

Av8tor8a
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the guns seem to have missing hydraulics, just a visual issue.
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[1.12] B9 Procedural Wings Fork, Modified
Av8tor8a replied to linuxgurugamer's topic in KSP1 Mod Releases
is there any way of getting past the max thickness of 4.0m? -
Credit goes to the developers/maintainers of both BDA+ and AP+, both of which use a CC BY-NC-SA license. I have been somewhat busy making configs for BDA+ equipped versions of the non-commercial AP+ cockpits. I do not intend to make a mod using these configs due to the simplicity of copying/pasting and making slight edits. More could be done in terms of adding an IRST and a gun to some of the parts, but decided to shy away from those due to not knowing how to model a new part that adding a gun would more/less warrant. If anyone here wants to make new models for these parts, do let me know and I'll see about adding IRST and gun modules and including the appropriate ammo, and releasing these parts as a mod. Feel free to modify the below configs to your liking, there are no real changes to anything. Anyway, simply copy/paste the config files for the 144cockpit, falconcockpit, fightercockpit, galaxycockpit, and herculescockpit, then add the following: 144cockpit PART { name = flatpackcockpit module = Part author = Av8tor8a MODEL { model = AirplanePlus/Parts/Command/144cockpit/model texture = placeholder, Squad/Parts/FuelTank/mk2FuselageShort/mk2FuselageShort } rescaleFactor = 1 node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 1 attachRules = 1,0,1,1,0 CoMOffset = 0.0, 0.5, 0.0 INTERNAL { name = 144Internal } TechRequired = supersonicFlight entryCost = 20000 cost = 3400 category = Pods subcategory = 0 title = Flatpack Non-Commercial Cockpit manufacturer = Kerbal Standard description = Fits not two but only one Kerbal! Wait, what? I don't know if that's a good thing. But it should be lighter, right? bulkheadProfiles = mk2 tags = aero aircraft cmg command control fighter mig ?eva fly gyro ?iva moment pilot plane react space stab steer torque mass = 1.75 dragModelType = default maximum_drag = 0.1 minimum_drag = 0.1 angularDrag = 2 crashTolerance = 45 maxTemp = 1400 skinMaxTemp = 2500 emissiveConstant = 0.8 vesselType = Plane CrewCapacity = 1 breakingForce = 50 breakingTorque = 50 RESOURCE { name = IntakeAir amount = 2 maxAmount = 2 } MODULE { name = ModuleCommand minimumCrew = 1 } MODULE { name = FlagDecal textureQuadName = flagDecal } RESOURCE { name = ElectricCharge amount = 150 maxAmount = 150 } MODULE { name = ModuleReactionWheel actionGUIName = Toggle RW PitchTorque = 15 YawTorque = 15 RollTorque = 15 RESOURCE { name = ElectricCharge rate = 0.5 } } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 usageReqMaskInternal = 5 usageReqMaskExternal = -1 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 3.0 } MODULE { name = ModuleAnimateGeneric animationName = 144light actionGUIName = Toggle Lights defaultActionGroup = Light startEventGUIName = Lights On endEventGUIName = Lights Off } MODULE { name = ModuleLiftingSurface useInternalDragModel = False deflectionLiftCoeff = 0.25 dragAtMaxAoA = 0.1 dragAtMinAoA = 0.03 } MODULE { name = ModuleDataTransmitter antennaType = INTERNAL packetInterval = 1.0 packetSize = 2 packetResourceCost = 12.0 requiredResource = ElectricCharge antennaPower = 5000 optimumRange = 2500 packetFloor = .1 packetCeiling = 5 } MODULE { name = ModuleResourceIntake resourceName = IntakeAir checkForOxygen = true area = 0.0031 intakeSpeed = 15 intakeTransformName = intakeTransform machCurve { key = 1 1 0 0 key = 1.5 0.9 -0.4312553 -0.4312553 key = 2.5 0.45 -0.5275364 -0.5275364 key = 3.5 0.1 0 0 } } MODULE { name = ModuleRadar // -- Section: General Configuration -- radarName = Flatpack Radome // if left empty part.title is used, but advised to set this to a nice printable text rwrThreatType = 1 // IMPORTANT, please set correctly: // 0 = SAM site radar // 1 = Fighter radar (airborne) // 2 = AWACS radar (airborne) // 3, 4 = ACTIVE MISSILE (DO NOT USE UNLESS YOU KNOW WHAT YOU'RE DOING! // 5 = Detection radar (ground/ship based) // 6 = SONAR (ship/submarine based) rotationTransformName = scanRotation //turretID = 0 // if needed resourceDrain = 0.825 // change to higher values for more capable radars, e.g AESA // -- Section: Capabilities -- omnidirectional = false // false: boresight scan radar directionalFieldOfView = 120 // for omni and boresight //boresightFOV = 10 // for boresight only //scanRotationSpeed = 240 // degress per second //lockRotationSpeed = 120 // only relevant if canLock lockRotationAngle = 4 showDirectionWhileScan = true // can show target direction on radar screen. False: radar echos displayed as block only (no direction) multiLockFOV = 40 // only relevant if canLock //lockAttemptFOV = 2 // only relevant