options...
King Something Posted July 11, 2016 Share Posted July 11, 2016 1 minute ago, blowfish said: Ah yeah, that would probably be it. @FadeEffects please update ModuleManger to version 2.6.25. It might be worth checking the versions of your other mods and plugins as well. That, and/or running a bunch of mods built for 1.1.3 on KSP 1.1.2. His Squad folder and Module Manager are the only things older than 13 June 2016. Link to comment Share on other sites More sharing options...
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