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BDA+ modules for AP+


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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
	}
}

 

Edited by Av8tor8a
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