if canLock maxLocks = 3 //how many targets can be locked/tracked simultaneously. only relevant if canLock canScan = true // scanning/detecting targets (volume search) canLock = true // locking/tracking targets (fire control) canTrackWhileScan = true // continue scanning while tracking a locked target canReceiveRadarData = true // can work as passive data receiver minSignalThreshold = 80 // DEPRECATED, NO LONGER USED! use detection float curve! minLockedSignalThreshold = 100 // DEPRECATED, NO LONGER USED! use locktrack float curve! radarGroundClutterFactor = 0.1 // how much is the radar efficiency reduced to by ground clutter/look-down? // 0.0 = reduced to 0% (=IMPOSSIBLE to detect ground targets) // 1.0 = fully efficient (no difference between air & ground targets) // default if unset: 0.25 // Ground targets, especially ships, already have a massively larger RCS than fighters, hence // any ground clutter factor >0.25 is to be considered very good, making an efficient surface/horizon search radar. // values >1.0 are possible, meaning the radar is MORE efficient during look down than vs air targets. radarDetectionCurve { // floatcurve to define at what range (km) which minimum cross section (m^2) can be detected. // this defines both min/max range of the radar, and sensitivity/efficiency // it is recommended to define an "assured detection range", at which all craft are detected regardless // of their rcs. This is achieved by using a minrcs value of zero, thus detecting everything. // key = distance rcs key = 0.0 0 key = 5 0 //between 0 and 5 km the min cross section is 0, thus assured detection of everything key = 10 5 // key = 20 15 // key = 35 25 //maxrange of 35km } radarLockTrackCurve { // same as detectionCurve, just for locking/tracking purpose // ATTENTION: DO NOT USE an "assured locking range" here, as this would render lock-breaking // ECM-jammers & chaff completely ineffective!! // key = distance rcs key = 0.0 0 key = 5 5 // key = 10 7 // key = 20 20 // key = 35 35 //maxrange of 35km } } MODULE { name = BDModulePilotAI } MODULE { name = MissileFire } MODULE { name = RadarWarningReceiver omniDetection = true } MODULE { name = ModuleWingCommander } MODULE { name = ModuleECMJammer // Jammer capabilities: alwaysOn = true // can be enabled/disabled, or is always on // Set this to true for "stealth" jammers that are integrated into Cockpits and serve // to reduce only the radar cross section, but without providing another jamming effect! resourceDrain = 5 // resource/sec. Set this higher for more capabale jammers. resourceName = ElectricCharge // Resource used by the jammer. ElectricCharge by default jammerStrength = 1200 // this is a factor (in relation to a vessels base radar cross section) how much the crafts DETECTABILITY is INCREASED(!) when the jammer is active lockBreaker = true // true: jammer serves to break radar locks (default: true) lockBreakerStrength = 300 // factor (in relation to a vessels base radar cross section) how strong the lockbreaking effect is rcsReduction = false // jammer reduces a crafts radar cross section, simulating 2nd generation stealth (radar obsorbent coating) rcsReductionFactor = 0 // factor for radar cross section: from 0 (craft is invisible) to 1 (no effect) Greater than 1 will confer a RCS malus (craft extra visible) cooldownInterval = -1 // if > 0, cooldown time before the device can be triggered again } } falconcockpit PART { name = vipercockpit module = Part author = Av8tor8a MODEL { model = AirplanePlus/Parts/Command/falconcockpit/model texture = placeholder, Squad/Parts/FuelTank/mk2FuselageShort/mk2FuselageShort } rescaleFactor = 1 node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 1 attachRules = 1,0,1,1,0 CoMOffset = 0.0, 0.5, 0.0 INTERNAL { name = falconInternal } TechRequired = supersonicFlight entryCost = 20000 cost = 3500 category = Pods subcategory = 0 title = Viper Cockpit manufacturer = Kerbal Standard description = Fits not two but only one Kerbal! Wait, what? I don't know if that's a good thing. But it should be lighter, right? bulkheadProfiles = mk2 tags = aero aircraft cmg command control fighter falcon ?eva fly gyro ?iva moment pilot plane react space stab steer torque mass = 1.5 dragModelType = default maximum_drag = 0.1 minimum_drag = 0.1 angularDrag = 2 crashTolerance = 45 maxTemp = 1400 skinMaxTemp = 2500 emissiveConstant = 0.8 vesselType = Plane CrewCapacity = 1 breakingForce = 50 breakingTorque = 50 RESOURCE { name = IntakeAir amount = 2 maxAmount = 2 } RESOURCE { name = ElectricCharge amount = 150 maxAmount = 150 } MODULE { name = ModuleCommand minimumCrew = 1 } MODULE { name = FlagDecal textureQuadName = flagDecal } MODULE { name = ModuleReactionWheel actionGUIName = Toggle RW PitchTorque = 15 YawTorque = 15 RollTorque = 15 RESOURCE { name = ElectricCharge rate = 0.5 } } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 