Taverius Posted September 25, 2014 Share Posted September 25, 2014 Well, you still have something interfering. Link to comment Share on other sites More sharing options...
StevenJ Posted September 25, 2014 Share Posted September 25, 2014 I don't think it's B9 now that I think about it. I think it's KSPI with Fractal UK's newest edition. It created a cfg for B9 parts. That's probably what's doing it. Link to comment Share on other sites More sharing options...
Taverius Posted September 25, 2014 Share Posted September 25, 2014 should not be that, as I made that .cfg Link to comment Share on other sites More sharing options...
StevenJ Posted September 25, 2014 Share Posted September 25, 2014 This one I believe is an Id10 error. I think I had accidentally duplicated my b9 folder in my game data Link to comment Share on other sites More sharing options...
Taverius Posted September 25, 2014 Share Posted September 25, 2014 No worries, happens to the best of us Link to comment Share on other sites More sharing options...
StevenJ Posted September 25, 2014 Share Posted September 25, 2014 No worries, happens to the best of us Yeah I just wanted to note a tiny issue I found with the B9_Aerospace-Squad_Jet_Balance cfg. The overheat values don't seem to work for the basic jet engine. I was flying it around with full throttle and no explosions! I replaced the B9_Aerospace-Squad_Jet_Balance cfg with the one from 5.2 and they overheated again. Didn't know if anyone else had the issue with the stock engine over rides. Link to comment Share on other sites More sharing options...
Arron Rift Posted September 25, 2014 Share Posted September 25, 2014 So....any news on the HX cockpit? Any sketches on napkins...anything?I'm just so excited Link to comment Share on other sites More sharing options...
Taverius Posted September 25, 2014 Share Posted September 25, 2014 Yeah I just wanted to note a tiny issue I found with the B9_Aerospace-Squad_Jet_Balance cfg. The overheat values don't seem to work for the basic jet engine. I was flying it around with full throttle and no explosions! I replaced the B9_Aerospace-Squad_Jet_Balance cfg with the one from 5.2 and they overheated again. Didn't know if anyone else had the issue with the stock engine over rides.Uh, It all looks correct here. Are you using DRE? 5.2 was missing some MM code to adjust the heat production we set for DRE, and they would overheat in a flash.So....any news on the HX cockpit? Any sketches on napkins...anything?I'm just so excited We haven't done much past talking about it and trading pictures of starship bridges. K3|Chris is working on getting the S3 done, since that already has a model and quite a bit of IVA. That will probably be ready in time for 0.25, and the HX is the next one in line. Link to comment Share on other sites More sharing options...
X52 Posted September 25, 2014 Share Posted September 25, 2014 I have a strange bug, hope you can help me:When i construct a ship and start it, everything is fine.When i switch the vessel or reload the game (or switch to space center and back) only the engine of the vessel is left, and i cant throttle up or down. on map view the orbit is in gray instead of blue and i cant switch vessel until i go back to space center.it only happens when using b9 parts on the vessel. If i use sock only (but whit the mod installed) everything is fine.I used a clean install and only installed B9 (i use 32bit KSP) Link to comment Share on other sites More sharing options...
ayana Posted September 25, 2014 Share Posted September 25, 2014 How exactly does one refuel an HX4 ship? Two hundred thousand units of fuel are hard to come by. Link to comment Share on other sites More sharing options...
Guest Posted September 25, 2014 Share Posted September 25, 2014 With another HX ship. I've built a gargantuan tanker with the sole purpose of carrying a whole lot of fuel to orbit. It's not very efficient, but can top up most smaller ships that come by. Link to comment Share on other sites More sharing options...
K3-Chris Posted September 25, 2014 Share Posted September 25, 2014 We haven't done much past talking about it and trading pictures of starship bridges. K3|Chris is working on getting the S3 done, since that already has a model and quite a bit of IVA. That will probably be ready in time for 0.25, and the HX is the next one in line.It's bubbling in the back of my mind, but yeah I'm focusing on the S3 first. I wonder if I could get bac9 to make the external model for the HX bridge, he made the other HX parts and I'm sure he could do a better job than me on the externals, I imagine he's quite busy though, I'll ask him if he has time for it next time he strolls past me on IRC. Link to comment Share on other sites More sharing options...
ayana Posted September 25, 2014 Share Posted September 25, 2014 At least a decoupler and HX engines that support decoupling would make it much easier. And more efficient. Dragging all those gigantic empty fuel modules and launch engines around makes docking a nightmare. Link to comment Share on other sites More sharing options...
K3-Chris Posted September 25, 2014 Share Posted September 25, 2014 At least a decoupler and HX engines that support decoupling would make it much easier. And more efficient. Dragging all those gigantic empty fuel modules and launch engines around makes docking a nightmare.I haven't tried making proper HX ships yet but I imagine if you use stock radial decouplers (with a ton of strong struts) you could use a HX launcher, but you could also use radial KW stuff (has 5m parts now) or PP + pF push plate (can make that as large as you want with engine clusters as powerful as you want) you can launch full HX stuff from the surface, though I think bac9's primary purpose in mind when he made the parts was in-orbit construction using EPL.Also I'm using future propulsion and I'll be go back to using KSPi at some point when I feel comfortable with it's development status and that it won't wreck UKS/Rover's stuff, KSPi/FP should help you launch HX sized stuff from kerbin as well, I'd like KSPi/FP to tweak the HX engine and reactor to use the same mechanics KSPi parts do at some point as well, B9 has a quite basic setup for the reactor and engine, it's just a scaled up RTG and a chemical rocket/ion engine, a more involved setup using KSPi mechanics and resources would be neat, but obviously B9 can't have KSPi/FP as a dependency, but an inter-operability MM patch would be neat. Link to comment Share on other sites More sharing options...
ayana Posted September 25, 2014 Share Posted September 25, 2014 It took a titanic monster of a rocket, but I got an entire HX4 fuel module into orbit as a payload and managed to dock with it. Now I just have to do it again. Link to comment Share on other sites More sharing options...
