Guest Posted December 22, 2013 Share Posted December 22, 2013 Woah. Is that a completely new fuselage system? I thought there would be just a few nifty plane additions. You've really outdone yourself, Bac9. Link to comment Share on other sites More sharing options...
bac9 Posted December 22, 2013 Author Share Posted December 22, 2013 (edited) Something to dock your spaceplanes to.I think I've posted these many times before. Few old albums:http://imgur.com/a/uSost#0 VTOLhttp://imgur.com/a/jlo0h#0 Mothership from the previous page, two of three sections (it's too large to assemble in VAB in one piece)http://imgur.com/a/pSGsm#0 Whatever that is Edited December 22, 2013 by bac9 Link to comment Share on other sites More sharing options...
evilphish Posted December 22, 2013 Share Posted December 22, 2013 Something to dock your spaceplanes to.Bac, those are gorgeous! Absolutely what I need Link to comment Share on other sites More sharing options...
likke_A_boss Posted December 22, 2013 Share Posted December 22, 2013 (edited) Hey Bac, could you make some .craft files of your beautiful prebuilt crafts? I Love them, but I love reduced textures, too.Also, those new part pictures? Those are amazing! Absolutely prefect. Edited December 22, 2013 by likke_A_boss Link to comment Share on other sites More sharing options...
bac9 Posted December 22, 2013 Author Share Posted December 22, 2013 There are example crafts included with the mod and every single one of them was built by Taverius. I don't have anything stock+B9 based that could be shared on top of already vast selection of excellent designs Taverius created. Link to comment Share on other sites More sharing options...
Col_Jessep Posted December 22, 2013 Share Posted December 22, 2013 The new parts are so beautiful! Link to comment Share on other sites More sharing options...
BananaDealer Posted December 22, 2013 Share Posted December 22, 2013 Any ETA on 0.23 compatibility?*stoner voice* I need my B9 shuttles, man! Link to comment Share on other sites More sharing options...
jfull Posted December 22, 2013 Share Posted December 22, 2013 This pack is great, however, it is also pretty considerable in size. Its somewhat difficult for those who don't use the entire pack to remove unneeded parts every time we install it.bac9, have you considered breaking up B9 into multiple parts packs? Link to comment Share on other sites More sharing options...
bac9 Posted December 22, 2013 Author Share Posted December 22, 2013 This pack is great, however, it is also pretty considerable in size. Its somewhat difficult for those who don't use the entire pack to remove unneeded parts every time we install it.bac9, have you considered breaking up B9 into multiple parts packs?No, no plans whatsoever to do that. Link to comment Share on other sites More sharing options...
Sigma52 Posted December 22, 2013 Share Posted December 22, 2013 (edited) This pack is great, however, it is also pretty considerable in size. Its somewhat difficult for those who don't use the entire pack to remove unneeded parts every time we install it.bac9, have you considered breaking up B9 into multiple parts packs?I for one think its convenient having everything in one file. oops looks like bac9 beat me to the posting.Looking forward to seeing the new release! Love your quality parts you've been making. Edited December 22, 2013 by Sigma52 Link to comment Share on other sites More sharing options...
Grover Posted December 22, 2013 Share Posted December 22, 2013 eagerly awaiting my chance to try the 0.23 changes with a stable release of B9... i guess it takes a while to check so many different parts for compatability issues between versions of KSP Link to comment Share on other sites More sharing options...
Andon Posted December 22, 2013 Share Posted December 22, 2013 Bac9, are you planning on adding any rear loading ramps for cargo bays other than the HL series? Link to comment Share on other sites More sharing options...
jfull Posted December 22, 2013 Share Posted December 22, 2013 I for one think its convenient having everything in one file. I can see what you mean, but it would just be very nice to see the pack divided by fuselage system or some other way. The parts are all great quality, its just that some might not be looking to install all of them. Link to comment Share on other sites More sharing options...
SFJackBauer Posted December 22, 2013 Share Posted December 22, 2013 Any ETA on 0.23 compatibility?*stoner voice* I need my B9 shuttles, man!I don't get it, I am using 0.23 and B9 works fine, except for SABREs, but the community already have a temporary fix. Link to comment Share on other sites More sharing options...
rakutenshi Posted December 22, 2013 Share Posted December 22, 2013 Apparently there's an issue if you just update that causes some really strange stuff, but reinstalling a fresh version then dropping the mods in seems to mostly fix the issues. (and then the sabre fix by the community) Link to comment Share on other sites More sharing options...
moxzot Posted December 23, 2013 Share Posted December 23, 2013 bac9 i'm not exactly sure what im looking at but those new parts are so killer i could never build like taverius but man if only i could Link to comment Share on other sites More sharing options...
landeTLS Posted December 23, 2013 Share Posted December 23, 2013 -snip-(for scale - those are four 3.75m tanks slotted inside the hollow section on the last screenshot)Wooow. Those parts look awesome! Love some more big parts. Any chance to impliment more S2(the shuttle cockpit) type textures on these and the rest of the more nice but unfinished looking parts(s27/mk2 etc.)? Btw those 3.75m tanks? Will we be getting 3.75m b9 engines and components? Link to comment Share on other sites More sharing options...