usageReqMaskInternal = 5 usageReqMaskExternal = -1 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 3.0 } MODULE { name = ModuleAnimateGeneric animationName = falconlight actionGUIName = Toggle Lights defaultActionGroup = Light startEventGUIName = Lights On endEventGUIName = Lights Off } MODULE { name = ModuleLiftingSurface useInternalDragModel = False deflectionLiftCoeff = 0.25 dragAtMaxAoA = 0.1 dragAtMinAoA = 0.03 } MODULE { name = ModuleDataTransmitter antennaType = INTERNAL packetInterval = 1.0 packetSize = 2 packetResourceCost = 12.0 requiredResource = ElectricCharge antennaPower = 5000 optimumRange = 2500 packetFloor = .1 packetCeiling = 5 } MODULE { name = ModuleResourceIntake resourceName = IntakeAir checkForOxygen = true area = 0.0031 intakeSpeed = 15 intakeTransformName = intakeTransform machCurve { key = 1 1 0 0 key = 1.5 0.9 -0.4312553 -0.4312553 key = 2.5 0.45 -0.5275364 -0.5275364 key = 3.5 0.1 0 0 } } MODULE { name = ModuleRadar // -- Section: General Configuration -- radarName = Viper Radome // if left empty part.title is used, but advised to set this to a nice printable text rwrThreatType = 1 // IMPORTANT, please set correctly: // 0 = SAM site radar // 1 = Fighter radar (airborne) // 2 = AWACS radar (airborne) // 3, 4 = ACTIVE MISSILE (DO NOT USE UNLESS YOU KNOW WHAT YOU'RE DOING! // 5 = Detection radar (ground/ship based) // 6 = SONAR (ship/submarine based) rotationTransformName = scanRotation //turretID = 0 // if needed resourceDrain = 0.825 // change to higher values for more capable radars, e.g AESA // -- Section: Capabilities -- omnidirectional = false // false: boresight scan radar directionalFieldOfView = 120 // for omni and boresight //boresightFOV = 10 // for boresight only //scanRotationSpeed = 240 // degress per second //lockRotationSpeed = 120 // only relevant if canLock lockRotationAngle = 4 showDirectionWhileScan = true // can show target direction on radar screen. False: radar echos displayed as block only (no direction) multiLockFOV = 40 // only relevant if canLock //lockAttemptFOV = 2 // only relevant if canLock maxLocks = 3 //how many targets can be locked/tracked simultaneously. only relevant if canLock canScan = true // scanning/detecting targets (volume search) canLock = true // locking/tracking targets (fire control) canTrackWhileScan = true // continue scanning while tracking a locked target canReceiveRadarData = true // can work as passive data receiver minSignalThreshold = 80 // DEPRECATED, NO LONGER USED! use detection float curve! minLockedSignalThreshold = 100 // DEPRECATED, NO LONGER USED! use locktrack float curve! radarGroundClutterFactor = 0.1 // how much is the radar efficiency reduced to by ground clutter/look-down? // 0.0 = reduced to 0% (=IMPOSSIBLE to detect ground targets) // 1.0 = fully efficient (no difference between air & ground targets) // default if unset: 0.25 // Ground targets, especially ships, already have a massively larger RCS than fighters, hence // any ground clutter factor >0.25 is to be considered very good, making an efficient surface/horizon search radar. // values >1.0 are possible, meaning the radar is MORE efficient during look down than vs air targets. radarDetectionCurve { // floatcurve to define at what range (km) which minimum cross section (m^2) can be detected. // this defines both min/max range of the radar, and sensitivity/efficiency // it is recommended to define an "assured detection range", at which all craft are detected regardless // of their rcs. This is achieved by using a minrcs value of zero, thus detecting everything. // key = distance rcs key = 0.0 0 key = 5 0 //between 0 and 5 km the min cross section is 0, thus assured detection of everything key = 10 5 // key = 20 15 // key = 35 25 //maxrange of 35km } radarLockTrackCurve { // same as detectionCurve, just for locking/tracking purpose // ATTENTION: DO NOT USE an "assured locking range" here, as this would render lock-breaking // ECM-jammers & chaff completely ineffective!! // key = distance rcs key = 0.0 0 key = 5 5 // key = 10 7 // key = 20 20 // key = 35 35 //maxrange of 35km } } MODULE { name = BDModulePilotAI } MODULE { name = MissileFire } MODULE { name = RadarWarningReceiver omniDetection = true } MODULE { name = ModuleWingCommander } } fightercockpit PART { name = rhinocockpit module = Part author = Av8tor8a MODEL { model = AirplanePlus/Parts/Command/fightercockpit/model } rescaleFactor = 1 node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0 attachRules = 1,0,1,1,0 CoMOffset = 0.0, 0.5, 0.0 INTERNAL { name = fighterInternal } TechRequired = supersonicFlight entryCost = 2600 cost = 1650 category = Pods subcategory = 0 title = Rhino Non-Commercial Cockpit manufacturer = Kerbal Standard description = Designed mostly for non-commercial crafts. The box it came from states that its recommended use is for training