Mitchz95 Posted December 18, 2013 Share Posted December 18, 2013 Is this 0.23 compatible? Link to comment Share on other sites More sharing options...
Sugoi Posted December 18, 2013 Share Posted December 18, 2013 Is this 0.23 compatible?It is. The only problem I've bumped into is that the control surfaces do not spawn the tweakables menu in the VAB. Minor at best.I haven't tested the SABRE engines, though. Link to comment Share on other sites More sharing options...
longhornchris Posted December 18, 2013 Share Posted December 18, 2013 B9 is on the dev team, so I'm sure he'll update it soon enough. Glad his priorities have been on the main game rather than the mod.Also, I expect the SABERS will be reworked to use the same code as the stock RAPIER engines - i.e. provide different sizes since the stock one is only available in the 1.25m class. Link to comment Share on other sites More sharing options...
NoMrBond Posted December 18, 2013 Share Posted December 18, 2013 Alas Bac9 is no longer on the dev team, I do hope that won't impact support for this mod pack, it's pretty sweet.In the meantime you might be able to lift the RAPIER engine module and do a transplant to the B9 SABRE to get them working again until there's an official update Link to comment Share on other sites More sharing options...
Sugoi Posted December 18, 2013 Share Posted December 18, 2013 In the meantime you might be able to lift the RAPIER engine module and do a transplant to the B9 SABRE to get them working again until there's an official updateSo SABREs don't work? My bad for not testing them. Link to comment Share on other sites More sharing options...
NoMrBond Posted December 18, 2013 Share Posted December 18, 2013 So SABREs don't work? My bad for not testing them.Uhh, not sure, JonBar said they were getting an error so I assumed they weren't working, only just got up/on so 0.23 hasn't quite finished rolling in so I can fire it up locallySooonnnnnnn Link to comment Share on other sites More sharing options...
Virtualgenius Posted December 18, 2013 Share Posted December 18, 2013 With the .23 release its going to bring a bunch of problems to our favourite mod packs give the mod pack guys a few days to knock the bugs out, typically its about 10 days before all the popular mod packs are updated some sooner, but i have found most are good after about 10 days. I always take a backup copy of the old release before updating that way i can continue my gameplay under the old release while the mod packs update Link to comment Share on other sites More sharing options...
Col_Jessep Posted December 18, 2013 Share Posted December 18, 2013 I hope Bac9 updates B9. Building planes without B9 would take the fun out of KSP. Link to comment Share on other sites More sharing options...
SkyHook Posted December 18, 2013 Share Posted December 18, 2013 (edited) I can confirms that no parts with animations function as intended. These include, but are not limited to cargo bays and landing gear of any sort. They are considered to be objects, with no special function.EDIT: Updating/ Installing the firespitter plugin makes everything function again. I haven't tried the SABRE engines. Edited December 18, 2013 by SkyHook Link to comment Share on other sites More sharing options...
Railgunner2160 Posted December 18, 2013 Share Posted December 18, 2013 Really??? Mine are working just fine, maybe because I updated Firespitter??? Link to comment Share on other sites More sharing options...
Andon Posted December 18, 2013 Share Posted December 18, 2013 Yeah, one of the other mods I have (Nothke's Service compartments) was having this issue and reportedly the new firespitter plugin fixes it. I have yet to test for myself. Link to comment Share on other sites More sharing options...
Hodo Posted December 18, 2013 Share Posted December 18, 2013 The firespitter mod fixes the issues with cargobays, and other moving parts. But does not fix the SABRE engines which don't work at all currently. Link to comment Share on other sites More sharing options...
bac9 Posted December 18, 2013 Author Share Posted December 18, 2013 I'll look into releasing an update in the coming weeks.After all, there is still a pile of unreleased parts over here. Link to comment Share on other sites More sharing options...
Guest Posted December 18, 2013 Share Posted December 18, 2013 Looking forward to it. I hope you won't take too long, ExsurgentEngineering is one of the mods I use for my realism pack. Link to comment Share on other sites More sharing options...
