Jump to content

[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)


bac9

Recommended Posts

General update on the state of the next update

  • All of bac9's new parts are integrated and appear to be functional.  Balance is still somewhat WIP
  • All of the HX parts have been converted from firespitter to the new part switching module.  This was mainly to get rid of the Virgin Kalactic dependency.  A side effect is that it's now much easier to control the node setups on the larger parts and hangars.
  • The podded jet pylons are now integrated into the engines - you can switch between no pylon and the straight/raked variants.  There's a minor issue with the attach points on the no pylon variants which I'm looking into.
  • As mentioned above, Virgin Kalactic is no longer a dependency and as such is not included in the download.  B9PartSwitch is a new dependency which is included.

For those enterprising individuals who wish to check out this stuff early, you can download the dev version here (note that this stuff is in a different branch on Bitbucket so the normal "download repository" link won't work).

Edited by blowfish
Link to comment
Share on other sites

@blowfish Are the jet pylons going to be available still as an individual  own part? I use them for more than just the engines here... Though I wouldn't mind the pylons being able to switch between raked and straight as one part.

Edited by Svm420
Link to comment
Share on other sites

57 minutes ago, Svm420 said:

@blowfish Are the jet pylons going to be available still as an individual  own part? I use them for more than just the engines here... Though I wouldn't mind the pylons being able to switch between raked and straight as one part.

I could keep the configs in the legacy pack if you really want.  They don't fit visually with anything but the B9 parts though.

Link to comment
Share on other sites

Joined the forums after lurking forever to ask... are there any plans for HX-compatible crew spaces (control pods and/or crew cans)?  

I know it's not on the docket for the next release, and I'm guessing that with bac9 being mostly retired and K9-C being AWOL, the answer is "no", or, at least, "not for the foreseeable future." Still, had to ask.

Link to comment
Share on other sites

First of all, thanks so much to all the B9 team!  I run a lot of mods, but my favorite part of KSP is making space planes, and it just isn't the same without B9.  I have a couple questions about the B9 Procedural Wings, in case anyone happens to know...

Do leading and trailing edge shapes affect lift properties?  Is the answer to this different between stock aero and FAR?  If so, what are the best edge shapes for hypersonic flight in FAR?

Also, I've gotten into trying to make an insanely large space plane, and the procedural wings only get up to about a quarter of the size I need.  I can string together multiple wings, but then I'm basically doing what I hated about building custom wings out of stock parts.

Just curious if it's possible to increase the maximum size, and if so what is the best way to go about it?  Is there a max size value I can edit in the configs, or maybe I can enable TweakScale and just pump them up that way?  Something else I haven't thought of?  Any help would be appreciated, thanks!

Link to comment
Share on other sites

5 minutes ago, Bazzered said:

First of all, thanks so much to all the B9 team!  I run a lot of mods, but my favorite part of KSP is making space planes, and it just isn't the same without B9.  I have a couple questions about the B9 Procedural Wings, in case anyone happens to know...

Do leading and trailing edge shapes affect lift properties?  Is the answer to this different between stock aero and FAR?  If so, what are the best edge shapes for hypersonic flight in FAR?

Also, I've gotten into trying to make an insanely large space plane, and the procedural wings only get up to about a quarter of the size I need.  I can string together multiple wings, but then I'm basically doing what I hated about building custom wings out of stock parts.

Just curious if it's possible to increase the maximum size, and if so what is the best way to go about it?  Is there a max size value I can edit in the configs, or maybe I can enable TweakScale and just pump them up that way?  Something else I haven't thought of?  Any help would be appreciated, thanks!

@DCShadowstep and @Bazzered, welcome to forums. Can't say much about HX parts what was planed or not, I don't think that any kind of HX-compatible crew spaces is planned, but I'm not the one who can give reliable answer.

As for B9PW, no, leading/trailing edge does not influence lift, especially in stock aero. As for FAR, it does not influence lift either, latest FAR releases with voxelization does have some influence however. Most of lift forces comes from angle of attack, not from edge shape of wing, especialy on supersonic speeds.

Leading/trailing edge shape does have some influence on transonic drag, more noticable on thick wing designs. Ferram mentioned that some changes regarding wings are planed(in development) trough wing overhaull code, so that info might change in future.

How large wings do you need ? I was also one who have complained about restriction on wing size when B9PW was early in development, but after some design experiments, I found a proper way to shape it trough 3 pieces instead of one. You can even better fine tune wing shape trough 3 wing pieces instead of one. And it realy does not influence performance much.

This plane on picture below was created with only 3 large wing pieces and slightly more control surfaces, so big wings are more than possible with B9PW.

nComLPQ.jpg

Link to comment
Share on other sites

22 minutes ago, kcs123 said:

How large wings do you need ? I was also one who have complained about restriction on wing size when B9PW was early in development, but after some design experiments, I found a proper way to shape it trough 3 pieces instead of one. You can even better fine tune wing shape trough 3 wing pieces instead of one. And it realy does not influence performance much.

This plane on picture below was created with only 3 large wing pieces and slightly more control surfaces, so big wings are more than possible with B9PW.