kerbals. That's why there are two seats on the cockpit. One for the trainer and another for the trainee. bulkheadProfiles = size1 tags = aero aircraft cmg command control fighter hornet ?eva fly gyro ?iva moment pilot plane react space stab steer torque helicopter mass = 0.9 dragModelType = default maximum_drag = 0.08 minimum_drag = 0.08 angularDrag = 1 crashTolerance = 40 maxTemp = 1100 skinMaxTemp = 2000 vesselType = Plane CrewCapacity = 2 RESOURCE { name = ElectricCharge amount = 50 maxAmount = 50 } MODULE { name = ModuleCommand minimumCrew = 1 } MODULE { name = ModuleReactionWheel PitchTorque = 10 YawTorque = 10 RollTorque = 10 RESOURCE { name = ElectricCharge rate = 0.3 } } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 usageReqMaskInternal = 5 usageReqMaskExternal = -1 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 1.3 } MODULE { name = ModuleAnimateGeneric animationName = fighterlight actionGUIName = Toggle Lights startEventGUIName = Lights On endEventGUIName = Lights Off } MODULE { name = FlagDecal textureQuadName = flagDecal } MODULE { name = ModuleRadar // -- Section: General Configuration -- radarName = Rhino Radome // if left empty part.title is used, but advised to set this to a nice printable text rwrThreatType = 1 // IMPORTANT, please set correctly: // 0 = SAM site radar // 1 = Fighter radar (airborne) // 2 = AWACS radar (airborne) // 3, 4 = ACTIVE MISSILE (DO NOT USE UNLESS YOU KNOW WHAT YOU'RE DOING! // 5 = Detection radar (ground/ship based) // 6 = SONAR (ship/submarine based) rotationTransformName = scanRotation //turretID = 0 // if needed resourceDrain = 0.825 // change to higher values for more capable radars, e.g AESA // -- Section: Capabilities -- omnidirectional = false // false: boresight scan radar directionalFieldOfView = 120 // for omni and boresight //boresightFOV = 10 // for boresight only //scanRotationSpeed = 240 // degress per second //lockRotationSpeed = 120 // only relevant if canLock lockRotationAngle = 4 showDirectionWhileScan = true // can show target direction on radar screen. False: radar echos displayed as block only (no direction) multiLockFOV = 40 // only relevant if canLock //lockAttemptFOV = 2 // only relevant if canLock maxLocks = 3 //how many targets can be locked/tracked simultaneously. only relevant if canLock canScan = true // scanning/detecting targets (volume search) canLock = true // locking/tracking targets (fire control) canTrackWhileScan = true // continue scanning while tracking a locked target canReceiveRadarData = true // can work as passive data receiver minSignalThreshold = 80 // DEPRECATED, NO LONGER USED! use detection float curve! minLockedSignalThreshold = 100 // DEPRECATED, NO LONGER USED! use locktrack float curve! radarGroundClutterFactor = 0.1 // how much is the radar efficiency reduced to by ground clutter/look-down? // 0.0 = reduced to 0% (=IMPOSSIBLE to detect ground targets) // 1.0 = fully efficient (no difference between air & ground targets) // default if unset: 0.25 // Ground targets, especially ships, already have a massively larger RCS than fighters, hence // any ground clutter factor >0.25 is to be considered very good, making an efficient surface/horizon search radar. // values >1.0 are possible, meaning the radar is MORE efficient during look down than vs air targets. radarDetectionCurve { // floatcurve to define at what range (km) which minimum cross section (m^2) can be detected. // this defines both min/max range of the radar, and sensitivity/efficiency // it is recommended to define an "assured detection range", at which all craft are detected regardless // of their rcs. This is achieved by using a minrcs value of zero, thus detecting everything. // key = distance rcs key = 0.0 0 key = 5 0 //between 0 and 5 km the min cross section is 0, thus assured detection of everything key = 10 5 // key = 20 15 // key = 35 25 //maxrange of 35km } radarLockTrackCurve { // same as detectionCurve, just for locking/tracking purpose // ATTENTION: DO NOT USE an "assured locking range" here, as this would render lock-breaking // ECM-jammers & chaff completely ineffective!! // key = distance rcs key = 0.0 0 key = 5 5 // key = 10 7 // key = 20 20 // key = 35 35 //maxrange of 35km } } MODULE { name = BDModulePilotAI } MODULE { name = MissileFire } MODULE { name = RadarWarningReceiver omniDetection = true } MODULE { name = ModuleWingCommander } } galaxycockpit PART { name = galaxy module = Part author = Av8tor8a mesh = model.mu rescaleFactor = 1 node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 3 attachRules = 1,0,1,1,0 INTERNAL { name = galaxyInternal } TechRequired = heavyAerodynamics entryCost = 50000 cost = 12500 category = Pods subcategory = 0 title = Galaxy Cockpit manufacturer = Kerbal Standard description = If you ever needed to put cargo through the front of your aircraft or have such limited