Kitspace Posted September 6, 2014 Share Posted September 6, 2014 (edited) Here are some pictures of a planehttp://imgur.com/a/WWB18#0What I mean is the style of engine intake mount like on the plane in this album.You can clearly see it on the outside pictures.I have no idea how to do this as I just do not see any parts of this shape as well as any parts that will go inside the wing not just stick on top.Sorry just noticed the reply on this question.I can see the engine intake cone and the compressor precooler part right behind it.But what about the next part that goes into the wing?Also as far as I can remember that some of the interiors had head up guidance systems but they do not have them now while sometimes you can see the place in the cockpit where it would fit just right. Is it supposed to be this way? Edited September 6, 2014 by Kitspace Link to comment Share on other sites More sharing options...
forsaken1111 Posted September 6, 2014 Share Posted September 6, 2014 We've gotten tired of seeing all B9 part planes with stock engines "because they're better" when they're actually just incredibly overpowered, stock turbojets are just silly.Shouldn't you balance your stuff against stock rather than balancing stock for 'realism' in a game which is by its very nature unrealistic? Link to comment Share on other sites More sharing options...
Kitspace Posted September 6, 2014 Share Posted September 6, 2014 I generally think that playing with real life performance is much more challenging and interesting and makes some sense not to mention that it is easier sometimes.People want more realism than the stock game has to offer and that is what the mods are supposed to in my opinion.Also you have lots of unrealistic kerbal mods if you want.Again all that is just my opinion. Link to comment Share on other sites More sharing options...
eygc Posted September 6, 2014 Share Posted September 6, 2014 Just a quick one, how do you make wing tips? Do I need procedural wings for that or what? All of my wings are flat at the ends Link to comment Share on other sites More sharing options...
steve_v Posted September 6, 2014 Share Posted September 6, 2014 Pwings does have some wingtips, when not using those I usually use winglets. You should probably get Pwings anyway though, it goes real nice with this pack and helps to avoid part count bloat and wings snapping off large craft Link to comment Share on other sites More sharing options...
How2FoldSoup Posted September 6, 2014 Share Posted September 6, 2014 Hey Chris, I just found this cool idea for a new RPM screen for helping with descents. I think it would fit right along with b9's design and current awesome IVA experience. You can find it here - http://forum.kerbalspaceprogram.com/threads/93061-Shuttle-Style-Descent-Guidance-Display-%28RPM-%29?p=1398452#post1398452When reading it I immediately thought of you guys. The man only needs help with the programming. Link to comment Share on other sites More sharing options...
Kitspace Posted September 6, 2014 Share Posted September 6, 2014 Does anybody know anything on the intake question?These look really nice and I have a plane with such design in my mind but no idea how to do it.Are there any thinner modular wing parts? Thick wing root parts do not fit well on some fuselages.If I use the modular wings how to attach them to each other to minimize wobbling and chances of disintegration under loads? Link to comment Share on other sites More sharing options...
pellinor Posted September 6, 2014 Share Posted September 6, 2014 We've gotten tired of seeing all B9 part planes with stock engines "because they're better" when they're actually just incredibly overpowered, stock turbojets are just silly.I really think a part mod should not break stock crafts. Anyway, thanks for making it it easy to remove. Link to comment Share on other sites More sharing options...
Kitspace Posted September 6, 2014 Share Posted September 6, 2014 I can not wait until it comes with Realism Overhaul support. Link to comment Share on other sites More sharing options...
rifter Posted September 6, 2014 Share Posted September 6, 2014 Sigh, spent the last 5 hours with V5 building this SSTO. Installed V5r2 and it gained 500+T and half the parts are no longer right clickable.....Are you using realfuels? I know when I use any of the included .craft files, they exibit at least the right-click behavior with realfuels enabled, though if you leave and re-enter the sph (by launching or going back to the ksc), everything becomes right-clickable again, though the tanks still act weird. This is even with the b9 config in realfuels disabled (only prevents doubling of some tweakable menu items). Link to comment Share on other sites More sharing options...
Donziboy2 Posted September 6, 2014 Share Posted September 6, 2014 (edited) Are you using realfuels? I know when I use any of the included .craft files, they exibit at least the right-click behavior with realfuels enabled, though if you leave and re-enter the sph (by launching or going back to the ksc), everything becomes right-clickable again, though the tanks still act weird. This is even with the b9 config in realfuels disabled (only prevents doubling of some tweakable menu items).No, im using MFT, sadly removing it will kill about 30 Kerbals on missions.... I tested it on a backup and was able to load V5 craft just fine but without MFT I had alot of unhappy Kerbals in Space.Edit.Removing the new B9 MFT in the B9 folder also fixes it. So I guess no B9 MFT for me atm. Edited September 6, 2014 by Donziboy2 Link to comment Share on other sites More sharing options...
Kitspace Posted September 6, 2014 Share Posted September 6, 2014 Is the todays update supposed to work with the Real Fuels?That is a change that I noticed straight away. Link to comment Share on other sites More sharing options...
