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[0.22] B9 Aerospace Pack / R4.0c / New pods, IVAs, engines, fuselages & structures


bac9

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Tried to clone one of the Mk2 nosecones and give it MechJeb2 functionality, but seems to cause some odd issues when I do. Basically, it self destructs shortly after takeoff. I also notice that before launch, even though I can right click on it, it doesn't highlight, and actually highlights the cockpit below instead for some odd reason. Oh well. Just trying to combine functionality so I don't have to slap on all of these extra parts each time.

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@Castun:

Post the .cfg somewhere and link it here, I'll be happy to take a look.

Personally I use the Bill/Jeb 9000 mod for a MJ2 part.

It could be because I'm also using RemoteTech mod too, not sure. I also noticed that the RemoteTech interface wasn't showing up either at launch. I did have MechJeb functionality though which seems to indicate that it's something to do with RemoteTech. What I basically did was just cut and paste this part into the ASAS version of the MK2 avionics cone:


MODULE
{
name = ModuleRemoteTechSPU
minimumCrew = 0
EnergyDrain = 0.01666667
isRemoteCommand = false
}

MODULE
{
name = MechJebCore
}

MODULE
{
name = MechJebAR202
}

The first module is supposed to be for RemoteTech functionality, and of course the last 2 are for MechJeb. Possibly because it's still not seeing it as a probe core / brain? (Which I guess is technically what I wanted to do.)

Link to pastebin: http://pastebin.com/N96512r5

//General Parameters
name = B9_Cockpit_MK2_Nosecone_MJ2
module = AdvSASModule
author = bac9-flcl

// --- asset parameters ---
mesh = model.mu
scale = 1
rescaleFactor = 1

// --- node definitions ---
node_stack_bottom = 0, -0.5, 0, 0.0, 1.0, 0.0

// --- editor parameters ---
cost = 1200
category = Control
subcategory = 0
title = MK2 MJ2 Package
manufacturer = Tetragon Projects
description = Developed for those who despice the soft guidance avionics systems provide (read: Jeb) this ASAS system is conveniently packed into 1.25m nosecone and will assume control over your craft with relentless determination to keep you going straight. It often can't, but it's the thought that counts. This version includes MechJeb and RemoteTech functionality.

// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,0,1,1,0

// --- standard part parameters ---
mass = 0.05
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 30
breakingForce = 75
breakingTorque = 75
maxTemp = 3400

MODULE
{
name = ModuleRemoteTechSPU
minimumCrew = 0
EnergyDrain = 0.01666667
isRemoteCommand = false
}

MODULE
{
name = MechJebCore
}

MODULE
{
name = MechJebAR202
}

// --- SAS parameters ---
Ki = 1
Kp = 0.6
Kd = 1

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MODULE
{
name = MechJebCore
}

MODULE
{
name = MechJebAR202
}

Don't know if it's related to your problem, but only the first MODULE section here should be added to a part to give it MechJeb functionality. The second one is specific to the AR202 case and should never be used on other models.

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Don't know if it's related to your problem, but only the first MODULE section here should be added to a part to give it MechJeb functionality. The second one is specific to the AR202 case and should never be used on other models.

I'll try that out later when I get a chance then. I think the issue I had was I kept all the original MJ 1.9.8 parts, but added the extra module section so they still worked with MJ2.x.

I'm going to test out adding the nosecone, and remove the other 2 modules and only keep the MechJebCore and see what happens.

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Long time no see. First of all, go and download 0.20 NOW if you haven't done that yet. Awesome update.

Second, some news about 2.6. It's unbelieveable, but I have finally finished this goddamn monstrosity:

hURz5R0.jpg

Based on GEnx and GE CF34, modeled by Taverius, unwrapped and textured by me, this engine is the most complex part I have ever worked with. It features fully animated properly working reverser, fan blades spin depending on the throttle level, it comes with several pylon types for neat-looking attachment, and so on. Phew, working on that for several days gave me a few gray hairs.

Also, there is another podded engine:

7nbqhF7m.jpgbo99ISom.jpg

Again, geometry by Taverius, unwrap and texturing by me.

2.6 is almost ready, only some config changes to make it 0.20 compliant, some final fixes to SABRE engine and some testing left.

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omg that jet engine looks awesome!

on another note, does the plugin still work in .20?

One of the things I'll be taking care of is making sure all the plugins we use work in .20. It seems like most things just work outright, anyway :)

If the Firespitter .dll included with 2-5 doesn't work in 0.20 (I haven't tried yet) keep an eye on Firespitter, I'm sure Snjo will do any necessary fixes quickly.

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