space that the only option of putting cargo in is through the front, then this is the cockpit for you. bulkheadProfiles = mk3 tags = aero aircraft cmg command control ?eva fly galaxy gyro ?iva moment pilot plane react stab steer torque mass = 3.0 dragModelType = default maximum_drag = 0.1 minimum_drag = 0.1 angularDrag = 2 crashTolerance = 50 maxTemp = 1500 skinMaxTemp = 2700 emissiveConstant = 0.9 fuelCrossFeed = True vesselType = Plane CrewCapacity = 6 breakingForce = 300 breakingTorque = 300 RESOURCE { name = ElectricCharge amount = 500 maxAmount = 500 } MODULE { name = ModuleCommand minimumCrew = 1 } MODULE { name = ModuleReactionWheel actionGUIName = Toggle RW PitchTorque = 40 YawTorque = 40 RollTorque = 20 RESOURCE { name = ElectricCharge rate = 1.0 } } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 usageReqMaskInternal = 5 usageReqMaskExternal = -1 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 4.0 } // MODULE // { // name = FlagDecal // textureQuadName = FLAG // } MODULE { name = ModuleAnimateGeneric animationName = galaxylight actionGUIName = Toggle Lights defaultActionGroup = Light startEventGUIName = Lights On endEventGUIName = Lights Off } MODULE { name = ModuleDataTransmitter antennaType = INTERNAL packetInterval = 1.0 packetSize = 2 packetResourceCost = 12.0 requiredResource = ElectricCharge antennaPower = 5000 optimumRange = 2500 packetFloor = .1 packetCeiling = 5 } MODULE { name = ModuleAnimateGeneric animationName = openbay startEventGUIName = Open endEventGUIName = Close actionGUIName = Toggle Ramp allowDeployLimit = true revClampDirection = true revClampSpeed = false revClampPercent = false } MODULE { name = BDModulePilotAI } MODULE { name = MissileFire } MODULE { name = RadarWarningReceiver omniDetection = true } MODULE { name = ModuleWingCommander } } herculescockpit PART { name = herccockpit module = Part author = Av8tor8a MODEL { model = AirplanePlus/Parts/Command/herculescockpit/model } rescaleFactor = 1 node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 2 attachRules = 1,0,1,1,0 CoMOffset = 0.0, 1.0, 0.0 INTERNAL { name = herculesInternal } TechRequired = supersonicFlight entryCost = 2600 cost = 3750 category = Pods subcategory = 0 title = Herc Non-Commercial Cockpit manufacturer = Kerbal Standard description = Carries up to 3 Kerbals, due to a more capable interior. The Non-Commercial Cockpit is a far cousin of the Commercial Cockpit, modified to have a little bit more visibility. It is also slightly more sturdy with more reinforced materials, adding a little bit more to the weight but we are not going to fat shame a cockpit, it's the modern Kerbal Century. bulkheadProfiles = size2 tags = airline aero aircraft c-130 cargo cmg command control ?eva fly gyro ?iva moment pilot plane react space stab steer torque mass = 2.75 dragModelType = default maximum_drag = 0.08 minimum_drag = 0.08 angularDrag = 1 crashTolerance = 50 maxTemp = 1100 skinMaxTemp = 2000 vesselType = Plane CrewCapacity = 3 RESOURCE { name = ElectricCharge amount = 50 maxAmount = 50 } MODULE { name = ModuleCommand minimumCrew = 1 } MODULE { name = ModuleReactionWheel PitchTorque = 20 YawTorque = 20 RollTorque = 10 RESOURCE { name = ElectricCharge rate = 0.3 } } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 usageReqMaskInternal = 5 usageReqMaskExternal = -1 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 1.3 } // RESOURCE // { // name = MonoPropellant // amount = 15.0 // maxAmount = 15.0 // } MODULE { name = ModuleAnimateGeneric animationName = herculeslight actionGUIName = Toggle Lights startEventGUIName = Lights On endEventGUIName = Lights Off } MODULE { name = FlagDecal textureQuadName = flagDecal } MODULE { name = ModuleRadar // -- Section: General Configuration -- radarName = Hercules Randome rwrThreatType = 1 rotationTransformName = scanRotation resourceDrain = 0.825 // -- Section: Capabilities -- omnidirectional = false directionalFieldOfView = 120 lockRotationAngle = 4 showDirectionWhileScan = true multiLockFOV = 40 //lockAttemptFOV = 2 maxLocks = 3 canScan = true canLock = true canTrackWhileScan = true canReceiveRadarData = True radarGroundClutterFactor = 1.7 radarDetectionCurve { key = 0 0 0 0 key = 5 0.9 0.29 0.31 key = 10 3 0.48 0.51 key = 15 5.9 0.62 0.69 key = 20 10 0.96 0.9 key = 25 14.1 0.71 0.71 key = 30 17.3 0.58 0.58 key = 35 20 0.48 0.61 } radarLockTrackCurve { key = 0 0 0 0 key = 5 0.9 0.47 0.44 key = 10 3.5 0.59 0.59 key = 15 7 0.73 0.71 key = 20 11 0.79 0.9 key = 25 16 1.05 1.05 key = 30 21 1.09 0.9 key = 35 25 0.48 0.49 } } MODULE { name = BDModulePilotAI } MODULE { name = MissileFire } MODULE { name = RadarWarningReceiver omniDetection = true } MODULE { name = ModuleWingCommander } } I also have made configs for the viewer's cockpits. Same procedure here, but with the b29cockpit, bellcockpit, hipcockpit, hueycockpit, and oh6cockpit. some