Dal Posted December 18, 2013 Share Posted December 18, 2013 By shamelessly ripping off the stock RAPIER, I've got the SABREs functional as engines again. Stuff that is working: They fly, produce thrust, and even automatically switch modes when out of air. Gimbal FX and heatglows are as pretty as ever.Stuff that isn't working:No flames.No smoke.Placeholder sounds.IntakeAir runs out at 0.0 per engine, switching modes around 35000m when going straight up.With those major caveats here's what you need to get them working. Anyone and everyone is welcome to fix up my amateur work. PART{// --- general parameters ---name = B9_Engine_SABRE_SRmodule = Partauthor = C. Jenkins// --- asset parameters ---mesh = model.muscale = 1.0rescaleFactor = 1// --- node definitions ---// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Znode_stack_top = 0.0, 1.25, 0.0, 0.0, 1.0, 0.0, 1node_attach = 0.0, 0.625, 0.625, 0.0, 0.0, -1.0CoMOffset = 0.0, -0.625, 0.0// --- editor parameters ---mass = 1.5dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7breakingForce = 750breakingTorque = 750maxTemp = 3600TechRequired = aerospaceTechentryCost = 57000cost = 6500category = Propulsionsubcategory = 0title = SABRE SR Engine manufacturer = Tetragon Projectsdescription = Combined-cycle rocket engine. Mode #1 is a turbocompressed air-breathing rocket/ramjet engine. Mode #2 is a high efficiency rocket engine. More convenient and easier to pull off than relying on using multiple engine types, but marginally less efficient than some specialized combinations.// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollisionattachRules = 1,0,1,1,0EFFECTS{ running_closed { AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } PREFAB_PARTICLE { prefabName = fx_smokeTrail_light transformName = smokePoint emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 1 } MODEL_MULTI_PARTICLE { modelName = Squad/FX/exhaustFlames_blue transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.5 speed = 1.0 1.2 } } power_open { AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } MODEL_MULTI_PARTICLE { modelName = Squad/FX/exhaustFlames_blue transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.5 speed = 1.0 1.2 } } running_open { AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } PREFAB_PARTICLE { prefabName = fx_smokeTrail_light transformName = smokePoint emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 1 } } engage { AUDIO { channel = Ship clip = sound_vent_medium volume = 1.0 pitch = 2.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout transformName = smokePoint oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } }}MODULE{ name = MultiModeEngine primaryEngineID = AirBreathing secondaryEngineID = RocketPower}MODULE{ name = ModuleEnginesFX engineID = AirBreathing directThrottleEffectName = power_open runningEffectName = running_open thrustVectorTransformName = thrust_transform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 215 heatProduction = 450 useEngineResponseTime = True engineAccelerationSpeed = 0.4 engineDecelerationSpeed = 0.7 useVelocityCurve = True fxOffset = 0, 0, 0.5 PROPELLANT { name = LiquidFuel ratio = 1 } PROPELLANT { name = IntakeAir ratio = 9 } atmosphereCurve { // Atm.P. Isp iTan oTan key = 0 2351 0 3.26E+07 key = 7.5E-06 2564 0 0 key = 0.0006 2159 0 0 key = 0.11 2413 0 0 key = 1 2084 -660 0 } velocityCurve { // m/s %F iTan oTan key = 0 0.85 0 -0.0007 key = 300 0.75 0 0 key = 1500 1 0 0 key = 1650 0.88 -0.003 -0.003 key = 1800 0 0 0 }}MODULE{ name = ModuleEnginesFX engineID = RocketPower runningEffectName = running_closed thrustVectorTransformName = thrust_transform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 185 heatProduction = 550 fxOffset = 0, 0, 0.5 useEngineResponseTime = False PROPELLANT { name = LiquidFuel ratio = 0.9 } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 385 key = 1 370 }}MODULE{ name = ModuleAnimateHeat ThermalAnim = sabre_125_heat_nozzle}// Alternator & PowerMODULE{ name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 5.0 }}MODULE{ name = ModuleGimbal gimbalTransformName = thrust_transform gimbalRange = 3 //useGimbalResponseSpeed = true}RESOURCE{ name = ElectricCharge amount = 0 maxAmount = 0}}You are strongly advised not to replace the default SABREs until they're fully ready to be replaced. If I can fix the effects of the engines I'll post an update with both engines and everything ready to go. Link to comment Share on other sites More sharing options...
Temeter Posted December 18, 2013 Share Posted December 18, 2013 Idk, everything works fine for me, i didnt test the sabres, though. Only the new tweakables dont work for the wheels.I'm not sure if its going to be rebalanced, but the RAPIER-Engine seems to be quite superior to the SABRE. Using two ram-air-intakes, my plane managed to reach 1660m/s at 22km and was still slowly accelerating. I pulled up and the RAPIER worked until somewhat below 30km and afair 1900m/s in air-breathing mode (without touching throttle control). Don't think i ever managed to reach space with a single FL-T400, and even then i had probably around 150dv remaining.btw: Even more new Parts? Awesome! Link to comment Share on other sites More sharing options...
