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[1.05] KerbolBattles Parts Pack [1/2/16]


SuicidalInsanity

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  SuicidalInsanity said:
@Spork of Doom; Side attach nodes for the cockpit and TIE wing pylons are easy enough.

@m4ti140; I can tweak the TIE wing panels to have better passive heat radiance. Looking at the configs, stock static radiators and solar panels don't have a radiator module - its all done via a part's EmissiveConstant and HeatConductivity settings.

What about this electrical generation somebody talked about? I had the same problem and turned the ship prior to takeoff to solve it but, in flight, when I turned the sides away from sunlight (during a simple turn), EC levels dropped too much and the engine turned off...

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  jlcarneiro said:
What about this electrical generation somebody talked about? I had the same problem and turned the ship prior to takeoff to solve it but, in flight, when I turned the sides away from sunlight (during a simple turn), EC levels dropped too much and the engine turned off...

Yea I also had that problem, but its easy to fix. I simply put this into the Command Pod to simulate a energy reactor of some kind in order to help provide energy to the engines when there is no direct sunlight going to the panels.

MODULE
{
name = ModuleGenerator
isAlwaysActive = true
OUTPUT_RESOURCE
{
name = ElectricCharge
rate = 10
}

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@Kerbinidiel; I see the problem - it was a screw-up on my part; a fix (version 1.1.7) has been uploaded to correct this.

@jlcarneiro; The solar panels included have up to 50 eC/s collection rate. Re: running out of power - the example ships provided were quickly thrown together and demonstrate the inherent problem of having an ion powered craft that lacks batteries. As part of the ver 1.1.7 hotfix, I reworked the example ships, so they have decent battery capacity now.

Edited by SuicidalInsanity
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There's a little mistake in the last version's engine cfg. The sound and emissive reference their files as "StarWarsPartsPack/...". Nothing serious, of course, and can be easily fixed by just opening the cfg. :)

Is there a possibility that a gimbal module was added to the engine's maneuvering jets to make the craft more nimble? It would also make the engine closer to canon. :cool:

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@CptRichardson; After fooling around with making ion powered planes for a bit, I would be surprised if they couldn't.

j2zgyDL.png?1

@DownHereInChile; Oops, my bad, thanks for pointing it out, its been fixed. As for gimbal, yeah, some gimballing could be added to the engine.

@amankd; Not really, but thanks for the offer.

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  • 1 month later...
  • 1 month later...

It's coming along, but much more slowly than i would like - the consequences of limited time and motivation - I'll make an effort to wrap up what I have and get something posted before the end of the year. I haven't seen the new movie yet, so for now the pack will be just original movie stuff.

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  On 12/26/2015 at 11:59 PM, SuicidalInsanity said:

It's coming along, but much more slowly than i would like - the consequences of limited time and motivation - I'll make an effort to wrap up what I have and get something posted before the end of the year. I haven't seen the new movie yet, so for now the pack will be just original movie stuff.

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I've just seen this mod, and I want to say that it looks brilliant.

I recommend seeing The Force Awakens.

Also, there are probably hundreds of people who aren't posting cheer you on, so don't feel a lack of motivation.

I know I'm cheering you on.

Keep going, and may the force modding be with you.

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It doesn't add as much as I would have originally liked, and is IMO not really ready for release - the new cockpits still need even rudimentary IVAs, and I didn't manage to get the X-Wing or Shuttle parts done (something to look forward to for KSP 1.1) - but since I said I would get something posted by year's end, here is KBPP Version 1.2 for KSP 1.05.

Changelog:

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  On 1/2/2016 at 8:55 PM, SuicidalInsanity said:

It doesn't add as much as I would have originally liked, and is IMO not really ready for release - the new cockpits still need even rudimentary IVAs, and I didn't manage to get the X-Wing or Shuttle parts done (something to look forward to for KSP 1.1) - but since I said I would get something posted by year's end, here is KBPP Version 1.2 for KSP 1.05.

Changelog:

  Reveal hidden contents

 

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You added some Y-wing parts. I made a Y-wing. It shoots stuff (even stuff behind it). Also bombs stuff. Also shoots rockets at stuff. It also flys like a pig. So pretty much exactly like the actual Y-wing. My favourite fighter, now in KSP. (If the album doesnt have 6 pictures here on the forums, click through to see the last two).

 

 

Powered by BDArmory, and P.E.W. (also Ven Stock Revamp)

Edited by Avalon304
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  On 1/6/2016 at 9:21 AM, Avalon304 said:

Man I cant for the life of me get the TIE fighters to fly at all... they look pretty, but they just hit the ground. I'd love to fly my Y-wing against them.

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The tie fighters don't have any lift surfaces. You'll need to get creative and clip wings inside key structural points, also might need a ton of SAS. If you are flying it manually, you could also use engines to lift it. But doubtful an autopilot like BD Armory would keep that kind of configuration under control.

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The solar wing panels included all have ModuleLiftingSurface and can double as wings if used in that fashion, they provide lift equal to the standard wing panels of the same size, and both the TIE example craft are capable of flight. (However, because of the vertical orientation of the standard TIE wings, the only way it will fly in the conventional sense is if it is flown sideways like some sort of bizarre biplane.)

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  • 2 weeks later...

Sure. Have a teaser

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  On 1/19/2016 at 12:46 AM, SuicidalInsanity said:

Sure. Have a teaser

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Will we be able to build a full X-Wing in this next update? (As in parts like folding wings and nosecones).

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