BudgetHedgehog Posted September 18, 2014 Share Posted September 18, 2014 Dev branch of FAR or B9?I'm assuming the dev branch of B9 as that picture was taken with the dev build of FAR (0.14.1.2 or something). Link to comment Share on other sites More sharing options...
Gaalidas Posted September 18, 2014 Share Posted September 18, 2014 Dev branch of FAR or B9? I've had to switch to dev FAR, I got that bug where the UI started to flash if a vessel left physics range, make visiting stations pretty annoying.Sorry I'm just one guy, currently working on the S3 (pretty sure Tav would murder me if I didn't get it done soon) the HX is next in line.Wait wait... what? You're one guy? So, technically it would only count as one murder? My mind is, seriously, blowing up right now. Link to comment Share on other sites More sharing options...
Dsnydmiller Posted September 19, 2014 Share Posted September 19, 2014 I downloaded it. loved it. But, if I add other mods KSP wont even load to the space center without CTD i even went through all the mods that arent supported and got rid of them. when i start to build a ship i can get about 30 mins in and then KSP just crashes. Stock with this Mod just isnt fun enough so i had to remove it for now. I will keep a close eye on it for other releases. Link to comment Share on other sites More sharing options...
jake9039 Posted September 19, 2014 Share Posted September 19, 2014 for some reason, my cameras don't work,and I don't know what the camera menue is. also,the premade planes don't work Link to comment Share on other sites More sharing options...
Nuclear Arbitor Posted September 19, 2014 Share Posted September 19, 2014 use active texture management and 32 bit. i can't get this release to work on 64 bit and it uses to much memory not to have ATM. Link to comment Share on other sites More sharing options...
T-Pilot395 Posted September 19, 2014 Share Posted September 19, 2014 Damn I absolutely love this pack.But is it ok if you guys can make a B9 style 1.25m spaceplane cockpit? The original mk1 cockpit looks out of place.*gets back to enjoying the pack* Link to comment Share on other sites More sharing options...
Sufficient Anonymity Posted September 19, 2014 Share Posted September 19, 2014 Damn I absolutely love this pack.But is it ok if you guys can make a B9 style 1.25m spaceplane cockpit? The original mk1 cockpit looks out of place.*gets back to enjoying the pack*K3|Chris posted this quite a few pages back. Link to comment Share on other sites More sharing options...
K3-Chris Posted September 19, 2014 Share Posted September 19, 2014 Wait wait... what? You're one guy? So, technically it would only count as one murder? My mind is, seriously, blowing up right now.Taverious does the tricky .cfg stuff and the math for wing lift, fueselage internal volume for fuel etc and the balance stuff, bac9 is pretty busy generally speaking but he last did the HX parts and I do the IVAs and most of the work on the external models of stuff that has IVAs because they need to line up properly, Tav handed over the external mesh of the new S3 version to me like 2-3 months ago, I've been busy with the HL, props/MFDs and overhauling the other cockpits since pretty much, and I'm sure he'd like to see the S3 finalized soon. Link to comment Share on other sites More sharing options...
T-Pilot395 Posted September 19, 2014 Share Posted September 19, 2014 K3|Chris posted this quite a few pages back.Ooooh thanks for letting me know! Can't wait to outfit my spaceplanes with that! Link to comment Share on other sites More sharing options...
Hellbrand Posted September 19, 2014 Share Posted September 19, 2014 Is there any way to Scale the Nosecone so it's longer >_> Link to comment Share on other sites More sharing options...
Sufficient Anonymity Posted September 19, 2014 Share Posted September 19, 2014 Is there any way to Scale the Nosecone so it's longer >_>You mean the 1.25m one? You can always flip a tail piece round if you want a really long nose. Link to comment Share on other sites More sharing options...
Kitspace Posted September 19, 2014 Share Posted September 19, 2014 HelloHow to fix the asymmetric wings placement? It has nothing to do with the joint stiffness bug because it is already that way in the editor. It is really very annoying and sometimes looks like the part was just flipped over on the other side and is slightly different because it is the bottom not the top of it. Especially obvious with the large thick wing part.How to properly rotate and align the parts that should go into the leading edge of the wing? Wings have complex colliders especially near the edges so the rotation of the surface attached parts is totally messed up. Sometimes it takes a great amount of hassle to come close to a required attitude and find it impossible to finally align the part properly just because each keypress turns the part on two or all three axes at a time. But at the same time in all of the example crafts provided the parts are placed perfectly and precisely. What is the trick here?Is there a way to increase the strength of a joint? It seems to be limited to the strength of the struts irrespectively of their quantity and distribution around the joint and the part. The struts increase the stiffness of the joint and effectively prevent all the wobbling and bending but it does not look like they can increase the amount of force required to break the part or rip it off which looks like a thing they are supposed to do. Please correct me if it is wrong. Also is there any difference between the visible and invisible struts? How are the struts hidden on the example crafts?What is the actual difference between the two types of control surfaces in the pack? I personally tend to use one of them as wing flaps and the other one as ailerons.Thank you! Link to comment Share on other sites More sharing options...