BananaDealer Posted December 18, 2013 Share Posted December 18, 2013 Idk, everything works fine for me, i didnt test the sabres, though. Only the new tweakables dont work for the wheels.The control surface tweakables don't seem to be working as well... Link to comment Share on other sites More sharing options...
Dal Posted December 18, 2013 Share Posted December 18, 2013 Well, this is as far as I got with the SABREs. Everything's "working" but the flame offset and other VX orientation. Heat production is inconsistent as well. Somebody with more insight into KSPs FX system might be able to finish it up without much trouble, but it seems to be outside my scope.Usual disclaimer: Work in progress. Don't overwrite your base SABRE S.PART{// --- general parameters ---name = B9_Engine_SABRE_SRmodule = Partauthor = author = bac9-flcl (textures), Taverius (model)// --- asset parameters ---mesh = model.muscale = 1.0rescaleFactor = 1// --- node definitions ---// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Znode_stack_top = 0.0, 1.25, 0.0, 0.0, 1.0, 0.0, 1node_attach = 0.0, 0.625, 0.625, 0.0, 0.0, -1.0CoMOffset = 0.0, -0.625, 0.0// --- editor parameters ---mass = 1.5dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7breakingForce = 750breakingTorque = 750maxTemp = 3600TechRequired = aerospaceTechentryCost = 57000cost = 6500category = Propulsionsubcategory = 0title = SABRE SR Engine manufacturer = Tetragon Projectsdescription = Combined-cycle rocket engine. Mode #1 is a turbocompressed air-breathing rocket/ramjet engine. Mode #2 is a high efficiency rocket engine. More convenient and easier to pull off than relying on using multiple engine types, but marginally less efficient than some specialized combinations.// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollisionattachRules = 1,0,1,1,0EFFECTS{ running_closed { AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } PREFAB_PARTICLE { prefabName = fx_smokeTrail_light transformName = thrust_transform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.0 speed = 1.0 1.0 localOffset = 0, 0, 0 } MODEL_MULTI_PARTICLE { modelName = Squad/FX/exhaustFlames_blue transformName = thrust_transform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.0 speed = 1.0 1.2 } } power_open { AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } MODEL_MULTI_PARTICLE { modelName = Squad/FX/exhaustFlames_blue transformName = thrust_transform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.0 speed = 1.0 1.2 } } running_open { AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } PREFAB_PARTICLE { prefabName = fx_smokeTrail_light transformName = thrust_transform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.0 speed = 1.0 1.0 localOffset = 0, 0, 0 } } engage { AUDIO { channel = Ship clip = sound_vent_medium volume = 1.0 pitch = 2.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout transformName = thrust_transform oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } }}// --- FX definitions ---fx_exhaustFlame_blue = 0.0, -0.0, 0.0, 0.0, 1.0, 0.0, powerfx_exhaustLight_blue = 0.0, -0.0, 0.0, 0.0, 0.0, 1.0, powerfx_smokeTrail_light = 0.0, -0.0, 0.0, 0.0, 1.0, 0.0, powerfx_exhaustSparks_flameout = 0.0, -0.0, 0.0, 0.0, 1.0, 0.0, flameout// --- Sound FX definition ---sound_vent_medium = engagesound_rocket_hard = powersound_vent_soft = disengagesound_explosion_low = flameoutMODULE{ name = MultiModeEngine primaryEngineID = AirBreathing secondaryEngineID = RocketPower}MODULE{ name = ModuleEnginesFX engineID = AirBreathing directThrottleEffectName = power_open runningEffectName = running_open thrustVectorTransformName = thrust_transform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 215 heatProduction = 450 useEngineResponseTime = True engineAccelerationSpeed = 0.4 engineDecelerationSpeed = 0.7 useVelocityCurve = True fxOffset = 0, 0, 0.5 PROPELLANT { name = LiquidFuel ratio = 1 } PROPELLANT { name = IntakeAir ratio = 9 } atmosphereCurve { // Atm.P. Isp iTan oTan key = 0 2351 0 3.26E+07 key = 7.5E-06 2564 0 0 key = 0.0006 2159 0 0 key = 0.11 2413 0 0 key = 1 2084 -660 0 } velocityCurve { // m/s %F iTan oTan key = 0 0.85 0 -0.0007 key = 300 0.75 0 0 key = 1500 1 0 0 key = 1650 0.88 -0.003 -0.003 key = 1800 0 0 0 }}MODULE{ name = ModuleEnginesFX engineID = RocketPower runningEffectName = running_closed thrustVectorTransformName = thrust_transform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 185 heatProduction = 550 fxOffset = 0, 0, 0.5 useEngineResponseTime = False PROPELLANT { name = LiquidFuel ratio = 0.9 } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 385 key = 1 370 }}MODULE{ name = ModuleAnimateHeat ThermalAnim = sabre_125_heat_nozzle}// Alternator & PowerMODULE{ name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 5.0 }}MODULE{ name = ModuleGimbal gimbalTransformName = thrust_transform gimbalRange = 3 //useGimbalResponseSpeed = true}RESOURCE{ name = ElectricCharge amount = 0 maxAmount = 0}} Link to comment Share on other sites More sharing options...