Kitspace Posted September 6, 2014 Share Posted September 6, 2014 http://imgur.com/a/WWB18#0How to make the engine intake nacelle mounts like on this plane in the pictures? Link to comment Share on other sites More sharing options...
rifter Posted September 6, 2014 Share Posted September 6, 2014 (edited) Is the todays update supposed to work with the Real Fuels?That is a change that I noticed straight away.Added preliminary support for RealFuels. via Kerbalstuff Edited September 6, 2014 by rifter context is important Link to comment Share on other sites More sharing options...
Taverius Posted September 6, 2014 Share Posted September 6, 2014 I really think a part mod should not break stock crafts. Anyway, thanks for making it it easy to remove.We don't mod for you - we mod for us. We like realistic planes, the stock engines are utterly broken, therefore we fixed them.Up to you what you do with it, but if you want unrealistic parts, this is probably the wrong pack. Bar the HX stuff this is all very much down-to-earth stuff.No, im using MFT, sadly removing it will kill about 30 Kerbals on missions.... I tested it on a backup and was able to load V5 craft just fine but without MFT I had alot of unhappy Kerbals in Space.Edit.Removing the new B9 MFT in the B9 folder also fixes it. So I guess no B9 MFT for me atm.If you could find out which part it is that causes the issues, that would be awesome. Its a 1300-line file and somewhat hard to debug.Is the todays update supposed to work with the Real Fuels?That is a change that I noticed straight away.Very preliminary, but yes.http://imgur.com/a/WWB18#0How to make the engine intake nacelle mounts like on this plane in the pictures?Open up the stock craft and look? The TR-7, the BRV-4 and the HDCV all use that method.Mk1 tail surface attached to wing -> SABRE precooler -> sabre intake. You'll need Part Angle Display (link in readme) to make them point the right way, 5 degrees rotation isn't fine enough. Link to comment Share on other sites More sharing options...
Donziboy2 Posted September 6, 2014 Share Posted September 6, 2014 If you could find out which part it is that causes the issues, that would be awesome. Its a 1300-line file and somewhat hard to debug.Thats the thing it was affecting multiple parts.Every part on that craft that had a FS tank set before update was broken, everything that had no tank set was fine.I will have to reinstall the MFT file and try to get more info. Link to comment Share on other sites More sharing options...
forsaken1111 Posted September 6, 2014 Share Posted September 6, 2014 We don't mod for you - we mod for us. We like realistic planes, the stock engines are utterly broken, therefore we fixed them. You 'fixed' the stock engines because they're unrealistic while simultaneously introducing silly sci-fi engines? Link to comment Share on other sites More sharing options...
Taverius Posted September 6, 2014 Share Posted September 6, 2014 Thats the thing it was affecting multiple parts.Every part on that craft that had a FS tank set before update was broken, everything that had no tank set was fine.I will have to reinstall the MFT file and try to get more info.I see. It might just be the case that its a bad idea to switch between 2 different tank-switching plugins mid-game.You 'fixed' the stock engines because they're unrealistic while simultaneously introducing silly sci-fi engines?The HPD1 only looks sci-fi, bar the fluff text its just 2 normal engines in one, and with a higher penalty for being multi-mode than the rapier has. Link to comment Share on other sites More sharing options...
bac9 Posted September 6, 2014 Author Share Posted September 6, 2014 (edited) You 'fixed' the stock engines because they're unrealistic while simultaneously introducing silly sci-fi engines?There is only one sci-fi engine in the whole pack (which, I should add, is entirely balanced in line with realistic Apollo-era KW engines, even to the point of being less efficient then those), so yes, every single engine in the pack is realistically balanced. Edited September 6, 2014 by bac9 Link to comment Share on other sites More sharing options...
forsaken1111 Posted September 6, 2014 Share Posted September 6, 2014 It just seems a bit off to me to use engines with 'realistic' numbers in KSP's unrealistic scale. If you're using RSS then sure, realism makes sense. Link to comment Share on other sites More sharing options...
bac9 Posted September 6, 2014 Author Share Posted September 6, 2014 (edited) Stock configs are often insanely sloppy and have very little thought put into them, so we have no obligation to respect them or hold them to the status of some sacred baseline things should be balanced against. There is no baseline to begin with, look at mass fraction values of stock parts, they vary wildly and have zero deliberate balance behind them.Sorry, cheaty stock turbojets will never return, there is no way to justify leaving them as is. And no, I don't think RSS has a monopoly on realistic gameplay if you are playing with NEAR/FAR. It's an environment of different scale some like to play more with, not a ghetto all realistic mods should be confined to. Edited September 6, 2014 by bac9 Link to comment Share on other sites More sharing options...
