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[WIP] Bavarian Aerospace: Tubes! (update9|20|14)


onkelsiebdruck

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  • 4 weeks later...

*Teleports in*

so does the emergency bubble work for 0.25 because it most likely should since the plugins have been somewhat updated?

- - - Updated - - -

*Teleports in*

so does the emergency bubble work for 0.25 because it most likely should since the plugins have been somewhat updated?

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so does the emergency bubble work for 0.25 because it most likely should since the plugins have been somewhat updated?

yep...all used specials work in .25 ...even with the older firespitter release...and with the hotfix

the only thing i noticed is a different floating offset when you have splashed....but that mechanism is something i will likely change anyway

The escape pod is gorgeous! Two suggestions: Picture a few of the hexes up near the hatch as solar panels. And a few others as translucent, with lights inside.

That sounds like a service bubble...and not an emergency bubble....ok ...why not...but than it should be a real service bubble...so more suggestions for that ( space Odyssey whuwuwuw)

just making a different texture is not my style...actual I have the reloaded-cans in the pipeline...and they have universal utility bays (solar, sience...more more more)

EJqVt24.png

I could also add a servicebubble, with them

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That sounds like a service bubble...and not an emergency bubble....ok ...why not...but than it should be a real service bubble...so more suggestions for that ( space Odyssey whuwuwuw)

just making a different texture is not my style...actual I have the reloaded-cans in the pipeline...and they have universal utility bays (solar, sience...more more more)

wait are these solar panels going to deploy via flipping or are they just attached on also will this service bubble actually house kerbals or is it just equipped with mechjeb and a probe core so that it wold go down onto a site with supplies?

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That sounds like a service bubble...and not an emergency bubble

No, no, it's still an emergency bubble. Only now, if they're stranded where they land for a few days, they have light at night and a way to recharge the battery during the day.

Plus the lights makes it easier to see the craft when in darkness (more fun when you can actually see the craft you're piloting, or distinguish it from the dark and dim terrain). Plus, it looks way better in screen shots. Basically, it ups the fun a bit.

And kudos on the design - the flipping solar hexes. Nice!

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@Helix935

yes those flip...and a service bubble is a idea ....but a even smaller bubble with a jr-port an no kerbal but storage or science container would be another.

But for larger supplies, a storage-can and the lander-base (in some older video...have to redesign it) would be the better solution.

@wreckreation

I could make some surface attachable parts for the bubble with the same design. solar..lights....not much work . And you inspired me for something different.... :-)

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That sounds like a service bubble...and not an emergency bubble....ok ...why not...but than it should be a real service bubble...so more suggestions for that ( space Odyssey whuwuwuw)

I'm trying to build Discovery from 2001 with the Deep Space Pack. If I can figure out a way to make the command pod hold them (or even if they have to stay outside), I'll need a service bubble.

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  • 2 weeks later...
  • 3 weeks later...

just found this mod and have added it to my must have list. just a thought however. could you maybe incorporate the (ubizor?spelling) welding idea so that after we construct a base in EVA we can then hit a "weld" button on a control panel and make it all 1 part to facilitate large bases not killing phys-x?

EDIT:

Another request. Can you implement support for KSP-AVC so we are notified when you update the files?

Edited by Bit Fiddler
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  • 1 month later...
  • 5 months later...
I am having trouble with the node connection in 1.0.2

Is there a module manager file to fix the attachment nodes.

Any help would be appreciated.

Cool I'm not the only one interested in this one :)

So when 1.0.2 came along it now has a more strict node system like 0.0 is up -0.0 is down and so on so to fix nodes you need to open the cfg file I suggest notepad++ https://notepad-plus-plus.org/download/v6.7.8.2.html

Example:

node_stack_top = 0.0, 4, 0.0, 0.0, 1.0, 0.0, 1 Notice there is no (-) in any of the last 3 segments

node_stack_bottom = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1 Change to = node_stack_bottom = 0.0, 0.0, 0.0, -0.0, 1.0, 0.0, 1

node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0

The numbers are broken down into two sets and a node size. The first 3 sets of numbers determine node location. While the second set of numbers determine node orientation. and the last number determines node size

So add a (-) for down and remove it for up.

Edit: This is only for the node fixes. Engines will be very over powered as well parachutes aerodynamics will be wonky and pod aero may also me a little messed. I have been looking for an excuse to mess with the cfg's for this mod as I miss it too. I will take a look later today / this weekend. If I get it working I will post a new cfg files here for the masses.