configs are lacking a targeting pod, so unless someone can step in and help, these are the current parts. b29cockpit PART { name = superfortresscockpit module = Part author = Av8tor8a MODEL { model = AirplanePlus/Parts/Command/b29cockpit/model //texture = airbuscockpittex , AirplanePlus/Parts/Command/airbuscockpit/airbuscockpittex } rescaleFactor = 1 node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 2 attachRules = 1,0,1,1,0 CoMOffset = 0.0, 1.0, 0.0 INTERNAL { name = b29Internal } TechRequired = supersonicFlight entryCost = 2600 cost = 3520 category = Pods subcategory = 0 title = Superfortress Viewer's Cockpit manufacturer = Kerbal Standard description = Offers more room than you can imagine on the cockpit, more kerbals to fit in. Up to for crew members in the cockpit and the view is better than any. Features an almost full glass cockpit you'd think that it could just all have been glass but there is enough part stress as it is for the structural integrity it might just disassemble itself. Though the last part is not that important when in flight. bulkheadProfiles = size2 tags = airline aero aircraft b-29 cmg command control ?eva fly gyro ?iva moment pilot plane react space stab steer superfortress torque mass = 2.75 dragModelType = default maximum_drag = 0.08 minimum_drag = 0.08 angularDrag = 1 crashTolerance = 30 maxTemp = 1100 skinMaxTemp = 2000 vesselType = Plane CrewCapacity = 4 RESOURCE { name = ElectricCharge amount = 50 maxAmount = 50 } MODULE { name = ModuleCommand minimumCrew = 1 } MODULE { name = ModuleReactionWheel PitchTorque = 20 YawTorque = 20 RollTorque = 10 RESOURCE { name = ElectricCharge rate = 0.3 } } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 usageReqMaskInternal = 5 usageReqMaskExternal = -1 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 1.3 } MODULE { name = ModuleAnimateGeneric animationName = b29light actionGUIName = Toggle Lights startEventGUIName = Lights On endEventGUIName = Lights Off } MODULE { name = FlagDecal textureQuadName = flagDecal } MODULE { name = BDModulePilotAI } MODULE { name = MissileFire } MODULE { name = RadarWarningReceiver omniDetection = true } MODULE { name = ModuleWingCommander } } bellcockpit PART { name = kiowacockpit module = Part author = Av8tor8a MODEL { model = AirplanePlus/Parts/Command/bellcockpit/model } rescaleFactor = 1 node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0 attachRules = 1,0,1,1,0 CoMOffset = 0.0, 0.5, 0.0 INTERNAL { name = bellInternal } TechRequired = aviation entryCost = 2600 cost = 1100 category = Pods subcategory = 0 title = Kiowa Cockpit manufacturer = Kerbal Standard description = You know what is wrong with Kerbals these days? Everyone is obsessed with speed. Take a minute to admire that view with this glassy and classy cockpit. bulkheadProfiles = size1 tags = aero aircraft bell cmg command control ?eva fly gyro ?iva moment pilot plane react space stab steer torque helicopter mass = 1 dragModelType = default maximum_drag = 0.08 minimum_drag = 0.08 angularDrag = 1 crashTolerance = 40 maxTemp = 1100 skinMaxTemp = 2000 vesselType = Plane CrewCapacity = 2 RESOURCE { name = ElectricCharge amount = 50 maxAmount = 50 } MODULE { name = ModuleCommand minimumCrew = 1 } MODULE { name = ModuleReactionWheel PitchTorque = 10 YawTorque = 10 RollTorque = 10 RESOURCE { name = ElectricCharge rate = 0.3 } } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 usageReqMaskInternal = 5 usageReqMaskExternal = -1 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 1.3 } MODULE { name = ModuleAnimateGeneric animationName = light_on actionGUIName = Toggle Lights startEventGUIName = Lights On endEventGUIName = Lights Off } MODULE { name = BDModuleVTOLAI } MODULE { name = MissileFire } MODULE { name = RadarWarningReceiver omniDetection = true } MODULE { name = ModuleWingCommander } } hipcockpit PART { name = hazecockpit module = Part author = blackheart612 MODEL { model = AirplanePlus/Parts/Command/hipcockpit/model } rescaleFactor = 1 node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 2 attachRules = 1,0,1,1,0 CoMOffset = 0.0, 1.0, 0.0 INTERNAL { name = hipInternal } TechRequired = supersonicFlight entryCost = 2600 cost = 3200 category = Pods subcategory = 0 title = Hip Viewer's Cockpit manufacturer = Kerbal Standard description = A slower way of lugging a fuselage around would be using a Viewer's Cockpit and look around the scenery in such cockpit full of glass. There are no other cockpits of this size and smaller that could give you this much space and view at the same time. bulkheadProfiles = size2 tags = aero aircraft cmg command control mil mi-8 ?eva fly gyro ?iva moment pilot plane react space stab steer torque helicopter mass = 2.75 dragModelType = default maximum_drag = 0.08 minimum_drag = 0.08 angularDrag = 1 crashTolerance = 40 maxTemp = 1100 skinMaxTemp = 2000 vesselType = Plane