Jump to content

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


bac9

Recommended Posts

Btw don't know if this has been mentioned before but I recall talk of a S2WB crew tank? also the S3 no longer animates, intentional or oversight?

The S3 animation was explained by bac9 already. The animation still exists, but people requested lights over the subsonic/hypersonic mode as KSP only supports one animation per part right now.

Link to comment
Share on other sites

Theres an easy fix for the SABRE engines:

1) Create a folder named Z (so it is on the bottom of gamedata folder)

2) Drop both SABRE engines from the B9 into the Z folder

3) copy the SABRE M and rename the folder to Engine_SABRE_A

4) open the .cfg and change the "name =" part to "name = B9_Engine_SABRE_A"

(optional) change the title to SABRE Dummy Engine and the category to science (so it wont show up under engines anymore)

modmanager will load from the top to bottom, loading the Z folder last. inside it will load the SABRE_A (the dummy one) first, get stuck and wont edit (and break) the real sabre engines.

Link to comment
Share on other sites

but people requested lights over the subsonic/hypersonic mode

That's a bit silly imo, whole point of the S3 is the supersonic/subsonic modes, could default the light to be on instead perhaps?

michaelcrane17: Works fine here.

Link to comment
Share on other sites

I did add them all. I went.....KSP/GameData then copied all folders. I did not copy them inside the squad folder. So if you opened GameData folder you would find.... B9_Aerospace, ExsurgentEngineering, Firespitter (I removed the previous one from the Firespitter mod), KineTechAnimation, ResGen, and Squad.

Link to comment
Share on other sites

The S3 animation was explained by bac9 already. The animation still exists, but people requested lights over the subsonic/hypersonic mode as KSP only supports one animation per part right now.

Isn't the S2 crew tank using two animations though? Window lights and the sliding shutters.

Link to comment
Share on other sites

I did add them all. I went.....KSP/GameData then copied all folders. I did not copy them inside the squad folder. So if you opened GameData folder you would find.... B9_Aerospace, ExsurgentEngineering, Firespitter (I removed the previous one from the Firespitter mod), KineTechAnimation, ResGen, and Squad.

What is kinetechanimation ? I know where the others come from, but not this one.

Link to comment
Share on other sites

What is kinetechanimation ? I know where the others come from, but not this one.

Various animation-related modules, in particular airspeed-dependent interpolation similar to stock heat that is used for variable geometry intakes. Created by Kine by our request.

Isn't the S2 crew tank using two animations though? Window lights and the sliding shutters.

These are two different objects. S3 centerpiece is one.

Link to comment
Share on other sites

This is My Viper Carrier 1 Class 5

Short list specs.

-Heavy cargo plane with ruff terrain landing capabilities/also overload jets for heavier cargo and short take offs, if required.

( the OL jets location is one under the nose and two in the rear with landing gears)

-Take off runway in less than half of the strip.

-will climb and hold At 17,000 m @ 900 m/s <---not sure if this is an error

-10k is a cruise height @ 488m/s with overload jets on and 426 without

-will keep a sustained unloaded flight 900m @ 98m/s without overload jets on

-i tested weight with Orange tanks

-this plane is capable of flying into space by replacing the OL jets with sabres

- very stable flight

NOTE: Im very new at this, in fact this jet is just my first one modified. So i have no idea what im doing lol.

ng2BSYc.png

SUByb97.jpg

u5AHTyr.png

X6sl90R.jpg

Edited by viperwolf
Link to comment
Share on other sites

Hey Bac9, i have this bug on this latest 3.0c version that i already report here. But this time if more info, look for the pics, it describes a part that cold have 2 meter, but use the 6 meters 3d shape with 2 meters attachment.

Is it only here?

I found the error, was in the Structural.cfg part, that was in the model part described as pre .20.

I fix the part here, this is the parts...

this:

// --- asset parameters ---

mesh = model.mu

scale = 1.0

rescaleFactor = 1

to this (my change, based on your others cfg parts)

// --- asset parameters ---

MODEL

{

model = B9_Aerospace/Parts/Cockpit_S2_Body/model

texture = model000, B9_Aerospace/Parts/Cockpit_S2_Body/model000

}

The texture line is not necessary, as you can see from the fact that you're overriding model000 with

Changing the default area in the cfg file from "area = 0.00025" to "area = 0.000025" seems to bring the amount of air to a similar, albeit a bit lower, level of others intakes, but the part still generates a huge drag with FAR, huge as in a small plane will fly like a brick amount. The CF34 (this engine is so beautiful) and TFE731 have the same huge airflow, and a huge drag on any plane they are in.

The flow values in the panel are incorrect. Whenever you use unitScalar anything in an intake's right-click ui becomes useless. Both area and unitScalar in those intakes have been multiplied/divided by the same number, which is the mass of the part divided by 0.01.

This is because intake drag is also multiplied by mass, and so if you want a part that does not weigh 0.01 to have an intake, you must set its intake size to you desired values, and then divide the size by the part's mass / 0.01, and multiply unitScalar by the part's mass / 0.01.

In the case of the ramp intakes, the mass of the parts is 0.4, thus the ratio is 40.

area 0.01 / 40 = 0.00025.

unitScalar 0.2(the default) * 40 = 8.

Thus you can have an intake that does not mass 0.01 while still providing the 'correct' amount of drag per intake area.