Hellbrand Posted December 23, 2013 Share Posted December 23, 2013 speaking of tavarius any word on an update to TV's pizza/aerospace? also do we finally get a APU? Link to comment Share on other sites More sharing options...
Eskandare Posted December 23, 2013 Share Posted December 23, 2013 As I've said multiple times, not going to happen, KSP can't support multiple wheel axes per part.Bac9, I understand that. Is there a way to trick, fork or expand the the code in some way? I haven't gotten into making plugins yet. Rubber Band Caterpillar tracks managed to have what appeared to be multiple rolling wheels on tracks. Would it be possible to do the same for the landing gear but have the tracks "invisible" to simulate multiple axle gear? Link to comment Share on other sites More sharing options...
Hodo Posted December 23, 2013 Share Posted December 23, 2013 Try that out with 0.23 and the latest version of FAR........ I have it still works fine. Link to comment Share on other sites More sharing options...
Hodo Posted December 23, 2013 Share Posted December 23, 2013 Any ETA on 0.23 compatibility?*stoner voice* I need my B9 shuttles, man!Said twice if not three times already, NO ETA! Link to comment Share on other sites More sharing options...
Hodo Posted December 23, 2013 Share Posted December 23, 2013 Stock KSP .23 working SABREs listed below.SABRE S-R: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 S-R 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 = 1,1,1,1,0EFFECTS{ 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 } } 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 } } 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 } } engage { AUDIO { channel = Ship clip = sound_vent_medium volume = 1.0 pitch = 2.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft 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 PROPELLANT { name = LiquidFuel ratio = 1 DrawGauge = True } 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, 0.0 useEngineResponseTime = False PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } 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}}SABRE M-R:PART{ // --- general parameters --- name = B9_Engine_SABRE_MR module = Part author = bac9-flcl (textures), Taverius (model) // --- asset parameters --- mesh = model.mu scale = 1.0 rescaleFactor = 1 // --- node definitions --- node_stack_top = 0.0, 1.25, 0.0, 0.0, 1.0, 0.0, 2 node_attach = 0.0, 0.625, 1.25, 0.0, 0.0, -1.0 CoMOffset = 0.0, -0.625, 0.0 // --- 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 // --- editor parameters --- TechRequired = aerospaceTech entryCost = 85500 cost = 19500 category = Propulsion subcategory = 0 title = SABRE M-R 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 = 1,1,1,1,0 // --- standard part parameters --- mass = 6 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 breakingForce = 3000 breakingTorque = 3000 maxTemp = 3600EFFECTS{ 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 } } 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 } } 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 } } engage { AUDIO { channel = Ship clip = sound_vent_medium volume = 1.0 pitch = 2.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout transformName = nozzle_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 = nozzle_transform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 860 heatProduction = 750 useEngineResponseTime = True engineAccelerationSpeed = 0.2 engineDecelerationSpeed = 0.35 useVelocityCurve = True fxOffset = 0, 0, 0.5 PROPELLANT { name = LiquidFuel ratio = 1 DrawGauge = True } 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 = nozzle_transform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 740 heatProduction = 900 fxOffset = 0, 0, 0.5 useEngineResponseTime = False PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 385 key = 1 370 }}MODULE{ name = ModuleAnimateHeat ThermalAnim = sabre_250_heat_nozzle}// Alternator & PowerMODULE{ name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 10.0 }}MODULE{ name = ModuleGimbal gimbalTransformName = nozzle_transform gimbalRange = 3 //useGimbalResponseSpeed = true}RESOURCE{ name = ElectricCharge amount = 0 maxAmount = 0}}DRE compatible SABRE S-R:PART{ // --- general parameters --- name = B9_Engine_SABRE_S module = Part author = bac9-flcl (textures), Taverius (model) // --- asset parameters --- mesh = model.mu scale = 1.0 rescaleFactor = 1 // --- node definitions --- 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 // --- 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 // --- editor parameters --- TechRequired = aerospaceTech entryCost = 57000 cost = 6500 category = Propulsion subcategory = 0 title = SABRE S 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 = 1,1,1,1,0 // --- standard part parameters --- mass = 1.5 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 breakingForce = 750 breakingTorque = 750 maxTemp = 3600EFFECTS{ running_closed { AUDIO { channel = Ship clip = sound_rocket_spurts 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_aeroSpike transformName = nozzle_transform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 1 } MODEL_MULTI_PARTICLE { modelName = Squad/FX/shockExhaust_blue_small transformName = nozzle_transform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.5 speed = 1.0 1.2 } } power_open { AUDIO { channel = Ship clip = sound_rocket_spurts 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/shockExhaust_red_small transformName = nozzle_transform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.5 speed = 1.0 1.2 } } running_open { AUDIO { channel = Ship clip = sound_jet_deep 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_aeroSpike transformName = nozzle_transform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 