Taverius Posted September 25, 2014 Share Posted September 25, 2014 At least a decouplerDocking nodes also work as decouplers. This is covered in the wiki. Link to comment Share on other sites More sharing options...
StevenJ Posted September 25, 2014 Share Posted September 25, 2014 Uh, It all looks correct here. Are you using DRE? 5.2 was missing some MM code to adjust the heat production we set for DRE, and they would overheat in a flash.We haven't done much past talking about it and trading pictures of starship bridges. K3|Chris is working on getting the S3 done, since that already has a model and quite a bit of IVA. That will probably be ready in time for 0.25, and the HX is the next one in line.I am using a 24 version of DRE, 5.2. With the new settings the basic jet engines don't seem to overheat at all. Link to comment Share on other sites More sharing options...
Taverius Posted September 25, 2014 Share Posted September 25, 2014 I'll check the basic jets again with DRE, thanks Link to comment Share on other sites More sharing options...
MintCondition Posted September 25, 2014 Share Posted September 25, 2014 I've managed to solve the issue but I'm posting here in case it helps others: After installing the most recent release I had a SSTO built with Interstellar Lite AM Reactors and Thermal Turbojets. I built it in the SPH under the previous release and loaded it up to finish tweaking with the current release. It loaded fine into the SPH, and went to the runway fine. Engines activated fine until I throttled up and the game barfed all over. I lost all view (total black screen) and the UI went weird (no controls on the navball, nothing showing in the staging area. I could exit to the Space Center, but that view was black also and couldn't click anything. The only solution was to shut down and restart the game. I solved the problem by pulling the interstellar parts from the plane and re-adding them (I did it one part at a time to see if there was one in particular, but I re-added everything without issue.) Plane launches fine now. Now if I could just figure out why the game keeps breaking when I switch from ship to ship sometimes... But that has nothing to do with B9 I think. Link to comment Share on other sites More sharing options...
StevenJ Posted September 25, 2014 Share Posted September 25, 2014 I'll check the basic jets again with DRE, thanks No problem, the issue for me was @heatProduction = 650. Thoose little turbines a powerful and for as fast as they ares pinning their blades they should get very hot very fast at lower atmospheric heights. It seemed like they weren't building up any heat at all with the way the new config file is written. I changed the value to 950 for the basic jet engines and now they build heat almost as fast as in 5.2 but not quite as badly. Link to comment Share on other sites More sharing options...
Taverius Posted September 25, 2014 Share Posted September 25, 2014 No problem, the issue for me was @heatProduction = 650. Thoose little turbines a powerful and for as fast as they ares pinning their blades they should get very hot very fast at lower atmospheric heights. It seemed like they weren't building up any heat at all with the way the new config file is written. I changed the value to 950 for the basic jet engines and now they build heat almost as fast as in 5.2 but not quite as badly.The correct value is 650/2 for DRE You're free to tune them to whatever you want, of course, but that's the intended value.I've managed to solve the issue but I'm posting here in case it helps others: After installing the most recent release I had a SSTO built with Interstellar Lite AM Reactors and Thermal Turbojets. I built it in the SPH under the previous release and loaded it up to finish tweaking with the current release. It loaded fine into the SPH, and went to the runway fine. Engines activated fine until I throttled up and the game barfed all over. I lost all view (total black screen) and the UI went weird (no controls on the navball, nothing showing in the staging area. I could exit to the Space Center, but that view was black also and couldn't click anything. The only solution was to shut down and restart the game. I solved the problem by pulling the interstellar parts from the plane and re-adding them (I did it one part at a time to see if there was one in particular, but I re-added everything without issue.) Plane launches fine now. Now if I could just figure out why the game keeps breaking when I switch from ship to ship sometimes... But that has nothing to do with B9 I think.No idea - I haven't had the chance to play with KSPi since 0.23.5. Remember to avoid Tweakscaling ... pretty much all B9 parts. Including the engines, the default TS exponents are way off. Link to comment Share on other sites More sharing options...
The Space Man Posted September 25, 2014 Share Posted September 25, 2014 Craft file for one of the OP ships https://www.dropbox.com/s/4a2ygk86up5njvf/B9%20OP%20Craft.craft?dl=0Mods needed:KW RocketrySpaceplane PlusB.Dynamics - Retracting/vectoring engines Link to comment Share on other sites More sharing options...
Mekan1k Posted September 26, 2014 Share Posted September 26, 2014 Craft file for one of the OP ships https://www.dropbox.com/s/4a2ygk86up5njvf/B9%20OP%20Craft.craft?dl=0Mods needed:KW RocketrySpaceplane PlusB.Dynamics - Retracting/vectoring engineshttp://i.imgur.com/mNWlfAk.jpgHas anyone been able to get this off the ground? Link to comment Share on other sites More sharing options...
The Space Man Posted September 26, 2014 Share Posted September 26, 2014 Has anyone been able to get this off the ground?Yeah it took off for me when I tested it, though I have FAR's engine nerf edited out so that may be why. Link to comment Share on other sites More sharing options...
bonesbro Posted September 26, 2014 Share Posted September 26, 2014 Remember to avoid Tweakscaling ... pretty much all B9 parts. Including the engines, the default TS exponents are way off.Hmm - the Saber M scaled to 3.75 seems pretty reasonable. And it's way easier to fly, given the thrust imbalance when you start running low on air. Link to comment Share on other sites More sharing options...
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