The downside, as I said, if that the drag and flow values shown in the UI panel are useless. Not that they ever were particularly informative.

P.S. This is also why the default AirScoop does 10x as much drag as it should. It weighs 0.1 instead of 0.01, and uses no unitScalar trickery.

Now, as to why all this would result in too much drag in FAR, I do not know, but I do know this: Its not an issue with the B9 intakes. Its an issue with FAR. If you actually want it fixed, tell ferram4 about it, because if you just add a 0 to the intake area, you know have intake that's 1/10th the size it should be.

Edited by Taverius
Link to comment
Share on other sites

Sorry if this has been asked before Bac9 (I couldn't find anything with the search function), but do you have any plans to make any higher visibility cockpits like what some millitary aircraft have (mostly fighters)? I mean something that has good forward visibility like the MK1 cockpit but also good visibility to the sides, maybe something like an F-15 cockpit.

Anyway I really love this mod I think the new engines are amazing so thanks for the hard work!

Link to comment
Share on other sites

Found some minor issues with the SABRE engines, the air gauge shows even if they're not on, there isn't a fuel gauge in rocket mode(should show when on, not when off), and the air gauge returns if you switch to another ship and switch back even if the engines are in rocket mode (mode preserved, lack of air bar isn't).

Disfunctional_Rockets_INC: double tap a window to focus your vision through it, works for most of the stock pods as well, double tapping the topmost center window gives a clear view ahead.

Like so: FqWACkM.jpg

Edited by K3|Chris
Link to comment
Share on other sites

Found some minor issues with the SABRE engines, the air gauge shows even if they're not on, there isn't a fuel gauge in rocket mode(should show when on, not when off), and the air gauge returns if you switch to another ship and switch back even if the engines are in rocket mode (mode preserved, lack of air bar isn't).

The fuel gauge should be easily fixable. I can't replicate the air bar appearing on ship switch.

Edited by Taverius
Link to comment
Share on other sites

kk, also a bit of a question about the sabres, I've accidentally left MJ in surf mode 90, 40, 0 and come back and the plane has run out of air and is spinning, but my AP is 80+, while if I do my regular routine of leveling off at 30~ and trying to build up speed the engine's thrust rapidly decreases even if I still got air, my speed is higher if I level out though and my Pe can get pretty close to 0 before I need to switch to rocket mode, any idea which is more efficient? I feel tempted to do the straight ascent and then bank on the ISP of my NERVA, though I guess the ISP of SABREs in atmo is even better?

Also some of my recent creations:

B9 S3 Semi-Blended Wing SSTO: http://imgur.com/a/s8ojF#0 (proud of the look of this one)

B9 MK2 SSTO: http://imgur.com/a/wCFXv#0 (first successful landing on runway after getting to space for me)

B9 S2 Wide Body Cargo SSTO: http://imgur.com/a/a0sP2#0 (carries 4x 1m ISA + Kethane Sats)

Edited by K3|Chris
Link to comment
Share on other sites

kk, also a bit of a question about the sabres, I've accidentally left MJ in surf mode 90, 40, 0 and come back and the plane has run out of air and is spinning, but my AP is 80+, while if I do my regular routine of leveling off at 30~ and trying to build up speed the engine's thrust rapidly decreases even if I still got air, my speed is higher if I level out though and my Pe can get pretty close to 0 before I need to switch to rocket mode, any idea which is more efficient? I feel tempted to do the straight ascent and then bank on the ISP of my NERVA, though I guess the ISP of SABREs in atmo is even better?

Also some of my recent creations:

B9 S3 Semi-Blended Wing SSTO: http://imgur.com/a/s8ojF#0 (proud of the look of this one)

B9 MK2 SSTO: http://imgur.com/a/wCFXv#0 (first successful landing on runway after getting to space for me)

B9 S2 Wide Body Cargo SSTO: http://imgur.com/a/a0sP2#0 (carries 4x 1m ISA + Kethane Sats)

very nice job, ive struggled with a simple cargo jet and you created several planes

Link to comment
Share on other sites

kk, also a bit of a question about the sabres, I've accidentally left MJ in surf mode 90, 40, 0 and come back and the plane has run out of air and is spinning, but my AP is 80+, while if I do my regular routine of leveling off at 30~ and trying to build up speed the engine's thrust rapidly decreases even if I still got air, my speed is higher if I level out though and my Pe can get pretty close to 0 before I need to switch to rocket mode, any idea which is more efficient? I feel tempted to do the straight ascent and then bank on the ISP of my NERVA, though I guess the ISP of SABREs in atmo is even better?

Well, that depends. MechJeb2 will manage your engines if you let it and let you use air all the way to up the edge of the atmosphere by managing throttle, which is how it managed to bring you up to AP 80 all on its own. You can easily do that with the F119 engines which max out at mach 2.8, let alone with the SABREs air mode which goes to mach 5.6+

Which ... is a cheat, really, much as intake abuse is, but if you level off at 23k and max out your speed and then climb again with MJ managing your throttle you can put your Ap at 180k that way, without any intake abuse.

Link to comment
Share on other sites

Disfunctional_Rockets_INC: double tap a window to focus your vision through it, works for most of the stock pods as well, double tapping the topmost center window gives a clear view ahead.

Wow, I never knew you could do thank you for telling me! I will have to see what I can cook up with some of the other cockpits now.

Edited by Disfunctional_Rockets_INC
Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
×
×
  • Create New...