Flashblade Posted November 13, 2016 Share Posted November 13, 2016 8 hours ago, _Astra_ said: Thank you. When you fix it can you post a solution into the Firespiter thread please ? They have the same issue with foldable rotors. That doesn't sound like the same issue or are you experiencing something like you describe. That didn't happen on my end and would require you to give @blowfish your log files. And now for something completely different. The S2 fuselage is probably my favorite fuselage system of the whole mod. But it is an odd beast because S2 wide tanks, engine couplings and the regular S2 tail are really differently textured from regular S2 parts and the S2 wide cargo bays. It looks like different people with different design ideas worked on these. I still wonder why B9 and his team left those parts as they were. I tried to correct this a bit and at least make the parts blend a bit better Here is a picture of my SSTO the Swiftwind with how textures normally are and what things look like after my alteration: BEFORE AFTER I think the alteration helps quite a bit in making it blend better together. Of course the glossyness of the parts differ but this stuff is in the alpha layer which I can't access without the source files. I even tried a way more involved alteration to the less detailed parts. I tried to graft the HRSI tiles onto them, I used the S2 Tail as my trial object, ALAS I failed As you can see in these pictures, the textures I was able to use straight are tolerable. (They will never be as sharp as in the original model because they are of higher resolution which is downscaled onto the model). But the textures where I had to change the rotation and alter the size quite a bit are a blurry mess where they wrap around the model. And there is nothing I can do to make them sharper. I wasted one and half days on this but at least I tried. Really makes me wish we could get a modeller and texture artist on board again to redo the parts I mentioned and apply the better textures to those new models. The S2 then wouldn't look like two different contractors where asked to build the parts and they never exchanged any notes besides basic dimensions. Link to comment Share on other sites More sharing options...
kcs123 Posted November 13, 2016 Share Posted November 13, 2016 Those S2 parts were creatred long before B9PW, therefore is mismatch with textures. Also KSP itself have changes along way with shaders and what not. To me it looks like bumbmaps are off, but I don't have much knowlage how that is handled in unity game engine. Anyhow, upper section of S2 parts looks much better after alteration. Link to comment Share on other sites More sharing options...
_Astra_ Posted November 19, 2016 Share Posted November 19, 2016 On 13.11.2016 at 3:24 PM, Flashblade said: Add the legs to the gear action group by hand and everything works just peachy. No, it doesn't work. Both B9 Anim 1.0.3 and 1.0.4 Link to comment Share on other sites More sharing options...
Flashblade Posted November 19, 2016 Share Posted November 19, 2016 1 hour ago, _Astra_ said: No, it doesn't work. Both B9 Anim 1.0.3 and 1.0.4 The current bundled version of B9 Animations is 1.5.1. No wonder it doesn't work. With that old plugin version nothing should be working Link to comment Share on other sites More sharing options...
Tiverra Posted November 19, 2016 Share Posted November 19, 2016 Anyone else having trouble? some parts like the s2 pod aren't showing up for me and I have updated and reinstalled everything. Link to comment Share on other sites More sharing options...
_Astra_ Posted November 19, 2016 Share Posted November 19, 2016 Flashblade, are you sure? I've downloaded the latest version possible from Github: https://github.com/blowfishpro/B9AnimationModules/releases Version number is 1.0.4 https://github.com/blowfishpro/B9AnimationModules/releases/download/v1.0.4/B9AnimationModules_1-0-4.zip released 23 days ago. B9 Aerospace Pre 6.2 https://github.com/blowfishpro/B9-Aerospace/releases/download/v6.2.0-pre/B9_Aerospace_6-2-0-pre.zip has been released 21 days ago. And the bundled B9AnimationModules.version says 1.0.4 Link to comment Share on other sites More sharing options...
blowfish Posted November 19, 2016 Share Posted November 19, 2016 The landing legs still use Firespitter animation modules. Make sure Firespitter is up to date and if that doesn't work provide logs as usual. Link to comment Share on other sites More sharing options...
_Astra_ Posted November 20, 2016 Share Posted November 20, 2016 (edited) Dear Blowfish, thank you. Should note however that KSP doesn't log any ordinary event like leg opening and closure, gear deploy and retraction, light toggling and engine switching. Of course, you may know this. There's no info on game events, monitor configuration, extra PC devices et cetera. A log definitely has zero information to fix legs. It has nothing on legs unless they overstressed, crashed or exploded . You mention Firespitter - it clarifies the situation a little (although Flashblade's message was a bit different) As i said before, Firespitter rotors misperform very similar. Edited November 20, 2016 by _Astra_ little correction Link to comment Share on other sites More sharing options...