CrewCapacity = 2 RESOURCE { name = ElectricCharge amount = 50 maxAmount = 50 } MODULE { name = ModuleCommand minimumCrew = 1 } MODULE { name = ModuleReactionWheel PitchTorque = 20 YawTorque = 20 RollTorque = 10 RESOURCE { name = ElectricCharge rate = 0.3 } } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 usageReqMaskInternal = 5 usageReqMaskExternal = -1 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 1.3 } MODULE { name = ModuleAnimateGeneric animationName = hiplight actionGUIName = Toggle Lights startEventGUIName = Lights On endEventGUIName = Lights Off } MODULE { name = FlagDecal textureQuadName = flagDecal } MODULE { name = BDModuleVTOLAI } MODULE { name = MissileFire } MODULE { name = RadarWarningReceiver omniDetection = true } MODULE { name = ModuleWingCommander } } hueycockpit PART { name = iroquiscockpit module = Part author = Av8tor8a MODEL { model = AirplanePlus/Parts/Command/hueycockpit/model } rescaleFactor = 1 node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 2 attachRules = 1,0,1,1,0 CoMOffset = 0.0, 0.5, 0.0 INTERNAL { name = hueyInternal } TechRequired = aviation entryCost = 2600 cost = 1900 category = Pods subcategory = 0 title = Huey Viewer's Cockpit manufacturer = Kerbal Standard description = Fortunate Kerbals who get assigned to the MK3S1.5 Viewer's Cockpit which reaches up to two will be able to take advantage of the spacious interior and wide glass cockpit design with skylight. Very utilitarian design and despite the very open design, the structure is quite sturdy and withstood a lot of corrosion during its time buried on the depths of the ocean where it was found. bulkheadProfiles = mk3s1p5 tags = aero aircraft bell cmg command control ?eva fly gyro ?iva moment pilot plane react space stab steer torque helicopter mass = 1.5 dragModelType = default maximum_drag = 0.08 minimum_drag = 0.08 angularDrag = 1 crashTolerance = 40 maxTemp = 1100 skinMaxTemp = 2000 vesselType = Plane CrewCapacity = 2 RESOURCE { name = ElectricCharge amount = 50 maxAmount = 50 } MODULE { name = ModuleCommand minimumCrew = 1 } MODULE { name = ModuleReactionWheel PitchTorque = 15 YawTorque = 15 RollTorque = 15 RESOURCE { name = ElectricCharge rate = 0.3 } } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 usageReqMaskInternal = 5 usageReqMaskExternal = -1 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 1.3 } MODULE { name = ModuleAnimateGeneric animationName = hueylights actionGUIName = Toggle Lights startEventGUIName = Lights On endEventGUIName = Lights Off } MODULE { name = FlagDecal textureQuadName = flagDecal } MODULE { name = BDModuleVTOLAI } MODULE { name = MissileFire } MODULE { name = RadarWarningReceiver omniDetection = true } MODULE { name = ModuleWingCommander } } oh6cockpit PART { name = cayusecockpit module = Part author = Av8tor8a MODEL { model = AirplanePlus/Parts/Command/oh6cockpit/model } rescaleFactor = 1 node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0 attachRules = 1,0,1,1,0 CoMOffset = 0.0, 0.5, 0.0 INTERNAL { name = oh6Internal } TechRequired = aviation entryCost = 2600 cost = 1100 category = Pods subcategory = 0 title = Cayuse Viewer's Cockpit manufacturer = Kerbal Standard description = A later model of the Viewer's cockpit of the Mk1. The design was changed to accomodate a built in light in front of it. It's much sleeker and round in appearance so that the air understands that it shouldn't mess with it. bulkheadProfiles = size1 tags = aero aircraft cmg command control little bird ?eva fly gyro ?iva moment pilot plane react space stab steer torque helicopter mass = 0.9 dragModelType = default maximum_drag = 0.08 minimum_drag = 0.08 angularDrag = 1 crashTolerance = 40 maxTemp = 1100 skinMaxTemp = 2000 vesselType = Plane CrewCapacity = 2 RESOURCE { name = ElectricCharge amount = 50 maxAmount = 50 } MODULE { name = ModuleCommand minimumCrew = 1 } MODULE { name = ModuleReactionWheel PitchTorque = 10 YawTorque = 10 RollTorque = 10 RESOURCE { name = ElectricCharge rate = 0.3 } } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 usageReqMaskInternal = 5 usageReqMaskExternal = -1 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 1.3 } MODULE { name = ModuleAnimateGeneric animationName = oh6light actionGUIName = Toggle Lights startEventGUIName = Lights On endEventGUIName = Lights Off } MODULE { name = FlagDecal textureQuadName = flagDecal } MODULE { name = BDModuleVTOLAI } MODULE { name = MissileFire } MODULE { name = RadarWarningReceiver omniDetection = true } MODULE { name = ModuleWingCommander } }
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Bummer. Hopefully someone does make a patch. In any case, are more parts planned? Personally, I'd love seeing inline 0.9375 parts, such as an engine and intake. A spine crew cabin would also be quite nice, like the rear observer area featured on Fairey Fulmar/Firefly aircraft.