K3-Chris Posted September 6, 2014 Share Posted September 6, 2014 IMO FAR should do that nerf to jets, it cuts back jets a bit but not nearly far enough, leave NEAR with less balanced engines for softies.Also FAR/NEAR makes "nerfed" jets more playable, you don't need crazy thrust to fly with FAR/NEAR while you do in stock. Link to comment Share on other sites More sharing options...
forsaken1111 Posted September 6, 2014 Share Posted September 6, 2014 Fair enough. I can see you've justified the idea to the point that no argument is going to dissuade you. I like your art, if not your ideas about balance so I'll keep an eye on this from afar. Link to comment Share on other sites More sharing options...
bac9 Posted September 6, 2014 Author Share Posted September 6, 2014 (edited) What's the objective argument for existence of turbojet configs capable of reaching 2500m/s+ and providing thrust at incredible range of velocities in a mod that adds realistically balanced engines? If it exists, it will dissuade us, seriously. Edited September 6, 2014 by bac9 Link to comment Share on other sites More sharing options...
Donziboy2 Posted September 6, 2014 Share Posted September 6, 2014 Here is part of the craft with B9 MFT removed.PART{ part = B9.Aero.HL.Adapter.2m.Side_4293659784 partName = Part pos = -0.8532134,5.830313,4.322294 rot = 0.7071068,0,0,0.7071068 attRot = 0,0,0,1 mir = 1,1,1 istg = 0 dstg = 0 sidx = -1 sqor = -1 attm = 0 modCost = 3545 link = B9.Aero.HL.Body.Cargo.C_4293659728 link = rtg_4293657454 link = rtg_4293657424 link = ksp.r.largeBatteryPack_4293657394 link = ksp.r.largeBatteryPack_4293657370 link = HexCanMFTLifeSupport_4293657346 link = HexCanMFTLifeSupport_4293657278 link = B9.Utility.DockingPort.CDP_4293657210 link = B9.Control.RCS.Block.R12_4293656752 link = B9.Control.RCS.Block.R12_4293656666 link = B9.Aero.HL.Extension.B1_4293653450 link = B9.Aero.HL.Extension.B1_4293651426 attN = top,B9.Aero.HL.Body.SAS.05m_4293659892 attN = bottom,B9.Aero.HL.Body.Cargo.C_4293659728 attN = bottom1,B9.Aero.HL.Extension.B1_4293651426 attN = bottom2,B9.Aero.HL.Extension.B1_4293653450 EVENTS { } ACTIONS { } MODULE { name = FSfuelSwitch isEnabled = True currentAmounts = (2133, 2607, 0, 0) selectedTankSetup = 2 hasLaunched = False brandNewPart = False EVENTS { nextTankSetupEvent { active = True guiActive = False guiActiveEditor = True guiIcon = Next tank setup guiName = Next tank setup category = Next tank setup guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } } ACTIONS { } } MODULE { name = FARBasicDragModel isEnabled = True EVENTS { } ACTIONS { } } RESOURCE { name = LiquidFuel amount = 2133 maxAmount = 2133 flowState = True isTweakable = True hideFlow = False flowMode = Both } RESOURCE { name = Oxidizer amount = 2607 maxAmount = 2607 flowState = True isTweakable = True hideFlow = False flowMode = Both }}Here is the same part with B9 MFT present.PART{ part = B9.Aero.HL.Adapter.2m.Side_4294233150 partName = Part pos = -0.8532134,5.830313,4.322293 rot = 0.7071068,0,0,0.7071068 attRot = 0,0,0,1 mir = 1,1,1 istg = 0 dstg = 0 sidx = -1 sqor = -1 attm = 0 modCost = 0 link = B9.Aero.HL.Body.Cargo.C_4294233090 link = rtg_4294231010 link = rtg_4294230980 link = ksp.r.largeBatteryPack_4294230950 link = ksp.r.largeBatteryPack_4294230926 link = HexCanMFTLifeSupport_4294230902 link = HexCanMFTLifeSupport_4294230834 link = B9.Utility.DockingPort.CDP_4294230766 link = B9.Control.RCS.Block.R12_4294230308 link = B9.Control.RCS.Block.R12_4294230222 link = B9.Aero.HL.Extension.B1_4294227174 link = B9.Aero.HL.Extension.B1_4294226612 attN = top,B9.Aero.HL.Body.SAS.05m_4294233258 attN = bottom,B9.Aero.HL.Body.Cargo.C_4294233090 attN = bottom1,B9.Aero.HL.Extension.B1_4294226612 attN = bottom2,B9.Aero.HL.Extension.B1_4294227174 EVENTS { } ACTIONS { } MODULE { name = ModuleFuelTanks isEnabled = True type = B9_Fuselage utilization = 86 mass = 80.62153 timestamp = 0 volume = 4740 type_UIEditor { controlEnabled = True } utilization_UIEditor { controlEnabled = True minValue = 0 maxValue = 100 incrementSlide = 1 } EVENTS { Empty { active = True guiActive = False guiActiveEditor = True guiIcon = Remove All Tanks guiName = Remove All Tanks category = Remove All Tanks guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } } ACTIONS { } } MODULE { name = FARBasicDragModel isEnabled = True EVENTS { } ACTIONS { } } RESOURCE { name = LiquidFuel amount = 4740 maxAmount = 4740 flowState = True isTweakable = True hideFlow = False flowMode = Both } RESOURCE { name = Oxidizer amount = 2607 maxAmount = 2607 flowState = True isTweakable = True hideFlow = False flowMode = Both }} Link to comment Share on other sites More sharing options...
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