Taverius Posted September 20, 2014 Share Posted September 20, 2014 Taverius if it is not a chore could you please explain to me what is this for?@PART[B9_Engine_Jet_Pod_Small] { @RESOURCE[IntakeAir] { intakeAirRatio = #$/MODULE[ModuleResourceIntake]/area$ @intakeAirRatio /= 0.01 @amount *= #$intakeAirRatio$ @maxAmount *= #$intakeAirRatio$ !intakeAirRatio = delete }}Great job by the way guys to all three of you!Scales the size of the intakeir tank on the basis that 0.01 area intake should have 0.2 intakeair capacity.Less numbers for me get wrong in an update by automating stuff like this with MM. Link to comment Share on other sites More sharing options...
Berlioz Posted September 21, 2014 Share Posted September 21, 2014 I'm not sure if it has been discussed or not, but I cannot access ANY of the right-click context menus at all. Each time I do click, It does nothing. All of the landing gears don't work either. Is there something wrong? MY KSP version is .24.x. I know it's the latest version. Has anyone else experienced this problem? Link to comment Share on other sites More sharing options...
Berlioz Posted September 21, 2014 Share Posted September 21, 2014 Hi all, I'm not sure if its been mentioned but I can't use the right-click context menu. I'm not sure what's causing it, but the functionality of all the parts in this mod is severely limited to a few. None of the landing wheels l=work either. Has anyone else had this problem? Link to comment Share on other sites More sharing options...
Coragamy Posted September 21, 2014 Share Posted September 21, 2014 Hey I don't want to sound demanding but is there any chance of a stock giant HX fuselage system ship? I try to make things with it but the hangar and the VAB just aren't big enough. Link to comment Share on other sites More sharing options...
slumpie Posted September 21, 2014 Share Posted September 21, 2014 @CoragamyUse Hangar Extender Link to comment Share on other sites More sharing options...
SeventhArchitect Posted September 21, 2014 Share Posted September 21, 2014 Bruh. I saw that B9 had something new up JUST right above KSP Interstellar, and the first thing that came to mind was, hey, someone might have updated B9 to today's standards so that we can finally use those parts again! Yeah!NOPE!I saw that picture of that awesome space station and shat myself a little.I can finally get my confidence up enough to make my massive ships again, because I have parts now that allow that to happen without looking boring. TO THE VAB!!! Link to comment Share on other sites More sharing options...
iamzac Posted September 21, 2014 Share Posted September 21, 2014 Release 5.2.2• Fixed CoL offset on HW21 wing (FAR 0.14.2)After seeing this I checked my cargo plane which uses the HW21 wing to see if everything is ok and it's not:As you can see the COL moved enough to unbalance the plane.Before starting to redesign it again (I just finished redesigning it after moving from B9 4 to B9 5) I want to ask:Is this how the COL for HW21 will remain or is this a bug in B9 or FAR ? Link to comment Share on other sites More sharing options...
Taverius Posted September 21, 2014 Share Posted September 21, 2014 You have a ridiculously large horizontal stabilizer.The CoL of the HW21 is now correct (provided you're using the unreleased FAR):Its all you from now on. Link to comment Share on other sites More sharing options...
iamzac Posted September 21, 2014 Share Posted September 21, 2014 You have a ridiculously large horizontal stabilizer.The CoL of the HW21 is now correct (provided you're using the unreleased FAR):https://dl.dropboxusercontent.com/u/42665548/KSP/Modeling/Screenshot_224.pngIts all you from now on.OK then, I hope you will not change it again.Actually it is a bit better now since I can have my COM and DCOM closer.The tail is not that large, look at the tail on the Antonov An-225, it's even bigger compared to the main wings.By the way, since I am talking about heavy stuff: the B9 landing gear behaves like it's made from rubber on large and heavy crafts no matter how many struts I use and I have to use the small gear bay which looks ridiculous.They can be used on heavy crafts only if you are extremely careful and gentle and I like landing in mountains sometimes Also, bigger (taller) landing gear would be very useful for large crafts... maybe something with 4 wheels... or maybe just an upscaled version of the existing ones. Link to comment Share on other sites More sharing options...
