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[WIP] Bahamuto Dynamics (Dockable Fairings) 11/5/13


BahamutoD
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Carry children? Why would anyone want to do that?

Build a giant robot to carry the children? Now we're talking!

I'm sure they all work in 0.25, though I noticed the landing thing with the 4 engine mounts that has integrated RCS and whatnot likes to visually clog up the editor space with all of its nozzles emitting their particles full blast.

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If anyone's interested, here's some MM to add DRE functionality to the docking ports (the heat shield only functions when they are closed):

@PART[bahaPortClosed|bahaPortClosed2]
{
MODULE
{
name = ModuleHeatShield
direction = 0, -1, 0 // bottom of shield (part that opens up)
reflective = 0.20 // 20% of heat is ignored at correct angle (when closed)
}

MODULE
{
name = ModuleAnimation2Value
animationName = deployShield
valueModule = ModuleHeatShield
valueName = reflective
valueCurve
{
key = 0.0 0.20 0.0 0.0 //shield is closed
key = 0.5 0.05 0.0 0.0 //shield is opening
key = 1.0 0.0001 0.0 0.0 //shield is fully opened, no protection (I gave it a small positive value (shields 1/100th of 1 percent - to forestall possibility of bugs involving a reflective value of 0))
}
}
}
@PART[bahaPortOpen]
{
//reversed from closed model
MODULE
{
name = ModuleHeatShield
direction = 0, -1, 0
reflective = 0.0001
}

MODULE
{
name = ModuleAnimation2Value
animationName = deployShield
valueModule = ModuleHeatShield
valueName = reflective
valueCurve
{
key = 0.0 0.0001 0.0 0.0
key = 0.5 0.05 0.0 0.0
key = 1.0 0.20 0.0 0.0
}
}
}

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  • 1 month later...
  • 3 months later...
Nobody wants with BahamutoD permission maintain this mod?

Looks awesome, It seems like a waste leave it die.

It would be a shame to see this die.

I can easily update the node definitions on the parts and do the config edits to be able to load the parts in game... but if the animations or functionality come from a broken DLL... well I'd need source code to look at to even think about trying to support it. Baha is still active in the forums, and recently updated some of his other parts packs, so for now I'm content to wait and see if he'll come back to these parts. Maybe the DLL from Adjustable Landing Gear will work with Dockable Fairing?

I'll throw up a quick test jig and report back.

Edit:

All the parts seem to work*, animations seem to be using stock animation module, no dependencies.

*I did have to fix some of the node_stack_bottom configurations to account for KSP 1.0.2's strict node orientation.

Also ABZB's post a few pages ago regarding DRE functionality would be a good addition for those that plan to use DRE in their 1.0.x games.

Edited by LordNaul
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  • 5 months later...

The Mk1-2 propulsion skirt needed a fair amount of repair, and both it and the engine required some updates to accommodate the new career and thermal systems, but I've made a hotfix patch that seems to do the job:


@PART[InlineEngine2]
{
@module = Part
-animationName = outdated

//why have sound effects when there aren't any engines?
-sound_vent_medium = engage
-sound_rocket_hard = running
-sound_vent_soft = disengage


@node_stack_bottom = 0, -1.5, 0, 0, -1, 0, 2
entryCost = 5000
@maxTemp = 2000
@mass = 0.8
bulkheadProfiles = size2
TechRequired = commandModules
@stackSymmetry = 4

MODULE
{
name = ModuleAnimateGeneric
animationName = Extend
startEventGUIName = Extend legs
endEventGUIName = Retract legs
switchAnim = false
isOneShot = False
}

@RESOURCE[LiquidFuel]
{
@amount = 270
@maxAmount = 270
}

@RESOURCE[Oxidizer]
{
@amount = 330
@maxAmount = 330
}
}

@PART[divertingThruster]
{
entryCost = 5500
@maxTemp = 2000
skinInternalConductionMult = 4.0
emissiveConstant = 0.8 // engine nozzles are good at radiating.
bulkheadProfiles = size0
TechRequired = propulsionSystems

@MODULE[ModuleEngines]
{
-ehxaustDamage = misspelled
exhaustDamage = true

@atmosphereCurve
{
key = 7 0.001 // One more key.
}
}
}

Edited by Kerbas_ad_astra
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  • 2 years later...
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