MisterFister Posted September 19, 2014 Share Posted September 19, 2014 Just started KSP about half an hour ago, and AVC reports that there is a 5.2.2 available. KerbalStuff and this thread still only read 5.1.1. The AVC flag doesn't end the game, but it is a curious sequence. Perhaps the 5.2.2 upload is pending moderator approval of some kind? Link to comment Share on other sites More sharing options...
sober667 Posted September 19, 2014 Share Posted September 19, 2014 Just started KSP about half an hour ago, and AVC reports that there is a 5.2.2 available. KerbalStuff and this thread still only read 5.1.1. The AVC flag doesn't end the game, but it is a curious sequence. Perhaps the 5.2.2 upload is pending moderator approval of some kind?same me so probably tomorow morning we will have 5.2.2 Link to comment Share on other sites More sharing options...
Taverius Posted September 19, 2014 Share Posted September 19, 2014 I was hoping to have it ready tonight, and pushed it by error. I've reverted the remote version for now, hopefully tomorrow we'll have 5.2.2 out. Link to comment Share on other sites More sharing options...
AccidentalDisassembly Posted September 20, 2014 Share Posted September 20, 2014 I was hoping to have it ready tonight, and pushed it by error. I've reverted the remote version for now, hopefully tomorrow we'll have 5.2.2 out.You tease! Link to comment Share on other sites More sharing options...
Hellbrand Posted September 20, 2014 Share Posted September 20, 2014 so what's coming in 5.2.2? Link to comment Share on other sites More sharing options...
Taverius Posted September 20, 2014 Share Posted September 20, 2014 Its a fairly long changelog, but its all fixes. Nothing particularly exciting except for moving some parts to more appropriate tech nodes, and an increase in HX connection strengths that should help with wobble somewhat. Link to comment Share on other sites More sharing options...
MisterFister Posted September 20, 2014 Share Posted September 20, 2014 (edited) Might there be any plan to reduce the following? (Particularly RPM, HR, MFT, and TweakScale)INCOMPATIBLE MODS• HotRockets 7.21LS - Will break engines and cause other strangeness in career mode. Install before B9, which provides blanking file for the offending MM patches. Otherwise do not install MP_Nazari/b9_hotrockts.cfg. The relevant effects have been inluded in B9 R5.• RasterPropMonitor 0.18.2 - Will break IVAs. Install before B9, which provides a blanking file for the offending MM patches. Otherwise do not install the B9_Aerospace/RPM/Patches/* file. B9 R5 includes a custom RPM setup for its IVAs.• Skillful R1.2 - Has been known to break mass of larger parts.• BD Armory 0.5.0 - Same as Skillful.• TweakScale 1.43 - Graphics issues, CTDs.• Modular Fuel Tanks 5.1.1 - Duplicate fuel tanks in parts, not all parts covered.• Real Fuels 7.3 - Same as modular fuel tanks.• Deadly Reentry Continued 5.2 - Not all parts are covered.And what exactly does that last line mean, please? Edited September 20, 2014 by MisterFister Link to comment Share on other sites More sharing options...
K3-Chris Posted September 20, 2014 Share Posted September 20, 2014 RPM isn't a problem, just don't install the B9 patches, B9 comes with RPM anyway so, similar with hotrockets, delete the b9 .cfg, MFT is being worked on by Tav, tweakscale no idea, it's an incompatibility with FireSpitter's fuel switcher. Link to comment Share on other sites More sharing options...
Kitspace Posted September 20, 2014 Share Posted September 20, 2014 Anybody can help me on these ones? Please!HelloHow to fix the asymmetric wings placement? It has nothing to do with the joint stiffness bug because it is already that way in the editor. It is really very annoying and sometimes looks like the part was just flipped over on the other side and is slightly different because it is the bottom not the top of it. Especially obvious with the large thick wing part.How to properly rotate and align the parts that should go into the leading edge of the wing? Wings have complex colliders especially near the edges so the rotation of the surface attached parts is totally messed up. Sometimes it takes a great amount of hassle to come close to a required attitude and find it impossible to finally align the part properly just because each keypress turns the part on two or all three axes at a time. But at the same time in all of the example crafts provided the parts are placed perfectly and precisely. What is the trick here?Is there a way to increase the strength of a joint? It seems to be limited to the strength of the struts irrespectively of their quantity and distribution around the joint and the part. The struts increase the stiffness of the joint and effectively prevent all the wobbling and bending but it does not look like they can increase the amount of force required to break the part or rip it off which looks like a thing they are supposed to do. Please correct me if it is wrong. Also is there any difference between the visible and invisible struts? How are the struts hidden on the example crafts?What is the actual difference between the two types of control surfaces in the pack? I personally tend to use one of them as wing flaps and the other one as ailerons.Thank you!Also maybe it will look like a stupid question but still does the tomorrow morning mean morning in Europe? Link to comment Share on other sites More sharing options...
K3-Chris Posted September 20, 2014 Share Posted September 20, 2014 Anybody can help me on these ones? Please!Sorry I have no idea what you're on about. Link to comment Share on other sites More sharing options...
feriofukada Posted September 20, 2014 Share Posted September 20, 2014 I think he's referring to how part symmetry's flips out and stops mirroring properly for B9. Link to comment Share on other sites More sharing options...
K3-Chris Posted September 20, 2014 Share Posted September 20, 2014 I think he's referring to how part symmetry's flips out and stops mirroring properly for B9.I haven't experienced that. Link to comment Share on other sites More sharing options...
feriofukada Posted September 20, 2014 Share Posted September 20, 2014 Only experienced it once or twice, I think, during the initial pre-release in a modded KSP. Never experienced it again as of 5.2.1. I'm guessin' it's because of (obviously) mods. Link to comment Share on other sites More sharing options...
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