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


bac9

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Noticed another small issue, the small turbofan-engines seem to have a very heavy impact on performance. Its also probably an older one, i never tried these engines en masse before. I'm using reduced textures.

Since KSPs performance got quite a bit better, i'm building a large overengineered spaceplane. Its around 150 ton and 360 parts, and runs comfortable around 25fps in the hangar. The number doesnt change with 12 additional turbojets or vtol-engines including mounts. Adding 6 turbofans on the other hand drops the framerate to 20fps and it only gets worse as i add more.

I assume usually the performance impact wouldnt be so obvious in small numbers (and they certainly look awesome), but i wanted to use them - and the nice thrust/weight-ratio - as a kind of 'kickstarter' to get heavy cargo-planes easier to a height where hybrid-engines can accelerate efficiently.

Edited by Temeter
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This seems to be the best we're going to get until Bac9's update is ready. These SABREs are fully functional aside from having no flames or smoke. If you don't mind that, gimbals work, gauges work, autoswitch works, heat works, ui and tweakables work, etc etc. Only change from the base mod is now the gauges show liquid fuel instead of air, as 0.23 relaxed flameouts dramatically (by an additional 50% or so) on top of adding autoswitch.

To use, save the respective code as a new .cfg in each of the gamedata/B9_aerospace/parts/Engines_SABRE_S / M folders. If installed correctly you should see new SABREs next to the old ones. If you can't figure that out you should wait for an official update. If you really really needed to you could replace your base SABREs to support old craft but do so at your own discretion.

SABRE S-R:

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 S-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


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
}
}
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, 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
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 & 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
}

}

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 = 3600

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
}
}
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, 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 = 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 & Power
MODULE
{
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
}
}

Edited by Dal
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This seems to be the best we're going to get until Bac9's update is ready. These SABREs are fully functional aside from having no flames or smoke. If you don't mind that, gimbals work, gauges work, autoswitch works, heat works, ui and tweakables work, etc etc. Only change from the base mod is now the gauges show liquid fuel instead of air, as 0.23 relaxed flameouts dramatically (by an additional 50% or so) on top of adding autoswitch.

To use, save the respective code as a new .cfg in each of the gamedata/B9_aerospace/parts/Engines_SABRE_S / M folders. If installed correctly you should see new SABREs next to the old ones. If you can't figure that out you should wait for an official update. If you really really needed to you could replace your base SABREs to support old craft but do so at your own discretion.

This is what I came up with for the SABREs and they work, I have sound, and smoke. On a side note I have an unusually high heating issue and anything mounted on a rotation device from infernal robotics isn't working right... oh and my balance points have changed on almost ALL my craft.

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 = 3600

EFFECTS
{
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 = 3600

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_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
}

}

Edited by Hodo
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Hodo: you should also halve the heatProduction values of those engines, if you're using DRE.

Thats good to know, I will do that... because right now they heat up faster than a Lamborghini Gallardo in Arizona.

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mean while on the outskirts of town ...

did bac9 just say

After all, there is still a pile of unreleased parts over here. ...

.... new...unreleased...parts... as in shine new parts?? and everyone else is talking about sabers...

We don't want to hope too much Firefox or put pressure on Bac9 :)

@Hodo, thanks for getting the SABRES working buddy.

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will there be an updated version for .23?

Please, for your own good, read the last few pages of a post before you ask a question like this, I'm being nice whne I say some people will jump on you and yell at their screens when you say that. Unless it's not been asked in previous pages. Or you can say 'Sorry if this has already been asked, but does this mod work in ________'. Just a word of advice.

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Now that tweakables are stock, Is firespitter still gonna be a thing? Sure, there are the screens on the awesome cockpits, but those could be replaced by RasterPropMonitor glass cockpits plugin; which is amazing by the way.

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If there is an update necessary, I would like to request the SABREs' behaviour to be changed back to how they behaved in KSP 0.21 - less maximum thrust (640 if I remember correctly) but also less overheating. I liked those much better since the mechanics of the precoolers are not that easy to understand.

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If there is an update necessary, I would like to request the SABREs' behaviour to be changed back to how they behaved in KSP 0.21 - less maximum thrust (640 if I remember correctly) but also less overheating. I liked those much better since the mechanics of the precoolers are not that easy to understand.

Just stack about 4 pre-coolers on the SABRE Ms, and you can run at 100% continuous air-breathing, and 100% for a reasonable time in rocket mode. There's not a lot to understand, just needs a little testing to confirm what throttle levels are ok on your build, as long as you do throw some pre-coolers on.

So, from my point of view, having played around with the SABREs fairly extensively in 0.22, there's nothing wrong with them as-is, they should not be changed. My request is to please do not nerf them, it's not necessary. They just need fixing to work with 0.23.

Edit: Oh, and tweakables will let you set your own max-thrust, which would let you limit overheating on a per-craft basis, tuned to the specific build.

Edited by Murph
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Now that tweakables are stock, Is firespitter still gonna be a thing? Sure, there are the screens on the awesome cockpits, but those could be replaced by RasterPropMonitor glass cockpits plugin; which is amazing by the way.

B9 still depends on the Firespitter plugin for the VTOL engines, and it allows for much more control over the steerable landing wheels.

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Just stack about 4 pre-coolers on the SABRE Ms, and you can run at 100% continuous air-breathing, and 100% for a reasonable time in rocket mode. There's not a lot to understand, just needs a little testing to confirm what throttle levels are ok on your build, as long as you do throw some pre-coolers on.

So, from my point of view, having played around with the SABREs fairly extensively in 0.22, there's nothing wrong with them as-is, they should not be changed. My request is to please do not nerf them, it's not necessary. They just need fixing to work with 0.23.

someone already told me to stack four precoolers in front of the SABRE M, but it didn't work either - they blew up at 30% Thrust in Rocket mode. how exactly did you build your Spacecraft?

even if they work as you say, I still prefer the old ones - they didn't give you that much of an advantage over the mainsail/jet engine combination as the new SABREs do

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someone already told me to stack four precoolers in front of the SABRE M, but it didn't work either - they blew up at 30% Thrust in Rocket mode. how exactly did you build your Spacecraft?

even if they work as you say, I still prefer the old ones - they didn't give you that much of an advantage over the mainsail/jet engine combination as the new SABREs do

Fuel distance from engine is generally a heavy influence here. Intake, pre-cooler, vertically challenged fuel tank, engine works quite well. Kerbal heat mechanics are... interesting.

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someone already told me to stack four precoolers in front of the SABRE M, but it didn't work either - they blew up at 30% Thrust in Rocket mode. how exactly did you build your Spacecraft?

even if they work as you say, I still prefer the old ones - they didn't give you that much of an advantage over the mainsail/jet engine combination as the new SABREs do

Precoolers do nothing in KSP currently.

The way you can keep your SABREs from overheating that fast is move them closer to the CoM of an object. It is the way KSP calculates the heat sinking abilities.

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