Taverius Posted September 21, 2014 Share Posted September 21, 2014 OK then, I hope you will not change it again.Actually it is a bit better now since I can have my COM and DCOM closer.It was wrong, its been fixed, we will keep fixing things that are wrong The tail is not that large, look at the tail on the Antonov An-225, it's even bigger compared to the main wings.Actually, no, its smaller - the aspect ratio is very different from yours. Also, the AN-225's wing is far less swept then the HW21, and their CoM is much further back.By the way, since I am talking about heavy stuff: the B9 landing gear behaves like it's made from rubber on large and heavy crafts no matter how many struts I use and I have to use the small gear bay which looks ridiculous.They can be used on heavy crafts only if you are extremely careful and gentle and I like landing in mountains sometimes Also, bigger (taller) landing gear would be very useful for large crafts... maybe something with 4 wheels... or maybe just an upscaled version of the existing ones.Landing gear is attached via a single surface connection. We can't do anything about the flex, though I have no such issues on the stock craft. Not while doing landings that don't snap the plane in half, anyway.Make sure you nuked any and all 'fixes' from the community patches from 0.23.5, and no, you're not going to be able to support 400t crafts on 2 landing gears without the suspension bottoming out.Not making larger ones for now, and we don't do rescales. Link to comment Share on other sites More sharing options...
K3-Chris Posted September 21, 2014 Share Posted September 21, 2014 Also, bigger (taller) landing gear would be very useful for large crafts.It's the length that causes the physics to be janky, frankly I fly really large planes with the short landing gear no problem. maybe something with 4 wheels.Unity wheels don't support bogie setups, unity wheels aren't all that sophisticated: http://docs.unity3d.com/Manual/class-WheelCollider.html which is why we have to trade sideways stiffness for traction to try and find a balance between casing the bottom of the plane to build a lot of sideways movement when a wheel catches at an odd angle making you roll and loose your wings on one side and it being so slippery sideways you can't land on a hill. Link to comment Share on other sites More sharing options...
Tex_NL Posted September 21, 2014 Share Posted September 21, 2014 I love the way the new B9 allows you to cycle through various tank set-ups.And this made me wonder: how hard/easy would it be to add resources to the cycle? Would be great if I can make B9 a bit more compatible with Karbonite and Extra Planetary Launchpads. Link to comment Share on other sites More sharing options...
bac9 Posted September 21, 2014 Author Share Posted September 21, 2014 Tex_NL It can easily be done through ModuleManager patches and I suggest asking in Karbonite etc. threads - someone probably already created such a patch. Link to comment Share on other sites More sharing options...
Eddie Rod Posted September 21, 2014 Share Posted September 21, 2014 Hey I don't want to sound demanding but is there any chance of a stock giant HX fuselage system ship? I try to make things with it but the hangar and the VAB just aren't big enough.Watch this: then try this: http://forum.kerbalspaceprogram.com/threads/65747-0-24-2-Hangar-Extender-v2-0Thank me later! :-) Enjoy! Link to comment Share on other sites More sharing options...
skeevy Posted September 21, 2014 Share Posted September 21, 2014 I love the way the new B9 allows you to cycle through various tank set-ups.And this made me wonder: how hard/easy would it be to add resources to the cycle? Would be great if I can make B9 a bit more compatible with Karbonite and Extra Planetary Launchpads.For Karbonite....just install B9, Karbonite, and ModularFuleTanks and that's it. If you need more resources selectable, make a config file like the below with the resource you need. This was something I was going to do (you'd laugh if you saw my MM configs just for some of the S2 parts), but just install MFT...it might not jive with some B9 parts, but if you post what part MFT doesn't work with or breaks, I'm sure these guys would appreciate it (their MM configs for RF and MFT are downright scary and huge).Directly from Karbonite (change name = Karbonite into the resource you want in the [Default] MFT tank)@TANK_DEFINITION[Default]:FOR[Karbonite]:NEEDS[modularFuelTanks|RealFuels]{ TANK { name = Karbonite amount = 0.0 maxAmount = 0.0 }}You could change Default to * to add Karbonite to all tanks, but do you really want LifeSupport tanks to have Karbonite as a selectable option? Now, Jet tanks on the other hand, could benefit from some Karbonite...You can find a list of most of the tank types at GameData\ModularFuelTanks\Resources. Just make a different one of the above for each tank type you want your resource added to.If this is gonna be a personal mod, you can probably remove the FOR and NEEDS sections and add :Final to the end of the part definition -- @PART[borg_cube]:FINAL -- so you'll ensure your tweaks are being applied last and not being overwritten by other mods. Link to comment Share on other sites More sharing options...