I was aiming at something potentially even larger - I know I can do it with multiple wing pieces, just wanted to look at feasibility of a single wing piece, and get some ideas how to accomplish that.  On the other hand, wow that's a pretty bird...and I do agree with fine tuning wing shape with the multiple pieces, so maybe I'll just go back to the drawing board.  Thanks!

Link to comment
Share on other sites

Sorry if this has already been asked/answered, but what parts have been split into the HX parts pack?  Just the HX and the more pointy variants I imagine but I know a lot of other structural pieces kinda tie the set together and wanted to be sure.

Thanks!

Link to comment
Share on other sites

27 minutes ago, LukeTheYeti said:

Sorry if this has already been asked/answered, but what parts have been split into the HX parts pack?  Just the HX and the more pointy variants I imagine but I know a lot of other structural pieces kinda tie the set together and wanted to be sure.

Thanks!

Only the actual HX parts have been split out.

Link to comment
Share on other sites

1 hour ago, TheHiddenKitten said:

I have been having problems with the HX (and any other) cargo bays not having the subtype switch button. The only have open/close bay, next fuel and prev fuel. I looked inside some part configs and there is nothing referencing a part switch module. Did my install break somehow?

Could you be much more specific?  What version of B9 are you on, and which buttons are visible on which specific parts?

Link to comment
Share on other sites

4 hours ago, TheHiddenKitten said:

Do the HL cargo bays still support that old 0.90 feature where they could have the top closed off and the side doors opened?

The HX hangars allow that.  The HL cargo bays never allowed anything but the top to be opened

Link to comment
Share on other sites

37 minutes ago, TheUltimateJimbob said:

Am I the only one who isn't getting all of the parts in the 1.0.5 version? Is there a reason for this, or is the pack only partial?

The wings and landing gear were split out into a legacy pack.  The HX parts have been split into their own pack as well.  If anything else is missing, you've got an installation issue.

And welcome to the forums :D

Link to comment
Share on other sites

22 minutes ago, Joshwoo69 said:

@blowfish in the new branch,does airbrakes now work? 

No.  I'll probably announce something when I figure that one out, but it hasn't happened yet.  I'll take another look at some point in the near future, but I'm not optimistic - the issue makes no sense and I have no idea what could be causing it.

Link to comment
Share on other sites

On that note

B9 Aerospace Version 6.0 Prerelease is now Available - Download from Bitbucket

gOy9KZr.png

THIS RELEASE IS DEFINITELY CRAFT BREAKING - YOU HAVE BEEN WARNED

A lot of changes went into this.  Here are the major ones

  • Integrate bac9's beautiful new Mk1 and Mk2 parts
  • Move nearly all fuel/mesh switching to new plugin, B9PartSwitch
  • Move old Mk1/2 parts to legacy
  • Update all compatibility patches (some untested)
  • Remove fuel switching in cargo bays - there's really not that much space
  • Remove Virgin Kalactic as a dependency
  • Make HX pack independend of core
  • Pylons are now integrated into podded engines
  • Dependency updates
  • Many minor tweaks

If no bugs are reported, I'll try to push out an official release in the next week (and I will update CKAN when that happens).  And I will try to take a look at the airbrakes in that time, but not promises :P

EDIT: A note on dependencies

  • As stated above, Virgin Kalactic is no longer a dependency
  • The HX pack no longer depends on the core pack.  All the dependencies required for HX are bundled with it.
  • There's a new plugin dependency, B9PartSwitch (my replacement for FSfuelSwitch etc, building on bac9's work).  The source code can be found here.  There's no official release of it yet, but there will be fore the 6.0 final release is live.

And the license is CC BY-NC-SA 3.0 as usual.

Edited by blowfish
Link to comment
Share on other sites

24 minutes ago, Autochton said:

One question: Which other mods are organically supported, so we know which ones we'll need to build patches for? I know FAR is usually well supported, for instance.

Good question.  FAR is well supported, yes.  I went through the MFT/RF patches, so they should all be good now.  DRE patches are there, but I'm not sure they're still correct.  RT support is in thanks to joshwoo69.  I'll probably add a CryoEngines patch in version 6.1 or so (it's quite easy with the new part switcher, whereas it would have been really hard with firespitter).  Any particular mods you were wondering about that I'm missing?

Edited by blowfish
Link to comment
Share on other sites

5 hours ago, Joshwoo69 said:

Foo + bar = foobar  D:

I might need to check out the new update.... as I need to fix my patch as usual. @blowfish save me from some trouble. did you change any names of the cockpit or RGU's?

I didn't change the names of any parts.  If you're talking about the RT patch, all I did was copy the Mk2 cockpit to legacy and duplicate it for the new cockpits.  But if something is broken, then patches are welcome.  I can't possibly test all the compatibility patches myself with each release.

Link to comment
Share on other sites

8 hours ago, Autochton said:

One question: Which other mods are organically supported, so we know which ones we'll need to build patches for?

From a first glance at the new PartSwitch code, TweakScale support will probably take more than MM patches. I'll have a closer look later this week.

The MM patches for scaling of B9 parts are bundled with TweakScale, please come to that thread if you'd like to contribute or complain.

Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
×
×
  • Create New...