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[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.9.0.0 [2025-01-22]
Av8tor8a replied to DocNappers's topic in KSP1 Mod Releases
Ah, that makes sense.- 697 replies
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[1.12.x] Textures Unlimited Recolour Depot
Av8tor8a replied to Manwith Noname's topic in KSP1 Mod Development
Where are the radars and naval turrets from? they look fantastic! -
[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.9.0.0 [2025-01-22]
Av8tor8a replied to DocNappers's topic in KSP1 Mod Releases
I'm assuming a strong engine is more/less required in that case, pitch alone won't do it. MOAR BOOSTERS it is, then. Last question for a while, but is there any particular reason why the reactive armor isn't adjustable? I'm trying to build a modernized Ratte now, I'm not about to spend an hour placing countless ERA segments.- 697 replies
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Has anyone ever made a shark mouth decal for the Warhawk engine?
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[1.12.x] Textures Unlimited Recolour Depot
Av8tor8a replied to Manwith Noname's topic in KSP1 Mod Development
Recolored parts using "Stock White" seem a little blue on launch. Some mods (e.g. Procedural Wings), when used with this mod, use the quote-unquote stock white texture, so using "Squad" instead of "Bob Ross Paints" for these parts doesn't seem to do anything. What RGB values could be used to provide a more accurate color scheme? -
Ah, makes sense.
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I know this thread is old, but I would like to know if an island was ever planned to be added.
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[Min KSP 1.11] WIP: SunkWorks Maritime Technologies
Av8tor8a replied to Angelo Kerman's topic in KSP1 Mod Releases
I cannot seem to find any of the hulls aside from the bow portion. I thought it was a variant thing but I don't see anything there either. is there something I'm missing? Also, are bridge/superstructure parts or even other types of keels/hulls (tumblehome, trimaran, catamaran, etcetera) planned? -
[1.12.x] Textures Unlimited Recolour Depot
Av8tor8a replied to Manwith Noname's topic in KSP1 Mod Development
Can I run both Procedural Glass and B9 Wings recolors at the same time without much conflict? -
I suppose it's worth checking out, thanks!
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[1.12] B9 Procedural Wings Fork, Modified
Av8tor8a replied to linuxgurugamer's topic in KSP1 Mod Releases
Is there any way to change the appearance of the ends of the wings, or at least remove the odd orange/green stripes at the ends? -
I'll totally check it out, it's close, but it isn't quite what I'm after. It looks great, don't get me wrong
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I just saw a neat little mod with a single part for a Jeep, the mod in question being RoveMate Classic. I do worry that the mod is dead, however, so I was wondering if it would be possible for someone to create a mod similar to it, but with more features, namely a convertible roof, a folding windshield, and trailer parts.
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[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.9.0.0 [2025-01-22]
Av8tor8a replied to DocNappers's topic in KSP1 Mod Releases
Now that I think of it, does the underwater AI know how to both submerge and surface? I'm trying to build a submarine with deck guns, and would like to know if AI is worth adding or if manually controlling it would be better.- 697 replies
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Buffalo 2 Modular Space Exploration Vehicle
Av8tor8a replied to Angelo Kerman's topic in KSP1 Mod Releases
why don't the cargo bays have a wide flatbed variant? In the OG, there were wide flatbeds, so why not do something similar for the existing cargo beds here? -
I almost forgot TURD existed, I'll definitely give it a shot.
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I was wondering if anyone has any good stockalike textures for procedural parts that fits nicely with Procedural wings (and, of course, stock parts)
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I do have some more ideas for anyone wanting to create such a mod. I was thinking of trimaran, catamaran, flare, and tumblehome vessel parts. Preferably, these parts should be scalable as there really isn't a requirement for size in contrast to the LHA and LCU parts previously mentioned. I'm not talking about Tweakscale support, (though that is a valid alternative) but an actual scaling system for these parts imbedded into the code that does not need Tweakscale as a dependency. I wouldn't be mad if there wasn't such a thing in such a mod, but it would be nice. Lastly, I had my mind on dinghy parts, and similarly to the LHA and LCU parts, these would need to be limited in size. I was thinking, if dinghy parts were ever in a mod like this, that the hull would have enough room for at least five Kerbals and a protective windshield. Unlike any of the previously mentioned parts, however, there wouldn't need to be a dedicated, enclosed part to act as a bridge or island.
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[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.9.0.0 [2025-01-22]
Av8tor8a replied to DocNappers's topic in KSP1 Mod Releases
I see, thank you for clarifying.- 697 replies
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[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.9.0.0 [2025-01-22]
Av8tor8a replied to DocNappers's topic in KSP1 Mod Releases
I believe that would be the case if you're talking about it as a separate part. I was thinking of a legitimate variant similar to what is available to the AWACS radar. I imagine someone would need to get approval to incorporate a variant of a part not present in their mod, but I could be mistaken. Thank you. But why wouldn't it appear on the Oerlikon?- 697 replies
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