Flashblade Posted November 20, 2016 Share Posted November 20, 2016 (edited) 2 hours ago, _Astra_ said: Dear Blowfish, thank you. Should note however that KSP doesn't log any ordinary event like leg opening and closure, gear deploy and retraction, light toggling and engine switching. Of course, you may know this. There's no info on game events, monitor configuration, extra PC devices et cetera. A log definitely has zero information to fix legs. It has nothing on legs unless they overstressed, crashed or exploded . You mention Firespitter - it clarifies the situation a little (although Flashblade's message was a bit different) As i said before, Firespitter rotors misperform very similar. The difference is though that for me the landing legs work just as intended so the problem must be somewhere on your end. Therefor please provide logs that we can help you figure this out. To me it sounds more like something is screwy with your install instead of their being an actual bug. Edited November 20, 2016 by Flashblade Link to comment Share on other sites More sharing options...
blowfish Posted November 20, 2016 Share Posted November 20, 2016 I wouldn't expect any information to be logged when you click the event. Most of the useful information in the log comes from when KSP is loading. Link to comment Share on other sites More sharing options...
Flashblade Posted November 20, 2016 Share Posted November 20, 2016 (edited) BTW good folks, news on when you can expect the next official version of B9. Is it going to be any time soon? Not likely... Chained dependencies are a bleep. Keep enjoying the pre-release folks, it is gonna be still a while. Edited November 20, 2016 by Flashblade Link to comment Share on other sites More sharing options...
Calebtastic Posted November 22, 2016 Share Posted November 22, 2016 Does anyone know where I can find the big "blocky" parts shown in the top image, and mentioned in the FAQ? Link to comment Share on other sites More sharing options...
King Something Posted November 22, 2016 Share Posted November 22, 2016 21 minutes ago, Calebtastic said: Does anyone know where I can find the big "blocky" parts shown in the top image, and mentioned in the FAQ? That's the HX parts pack. It should be available in the OP and elsewhere in this thread. Link to comment Share on other sites More sharing options...
ThirdOfSeven Posted November 24, 2016 Share Posted November 24, 2016 (edited) On 11/19/2016 at 9:29 PM, blowfish said: The landing legs still use Firespitter animation modules. Make sure Firespitter is up to date and if that doesn't work provide logs as usual. I suspect "up-to-date" firespitter may be source of this issue. 7.4.2 -> B9 legs folding&unfolding in endless loop. 7.4.1 -> Beautiful! Can't find what is missing in parameters for FSAnimateGeneric to stop it from doing this endless animation, btw. Maybe it is a bug in Firespitter itself. Edited November 24, 2016 by ThirdOfSeven Many edits to fix previous edits Link to comment Share on other sites More sharing options...
Flashblade Posted November 24, 2016 Share Posted November 24, 2016 7 hours ago, ThirdOfSeven said: I suspect "up-to-date" firespitter may be source of this issue. 7.4.2 -> B9 legs folding&unfolding in endless loop. 7.4.1 -> Beautiful! Can't find what is missing in parameters for FSAnimateGeneric to stop it from doing this endless animation, btw. Maybe it is a bug in Firespitter itself. Yep it is firespitter without a doubt. All of a sudden my install acted up as well. I had animation loops on the S3 cockpit and the small S2 crew part. I solved the problem by reinstalling firespitter from the pre-release. I assume that removing the temporary files the plugin creates might be enough to solve the problem but I didn't test it. So @_Astra_ the bug report belongs into the firespitter thread Link to comment Share on other sites More sharing options...
_Astra_ Posted November 24, 2016 Share Posted November 24, 2016 Quote the bug report belongs into the firespitter thread I made a report twenty days ago. Sadly, no answer from devs yet. The github repository stays intact. Link to comment Share on other sites More sharing options...
DiamondKSP52 Posted November 26, 2016 Share Posted November 26, 2016 When is the update for 1.2 coming? This is among my favorite mods and yet its confined to 1.1.3. Also with the update to 1.2 will you add example crafts to the mod? I would very much like that. Thank you. Link to comment Share on other sites More sharing options...
