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


bac9

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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.

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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.

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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

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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

So SABREs don't work? My bad for not testing them.

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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 locally

Sooonnnnnnn

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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

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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 by SkyHook
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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_SR
module = Part
author = C. Jenkins

// --- asset parameters ---
mesh = model.mu
scale = 1.0
rescaleFactor = 1

// --- node definitions ---
// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z

node_stack_top = 0.0, 1.25, 0.0, 0.0, 1.0, 0.0, 1
node_attach = 0.0, 0.625, 0.625, 0.0, 0.0, -1.0
CoMOffset = 0.0, -0.625, 0.0


// --- editor parameters ---
mass = 1.5
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 7
breakingForce = 750
breakingTorque = 750
maxTemp = 3600


TechRequired = aerospaceTech
entryCost = 57000
cost = 6500
category = Propulsion
subcategory = 0
title = SABRE SR Engine
manufacturer = Tetragon Projects
description = 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, allowCollision
attachRules = 1,0,1,1,0


EFFECTS
{
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 & Power
MODULE
{
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.

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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!

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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_SR
module = Part
author = author = bac9-flcl (textures), Taverius (model)

// --- asset parameters ---
mesh = model.mu
scale = 1.0
rescaleFactor = 1

// --- node definitions ---
// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z

node_stack_top = 0.0, 1.25, 0.0, 0.0, 1.0, 0.0, 1
node_attach = 0.0, 0.625, 0.625, 0.0, 0.0, -1.0
CoMOffset = 0.0, -0.625, 0.0


// --- editor parameters ---
mass = 1.5
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 7
breakingForce = 750
breakingTorque = 750
maxTemp = 3600


TechRequired = aerospaceTech
entryCost = 57000
cost = 6500
category = Propulsion
subcategory = 0
title = SABRE SR Engine
manufacturer = Tetragon Projects
description = 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, allowCollision
attachRules = 1,0,1,1,0


EFFECTS
{
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, power
fx_exhaustLight_blue = 0.0, -0.0, 0.0, 0.0, 0.0, 1.0, power
fx_smokeTrail_light = 0.0, -0.0, 0.0, 0.0, 1.0, 0.0, power
fx_exhaustSparks_flameout = 0.0, -0.0, 0.0, 0.0, 1.0, 0.0, flameout

// --- Sound FX definition ---
sound_vent_medium = engage
sound_rocket_hard = power
sound_vent_soft = disengage
sound_explosion_low = flameout

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 & Power
MODULE
{
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
}

}

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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....

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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.

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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.

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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.

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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.

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