Taverius Posted September 21, 2014 Share Posted September 21, 2014 (edited) I love the way the new B9 allows you to cycle through various tank set-ups.And this made me wonder: how hard/easy would it be to add resources to the cycle? Would be great if I can make B9 a bit more compatible with Karbonite and Extra Planetary Launchpads.Use MFT.Example:1) Install B9.2) Install MFT.3) Install KarboniteYou're done. Edited September 21, 2014 by Taverius Link to comment Share on other sites More sharing options...
Tex_NL Posted September 21, 2014 Share Posted September 21, 2014 Thanks for the suggestions. I gave MFT and it worked ... briefly.When building new craft I could select a variety of tank set-ups but as soon as I tried to apply it to an existing craft my right mouse button froze. Forcing me to quit KSP and re-start. It happened several times in both the VAB as the SPH and as soon as I removed MFT the problem didn't return. MFT will not return to my game any time soon. Link to comment Share on other sites More sharing options...
Taverius Posted September 21, 2014 Share Posted September 21, 2014 (edited) Save the craft and load it again, and drop the attitude.Edit: remember to delete the B9 file provided by MFT. Edited September 21, 2014 by Taverius Link to comment Share on other sites More sharing options...
MaverickSawyer Posted September 21, 2014 Share Posted September 21, 2014 Just tried out the new pack after a hiatus from B9... love the new cockpit, and the RPM-derived MFDs are AWESOME. Link to comment Share on other sites More sharing options...
SeventhArchitect Posted September 21, 2014 Share Posted September 21, 2014 can we please have those massive (shiver) wonderful space fairing vessels? Please? Link to comment Share on other sites More sharing options...
Winterbottom Posted September 21, 2014 Share Posted September 21, 2014 Any advice in building these/those giant ships? When i throttle up, entire ship goes crazy and parts are clipping through each other. obvious kraken host is obvious Link to comment Share on other sites More sharing options...
Taverius Posted September 21, 2014 Share Posted September 21, 2014 FAR and struts? Link to comment Share on other sites More sharing options...
Drew Kerman Posted September 22, 2014 Share Posted September 22, 2014 Use MFT.Does the list of incompatible mods need to be updated? Or is using MFT in this case not affected? Also there was a note on DREC work in the latest update, but that's still listed as partially incompatible Link to comment Share on other sites More sharing options...
Poofer Posted September 22, 2014 Share Posted September 22, 2014 i already reported this in Remote tech, but i figure i should add it here as well. the MK1 Heavy duty guidance is treated like a kerbal (local control) by remote tech. Link to comment Share on other sites More sharing options...
Taverius Posted September 22, 2014 Share Posted September 22, 2014 Does the list of incompatible mods need to be updated? Or is using MFT in this case not affected? Also there was a note on DREC work in the latest update, but that's still listed as partially incompatibleBecause you still need to nuke the B9 files that MFT/RF/DRE provide. I'll poke NathanKell some more about about releases thereof when he's back next week.i already reported this in Remote tech, but i figure i should add it here as well. the MK1 Heavy duty guidance is treated like a kerbal (local control) by remote tech.No idea how to fix that, I don't use RT2. Link to comment Share on other sites More sharing options...
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