King Something Posted November 26, 2016 Share Posted November 26, 2016 (edited) 1 hour ago, DiamondKSP52 said: When is the update for 1.2 coming? It'll get here when it gets here. For future reference, please refrain from asking for updates to mods -- it's against the rules, and is impolite to the modders. The answer to the question "When is the update of $MOD for $KSP_Version gonna come?" is always "Soon™", so don't bother asking. There's an unofficial release of B9 for 1.2.x in @Flashblade's signature (the second post yours), but no official release until all the dependencies are updated. Edited November 26, 2016 by King Something Link to comment Share on other sites More sharing options...
smotheredrun Posted November 30, 2016 Share Posted November 30, 2016 @DiamondKSP52, the dev version works well in my game. Try it. Also, doing a quick search in whichever thread (mod) you are looking to update, (requires reading and or search bar use) will help you find dev versions and any other useful info. Cheers Link to comment Share on other sites More sharing options...
IraqiWalker Posted December 1, 2016 Share Posted December 1, 2016 I'm personally going to avoid the pre-release atm, since my currently installed mods seem a bit wonky. However, I can't wait to get my hands on some fine B9 goodness, XD Link to comment Share on other sites More sharing options...
smotheredrun Posted December 3, 2016 Share Posted December 3, 2016 @Flashblade and others. Regarding the looping legs and firespitter: The same issue was found in the Kerbin Shuttle Orbiter System thread, specifically with the Station Setvice Tug (SST) and its looping movement of the RCS Boom animation. I'm out of my office right now, but when i get back, I'll post/link that part of the discussion. The suggested fix worked, no more looping. Maybe that would help solve the blinking cockpit lights and the legs? Link to comment Share on other sites More sharing options...
Flashblade Posted December 3, 2016 Share Posted December 3, 2016 7 hours ago, smotheredrun said: -snip- Yes it will be an issue for every part that uses the fs animation module. I had a look at the KSO thread. So the solution is to replace the fs animation module with the stock one. @blowfish if we did this, would we even have anymore need for firespitter or could we get rid of another dependency entirely? Link to comment Share on other sites More sharing options...
blowfish Posted December 3, 2016 Share Posted December 3, 2016 4 minutes ago, Flashblade said: Yes it will be an issue for every part that uses the fs animation module. I had a look at the KSO thread. So the solution is to replace the fs animation module with the stock one. @blowfish if we did this, would we even have anymore need for firespitter or could we get rid of another dependency entirely? The big remaining FS dependency is the VTOL engines. If not for those I would have purged it long ago. I guess this is as good a time as any to remove the remaining FS animation modules though. Link to comment Share on other sites More sharing options...
kcs123 Posted December 3, 2016 Share Posted December 3, 2016 How many people use those VTOL engines anyway ? If there is not significant number of users, maybe it can be pushed to legacy part pack along with firespitter plugin as dependency ? Don't get me wrong, those VTOLs are cool, but somehow not way too practical for usage. I always end with either, combination of engines with fixed vertical thrust and additional engines for longitudinal thrust or with usage of Infernal robotics. I assume that VTOL craft builders end up with usage of TCA to control their craft and TCA is not way too good in calculation with rotating engines. Therefore they end up with fixed vertical engines. Link to comment Share on other sites More sharing options...
Vrana Posted December 3, 2016 Share Posted December 3, 2016 (edited) 1 hour ago, kcs123 said: How many people use those VTOL engines anyway ? If there is not significant number of users, maybe it can be pushed to legacy part pack along with firespitter plugin as dependency ? Don't get me wrong, those VTOLs are cool, but somehow not way too practical for usage. I always end with either, combination of engines with fixed vertical thrust and additional engines for longitudinal thrust or with usage of Infernal robotics. I assume that VTOL craft builders end up with usage of TCA to control their craft and TCA is not way too good in calculation with rotating engines. Therefore they end up with fixed vertical engines. This is correct in my case. I built quite a few VTOL craft but always with double, fixed engines. The two of us hardly constitute a relevant sample tough. Indeed i doubt you could get a significant number of users to express themselves on the forum at all. The answer to: "How many people use those VTOL engines anyway ? " will have to be a guess. Edited December 3, 2016 by Vrana Link to comment Share on other sites More sharing options...
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