1 } } engage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = nozzle_transform oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } }}MODULE{ name = MultiModeEngine primaryEngineID = AirBreathing secondaryEngineID = ClosedCycle}MODULE{ name = ModuleEnginesFX engineID = AirBreathing directThrottleEffectName = power_open runningEffectName = running_open thrustVectorTransformName = thrust_transform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 215 heatProduction = 225 useEngineResponseTime = True engineAccelerationSpeed = 0.4 engineDecelerationSpeed = 0.7 useVelocityCurve = True fxOffset = 0, 0, 0.0 PROPELLANT { name = LiquidFuel ratio = 1 DrawGauge = True } 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 = ClosedCycle runningEffectName = running_closed thrustVectorTransformName = thrust_transform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 185 heatProduction = 275 fxOffset = 0, 0, 0.0 useEngineResponseTime = False PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 385 key = 1 370 }} MODULE { name = ModuleAnimateHeat ThermalAnim = sabre_125_heat_nozzle } MODULE{ name = ModuleGimbal gimbalTransformName = thrust_transform gimbalRange = 3 //useGimbalResponseSpeed = true} MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 5.0 } } RESOURCE { name = ElectricCharge amount = 0 maxAmount = 0 }}SABRE M-R:PART{ // --- general parameters --- name = B9_Engine_SABRE_M module = Part author = bac9-flcl (textures), Taverius (model) // --- asset parameters --- mesh = model.mu scale = 1.0 rescaleFactor = 1 // --- node definitions --- node_stack_top = 0.0, 1.25, 0.0, 0.0, 1.0, 0.0, 2 node_attach = 0.0, 0.625, 1.25, 0.0, 0.0, -1.0 CoMOffset = 0.0, -0.625, 0.0 // --- 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 // --- editor parameters --- TechRequired = aerospaceTech entryCost = 85500 cost = 19500 category = Propulsion subcategory = 0 title = SABRE M 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 = 1,1,1,1,0 // --- standard part parameters --- mass = 6 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 breakingForce = 3000 breakingTorque = 3000 maxTemp = 3600EFFECTS{ 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_aeroSpike transformName = nozzle_transform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 1 } MODEL_MULTI_PARTICLE { modelName = Squad/FX/shockExhaust_blue_small transformName = nozzle_transform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.5 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/shockExhaust_red_small transformName = nozzle_transform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.5 speed = 1.0 1.2 } } running_open { AUDIO { channel = Ship clip = sound_jet_deep 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_aeroSpike transformName = nozzle_transform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 1 } } engage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = nozzle_transform oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } }}MODULE{ name = MultiModeEngine primaryEngineID = AirBreathing secondaryEngineID = ClosedCycle}MODULE{ name = ModuleEnginesFX engineID = AirBreathing directThrottleEffectName = power_open runningEffectName = running_open thrustVectorTransformName = nozzle_transform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 860 heatProduction = 375 useEngineResponseTime = True engineAccelerationSpeed = 0.2 engineDecelerationSpeed = 0.35 useVelocityCurve = True fxOffset = 0, 0, 0.0 PROPELLANT { name = LiquidFuel ratio = 1 DrawGauge = True } 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 = ClosedCycle runningEffectName = running_closed thrustVectorTransformName = nozzle_transform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 740 heatProduction = 450 fxOffset = 0, 0, 0.0 useEngineResponseTime = False PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 385 key = 1 370 }} MODULE { name = ModuleAnimateHeat ThermalAnim = sabre_250_heat_nozzle }MODULE{ name = ModuleGimbal gimbalTransformName = thrust_transform gimbalRange = 3 //useGimbalResponseSpeed = true} MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 10.0 } } RESOURCE { name = ElectricCharge amount = 0 maxAmount = 0 }}This was listed for those of you to lazy to search through this thread to find the two posts that have posted the fix for the SABRE so they work in .23. 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Dal Posted December 23, 2013 Share Posted December 23, 2013 Mine are meant to be used a separate parts, Hodo's will replace the default ones (unless you change the part names, save to a new file, etc). Link to comment Share on other sites More sharing options...
Kaa253 Posted December 23, 2013 Share Posted December 23, 2013 On Linux there is 64 bit version and it works for long time.I'm playing with x86 version for a couple of hours, and my game crashed few times with oom (64bit version eats about 6-7GB ram with many mods installed, so no surprise here). well, i'll play without B9 for now.There have been a couple of posts here over the last 48 hours relating to Linux memory issues, PNG's etc.. I wonder if you are following the Linux compatibility thread? Especially this post for KSP 0.23...http://forum.kerbalspaceprogram.com/threads/24529-The-Linux-compatibility-thread%21?p=849510&viewfull=1#post849510 Link to comment Share on other sites More sharing options...
K3-Chris Posted December 23, 2013 Share Posted December 23, 2013 Cool looking new parts b9, I got one request for new parts, fuel and LFO versions of the S2 6m model, there is fusilage and crew but not fuel/lfo while there is fuel/lfo of the mk2 5m part, a bit weird. Link to comment Share on other sites More sharing options...
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