SSR Kermit Posted December 18, 2013 Share Posted December 18, 2013 I'm realizing how important this mod is to me; now that FAR and DR are at .23 I'm getting ready to upgrade. For me, a missing FAR is a showstopper while DR is nice to have. However, I hadn't fully realized that B9 was the enabler for almost anything I do in KSP! I'm currently trying to decide whether to hold off updating, take a break from KSP (my sleep cycle would probably benefit) or try to weather any potential glitches by installing 4.0c to a .23 installation....A BIG thanks to bac9 and Ferram without which I would likely have given the game up long ago.... Link to comment Share on other sites More sharing options...
Catullus Posted December 18, 2013 Share Posted December 18, 2013 Does anyone else feel like Bac9 has abandoned this project?...http://forum.kerbalspaceprogram.com/threads/25241-0-22-B9-Aerospace-Pack-R4-0c-New-pods-IVAs-engines-fuselages-structures?p=849727&viewfull=1#post849727 Link to comment Share on other sites More sharing options...
Deadweasel Posted December 18, 2013 Share Posted December 18, 2013 Does anyone else feel like Bac9 has abandoned this project?...Umm no, especially since he just ​replied to the thread with an update last night. Link to comment Share on other sites More sharing options...
Kass Posted December 18, 2013 Share Posted December 18, 2013 Does anyone else feel like Bac9 has abandoned this project?...Your comment comes across as ignorant and disrespectful to the dev of an amazing mod considering he replied on the PREVIOUS page. Not 50 pages previously or 10 pages previously. The previous page!!Jesus H. Christ people are lazy. Link to comment Share on other sites More sharing options...
jrandom Posted December 18, 2013 Share Posted December 18, 2013 Jesus H. Christ people are lazy.And demanding! I paid, what, a whole $23 for this game? And all these mods that took their creators a tremendous amount of time and effort to create, I get them for free?The complaints I see are actually making me somewhat angry. Sure, I can understand the frustration of one's favorite tool not functioning in KSP, but to stand there and be disrespectful about it just boggles my mind. Link to comment Share on other sites More sharing options...
Deadweasel Posted December 18, 2013 Share Posted December 18, 2013 Your comment comes across as ignorant and disrespectful to the dev of an amazing mod considering he replied on the PREVIOUS page. Not 50 pages previously or 10 pages previously. The previous page!!Jesus H. Christ people are lazy.Not to mention the fact that if you check the first post (where the actual release info and links are), the last edit was done Oct. 20 to announce the latest .22 updates, including the reduced textures packs, so I'm inclined to agree with the above sentiment. Link to comment Share on other sites More sharing options...
Deadweasel Posted December 18, 2013 Share Posted December 18, 2013 And demanding! I paid, what, a whole $23 for this game? And all these mods that took their creators a tremendous amount of time and effort to create, I get them for free?The complaints I see are actually making me somewhat angry. Sure, I can understand the frustration of one's favorite tool not functioning in KSP, but to stand there and be disrespectful about it just boggles my mind.To be fair, it does speak to the work that went into the mod when it can become one of the "must-haves" to make the game feel right. Not that it excuses the entitlement that some people display, nor the ignorance they place on a silver platter for all to see when they complain publicly about "their" mods being broken when they copy them over to a brand new release, but it does demonstrate how well it has become to be considered part of the stock game. Link to comment Share on other sites More sharing options...
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