Edit: I messed with the tubes and that will be a nightmare. Honestly for now to build something in the SPH just press (alt+f12) and check non strict part attachment. This will be a beast to get working properly as well as with KIS...yeah

Try These for the Bubble

You must enable / disable rcs from GUI - (Have not checked reentry heat)

Bubble CFG

PART
{
// --- general parameters ---
name = ba-ebub
module = CommandPod
author = Onkelsiebdruck

MODEL {model = Bavaria/Parts/bubble/BA-ebub}
scale = 1
rescaleFactor = 1
INTERNAL { name = BA-ebubiva}

// --- node definitions ---
node_stack_side = 0,0.10514,-0.49625,0,0,1,0 // chutenode
node_stack_bottom = 0, -0.6, 0.0, 0.0, -1.0, 0.0, 0
node_stack_top = 0, 0.5, 0.0, 0.0, 1.0, 0.0, 0
//Node{ name = top transformName = dockingNode}

// --- editor parameters ---
TechRequired = advExploration
entryCost =800
cost = 800
category = Pods
subcategory = 0
title = emergency Bubble 0.9
manufacturer = Bavarian Aerospace
description = A lightweight emergency Pod with integrated docking port.

// --- attach parameters ---
// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,0,1,1,1,

// --- standard part parameters ---
mass =0.25
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.3
angularDrag = 2
crashTolerance = 40
breakingForce = 200
breakingTorque = 200
maxTemp = 3200
fuelCrossFeed = True
// Schwerpunktverlagerung
CoMOffset = 0,-0.15,0.03


// Bubbleholder
MODULE
{
name = ModuleJettison
jettisonName = stuetze
bottomNodeName = bottom
isFairing = True
jettisonedObjectMass = 0.5
jettisonForce = 15
jettisonDirection = 0 0 1

}



// Dockingport
MODULE
{
name = ModuleDockingNode
//referenceAttachNode = dockingNode
referenceAttachNode = top
nodeType = size1
}

// --- pod/rcs parameters ---
CrewCapacity = 1
MODULE
{
name = ModuleCommand
minimumCrew = 1

RESOURCE
{
name = ElectricCharge
rate = 0.015
}
}
RESOURCE
{
name = ElectricCharge
amount = 74
maxAmount = 74
}
MODULE
{
name = ModuleReactionWheel

PitchTorque = 3
YawTorque = 3
RollTorque = 3

RESOURCE
{
name = ElectricCharge
rate = 0.15
}
}
// MODULE { name = ModuleSAS}

MODULE
{
name = ModuleRCS
thrusterTransformName = RCSthruster
thrusterPower = .2
resourceName = MonoPropellant
atmosphereCurve
{
key = 0 260
key = 1 100
}
}
RESOURCE
{
name = MonoPropellant
amount = 40
maxAmount = 40
}
//fx_exhaustFlame_blue_small = 0.0, -0.03, 0.0, 0.0, 1.0, 0.0, running
fx_exhaustLight_blue 0.0, 0.0, 0.0, 0.0, 1.0, 0.0,running
fx_exhaustFlame_white_tiny = 0.0, 0.035, 0.0, 0.0, 1.0, 0.0, running

// --- Sound FX definition ---
sound_vent_medium = engage
sound_rocket_mini = running
sound_vent_soft = disengage
sound_explosion_low = flameout
vesselType = Lander

MODULE
{
name = ModuleEngines
thrustVectorTransformName = thrustTransform
exhaustDamage = False
ignitionThreshold = 0.1
minThrust = 0
maxThrust =18
heatProduction = 20
fxOffset = 0, 0, 0.019
PROPELLANT
{
name = MonoPropellant

ratio = 0.9
DrawGauge = True
}
atmosphereCurve
{
key = 0 290
key = 1 110
key = 7 0.001
}

}


MODULE
{
name = MechJebCore
// only smart ass for retrogade burst and landingpart active
//blacklist = MechJebModuleTranslatron MechJebModuleAscentAutopilot MechJebModuleAscentGuidance MechJebModuleAscentPathEditor MechJebModuleDockingAutopilot MechJebModuleDockingGuidance MechJebModuleRendezvousAutopilot MechJebModuleRendezvousAutopilotWindow MechJebModuleRendezvousGuidance MechJebModuleRoverController MechJebModuleRoverWindow MechJebModuleNodeExecutor MechJebModuleSpaceplaneAutopilot MechJebModuleSpaceplaneGuidance MechJebModuleAttitudeAdjustment MechJebModuleNodeEditor MechJebModuleThrustWindow MechJebModuleWarpHelper
// blacklist deactivated

}
// special effects

// RCS Animation
MODULE
{
name = ModuleAnimateGeneric
//animationName = RCSmove
animationName = RCSmove
startEventGUIName = "deploy RCS"
endEventGUIName = "retract RCS"
toggleActionName = toggle RCSmove
}
// takes only effect with deadly reentry or a big bad engine pointing on it
MODULE
{
name = ModuleAnimateHeat
ThermalAnim = grisu
}
MODULE
{
name = RasterPropMonitorComputer
}
MODULE
{
name = JSITransparentPod
transparentTransforms = Scheiben

}


MODULE
{
name = ModuleHeatShield
direction = 0, -1, 0 // bottom of pod
reflective = 0.60 // 5% of heat is ignored at correct angle
ablative = AblativeShielding
loss
{ // loss is based on the shockwave temperature (also based on density)
key = 650 0 0 0 // start ablating at 650 degrees C
key = 1000 32 0 0 // peak ablation at 1000 degrees C
key = 3000 40 0 0 // max ablation at 3000 degrees C
}
dissipation
{ // dissipation is based on the part's current temperature
key = 300 0 0 0 // begin ablating at 300 degrees C
key = 500 480 0 0 // maximum dissipation at 500 degrees C
// was 64/80/360
}
}
RESOURCE
{
name = AblativeShielding
amount = 60
maxAmount = 60
}




EFFECTS
{
pumpen
{
AUDIO
{
channel = Ship
clip = Bavaria/Sounds/aufpump2
volume = 0.0 0.0
volume = 1.0 0.8
pitch = 0.0 0.7
pitch = 1.0 1.0
loop = false
}
}
abpumpen
{
AUDIO
{
channel = Ship
clip = Bavaria/Sounds/abpump
volume = 0.0 0.0
volume = 1.0 0.8
pitch = 0.0 0.7
pitch = 1.0 1.0
loop = false
}
}
MODULE
{
name = ModuleTestSubject
environments = 15
useStaging = True
useEvent = True
}

}




MODULE
{
name = FSanimateGeneric
animationName = pump
startEventGUIName = "inflate collar"
endEventGUIName = "deflate collar"
toggleActionName = Toggle collar
availableInEVA = false
playAnimationOnEditorSpawn = false
moduleID = 1
startDeployEffect = pumpen
startRetractEffect = abpumpen
}


MODULE
{
name = FSbuoyancy
buoyancyForce = 23.0 // the force applied to lift the part, scaled by depth according to buoyancyRange
buoyancyRange = 0.4 // the max depth at which the buoyancy will be scaled up. at this depth, the force applied is equal to buyoancyForce. At 0 depth, the force is 0
// .15
buoyancyVerticalOffset = 0.25 // how high the part rides on the water in meters. Not a position offset inside the part. This will be applied in the global axis regardless of part rotation. Think iceberg/styrofoam.
// for subs you could play with that value to make it think you are at sea level buoyancywisse at an entirely different depth. You could even change this value at run time to create the whole up/down code (Using your own code I mean)
maxVerticalSpeed = 0.2 // the max speed vertical speed at which there will be a liftng force applied. Reduces bobbing.
dragInWater = 1.5 // when in water, apply drag to slow the craft down. Stock drag is 3.
debugMode = True // enables buoyancy control context menus
waterImpactTolerance = 125 // For sea planes, any part in the water during take off should have a resistance high enough to withstand take off speeds.
forcePointName = liftpointer1// you can set an alternate transform name to set up multi point float. Optional
//forcePointName = liftpointer2
//forcePointName = liftpointer3
//forcePointName = liftpointer4
splashFXEnabled = True // on by default, creates splashes even deep under water currently...
}





// ende
}

Bubblechute cfg


PART
{
// Kerbal Space Program - Part Config
// Generated By KSP_Config Create (Script)

// --- general parameters ---
name = bubblechute
module = Part
author = Onkelsiebdruck

// --- asset parameters ---
MODEL {model = Bavaria/Parts/bubble/bubblechute}
scale = 1
rescaleFactor = 1

// --- node definitions ---
// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z, Node Size
node_stack_bottom = 0, 0.0, 0.0, 0.0, 1.0, 0.0, 0

// --- editor parameters ---
TechRequired = advExploration
entryCost =800
cost = 800
category = Utility
subcategory = 0
title = bubblechute
manufacturer = Bavarian Aerospace
description = A Docking Port with a Door. If you place it on Parts with no free Space behind the door....don´t use the door!


// --- attach parameters ---
// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,0,1,1,1,

// --- standard part parameters ---
mass =0.01
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 3
crashTolerance = 80
breakingForce = 200
breakingTorque = 200
maxTemp = 3200
fuelCrossFeed = True
bodyLiftMultiplier = 0

MODULE
{
name = ModuleParachute
invertCanopy = true
autoCutSpeed = 0.5
capName = schirm
canopyName = chutes
semiDeployedAnimation = fall1
fullyDeployedAnimation = fall2
stowedDrag = 0.22
semiDeployedDrag = 1
fullyDeployedDrag = 500
minAirPressureToOpen = 0.01
deployAltitude = 555
deploymentSpeed = 0.5
semiDeploymentSpeed = 1
}
MODULE
{
name = ModuleTestSubject
environments = 4
useStaging = True
useEvent = False
}
MODULE
{
name = ModuleDragModifier
dragCubeName = SEMIDEPLOYED
dragModifier = 0.33
}
MODULE
{
name = ModuleDragModifier
dragCubeName = DEPLOYED
dragModifier = 4
}
}

Edited by V8jester
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