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PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]


Porkjet

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Finally done with the Inline Cokpit!!!

http://i.imgur.com/G6fR0eW.jpg

http://i.imgur.com/TKCYHKH.jpg

Download should be ready in a few minutes after I post this:

https://www.dropbox.com/s/xkaelclfjzzoicn/SpaceplanePlus.zip

good job on the lighting. But... the first Mk2 cockpit doesn't do that, does it? Will it get an upgrade?

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That's absolutely astounding quality!

exceedingly minor rivet-counting gripe: the placement of the "RCS nozzle" texture bits, right against the cockpit glass? Not a lot of space for the fuel feed inside, surely? It'd stand a risk of leaking into the cockpit.

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Thanks guys :D

Yes the other cockpit and Crew cabin will get lights too.

Excellent work! That's really cool and neat! ;)

Would you be willing to include some of the craft in the OP album, with the pack?

Yes. When its finished.

Did anyone manage to implement FAR with the MK2 ext.

When its finished.

Absolutely beautiful! I can't wait to see the final release version. :)

Do you have plans on updating the VLADMIR engine?

Yes, I will release it in a seperate propulsion mod along with some other things in the not so near future.

That's absolutely astounding quality!

exceedingly minor rivet-counting gripe: the placement of the "RCS nozzle" texture bits, right against the cockpit glass? Not a lot of space for the fuel feed inside, surely? It'd stand a risk of leaking into the cockpit.

Haha I was waiting for someone to point that out. Those bits aren't really ment to be RCS nozzles, tho they pretty much look like they were. I just put them there cos they look cool. I was going to make properly placed RCS nozzles on the cockpits, but since you're placing the RCS blocks seperately and in very different positions depending on your craft those nozzles in the texture would just be fake anyway. I really wanted them as a design element tho, and I thought there also needs to be some kind of openings for maybe scientific instruments and cameras. When this is all finished and I'm done with the IVA's I'll add Raster Prop camera monitors all around the cockpit to get you a nice view despite the quite small windows, and those 'RCS nozzle' looking things are gonna be the camera positions. Not sure if it makes a lot of sense to make them look that way, but it doesnt really matter to me, it just needs to look AS IF it made any sense... haha. All those greeble details on the big spaceships in Star Wars probably arent ment to do anything by the designers but they kinda look important. Same goes for all the grooves and plates on my textures, they're supposed to add fake complexity to the ships and don't really have any meaning, but they make the overall appearance a bit more realistic.

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Yes. When its finished.

I remember you have mentioned this before. However you have to agree that until you implement FAR compatibility the parts, while amazing, are not usable.

I tried removing the winglet code and changing "winglet" to "part" as a basic override, but they still don't play well with FAR.

It is sad to see such a great pack incompatible with FAR for an extended period of time.

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Yay, the updates return! ^_^

DL-ing newest SP parts, and that inline cockpit looks amazing PJ, you really outdo yourself man.

I remember you have mentioned this before. However you have to agree that until you implement FAR compatibility the parts, while amazing, are not usable. (Not true. They are perfectly useable stock.)

I tried removing the winglet code and changing "winglet" to "part" as a basic override, but they still don't play well with FAR. (Depending on the parts, such as wings, FAR needs special modules specified. This may be why you would have problems doing that.)

It is sad to see such a great pack incompatible with FAR for an extended period of time.

Yeah well, the majority of users don't use FAR, so it isn't as much of a priority as finishing the pack at this point. this is after all, a STOCK EXPANSION of the plane parts, not a FAR pack. I understand where you're coming from, but that's what I understand to be going on.

Edited by Deathsoul097
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Okay, Porkjet, I don't know what you did, but you are amazing! After I installed the plane expansion I got a framerate increase, as massive one. I have no idea why, or how, and the fact I am running nearly 20 mods now, if not more, shouldn't help, but it happened. Thank you.

Seriously, WTF?

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FAR support:


@PART[mk2Cockpit_Standard]
{
@module = Part
!dragCoeff = DELETE
!deflectionLiftCoeff = DELETE
}
@PART[mk2Cockpit_Inline]
{
@module = Part
!dragCoeff = DELETE
!deflectionLiftCoeff = DELETE
}
@PART[mk2CrewCabin]
{
@module = Part
!dragCoeff = DELETE
!deflectionLiftCoeff = DELETE
}
@PART[mk2_1m_Adapter]
{
@module = Part
!dragCoeff = DELETE
!deflectionLiftCoeff = DELETE
}
@PART[mk2_1m_AdapterLong]
{
@module = Part
!dragCoeff = DELETE
!deflectionLiftCoeff = DELETE
}
@PART[mk2_1m_Bicoupler]
{
@module = Part
!dragCoeff = DELETE
!deflectionLiftCoeff = DELETE
}
@PART[mk2FuselageL_long]
{
@module = Part
!dragCoeff = DELETE
!deflectionLiftCoeff = DELETE
}
@PART[mk2Fuselage_LFO]
{
@module = Part
!dragCoeff = DELETE
!deflectionLiftCoeff = DELETE
}
@PART[mk2CargoBayS]
{
@module = Part
!dragCoeff = DELETE
!deflectionLiftCoeff = DELETE
}
@PART[mk2CargoBayL]
{
@module = Part
!dragCoeff = DELETE
!deflectionLiftCoeff = DELETE
}
@PART[deltaWingX]
{
@module = Part
@maximum_drag = 0
@minimum_drag = 0
@angularDrag = 0
@dragCoeff = 0
@deflectionLiftCoeff = 0
MODULE
{
name = FARWingAerodynamicModel
MAC = 2.16 //Mean chord length in meters
e = 0.75 //Drag per lift, lower equals more drag
MidChordSweep = 26 //Angle of line from mid root chord to mid tip chord
b_2 = 3.76 //Root to tip in meters
TaperRatio = 0.08 //Ratio of tip chord to root chord
}
}
@PART[structuralWing1]
{
@module = Part
@maximum_drag = 0
@minimum_drag = 0
@angularDrag = 0
@dragCoeff = 0
@deflectionLiftCoeff = 0
MODULE
{
name = FARWingAerodynamicModel
MAC = 2.16 //Mean chord length in meters
e = 0.75 //Drag per lift, lower equals more drag
MidChordSweep = 44 //Angle of line from mid root chord to mid tip chord
b_2 = 1.88 //Root to tip in meters
TaperRatio = 0.08 //Ratio of tip chord to root chord
}
}
@PART[wingStrake]
{
@module = Part
@maximum_drag = 0
@minimum_drag = 0
@angularDrag = 0
@dragCoeff = 0
@deflectionLiftCoeff = 0
MODULE
{
name = FARWingAerodynamicModel
MAC = 2.16 //Mean chord length in meters
e = 0.75 //Drag per lift, lower equals more drag
MidChordSweep = 62 //Angle of line from mid root chord to mid tip chord
b_2 = 0.94 //Root to tip in meters
TaperRatio = 0.08 //Ratio of tip chord to root chord
}
}
@PART[structuralWing2]
{
@module = Part
@maximum_drag = 0
@minimum_drag = 0
@angularDrag = 0
@dragCoeff = 0
@deflectionLiftCoeff = 0
MODULE
{
name = FARWingAerodynamicModel
MAC = 1.16 //Mean chord length in meters
e = 0.75 //Drag per lift, lower equals more drag
MidChordSweep = 13 //Angle of line from mid root chord to mid tip chord
b_2 = 3.76 //Root to tip in meters
TaperRatio = 0.16 //Ratio of tip chord to root chord
}
}
@PART[wingConnector1]
{
@module = Part
@maximum_drag = 0
@minimum_drag = 0
@angularDrag = 0
@dragCoeff = 0
@deflectionLiftCoeff = 0
MODULE
{
name = FARWingAerodynamicModel
MAC = 4 //Mean chord length in meters
e = 0.75 //Drag per lift, lower equals more drag
MidChordSweep = 0 //Angle of line from mid root chord to mid tip chord
b_2 = 1.88 //Root to tip in meters
TaperRatio = 1 //Ratio of tip chord to root chord
}
}
@PART[wingConnector2]
{
@module = Part
@maximum_drag = 0
@minimum_drag = 0
@angularDrag = 0
@dragCoeff = 0
@deflectionLiftCoeff = 0
MODULE
{
name = FARWingAerodynamicModel
MAC = 2 //Mean chord length in meters
e = 0.75 //Drag per lift, lower equals more drag
MidChordSweep = 0 //Angle of line from mid root chord to mid tip chord
b_2 = 3.76 //Root to tip in meters
TaperRatio = 1 //Ratio of tip chord to root chord
}
}
@PART[elevon1]
{
@module = Part
@maximum_drag = 0
@minimum_drag = 0
@angularDrag = 0
@dragCoeff = 0
@deflectionLiftCoeff = 0
@ctrlSurfaceRange = 0
@ctrlSurfaceArea = 0
MODULE
{
name = FARControllableSurface
MAC = 0.5
e = 0.9
nonSideAttach = 1
maxdeflect = 20
MidChordSweep = 0
b_2 = 1.8
TaperRatio = 1
}
}
@PART[elevon2]
{
@module = Part
@maximum_drag = 0
@minimum_drag = 0
@angularDrag = 0
@dragCoeff = 0
@deflectionLiftCoeff = 0
@ctrlSurfaceRange = 0
@ctrlSurfaceArea = 0
MODULE
{
name = FARControllableSurface
MAC = 0.62
e = 0.9
nonSideAttach = 1
maxdeflect = 20
MidChordSweep = -4
b_2 = 1.8
TaperRatio = 0.67
}
}
@PART[elevon3]
{
@module = Part
@maximum_drag = 0
@minimum_drag = 0
@angularDrag = 0
@dragCoeff = 0
@deflectionLiftCoeff = 0
@ctrlSurfaceRange = 0
@ctrlSurfaceArea = 0
MODULE
{
name = FARControllableSurface
MAC = 0.86
e = 0.9
nonSideAttach = 1
maxdeflect = 20
MidChordSweep = -4
b_2 = 1.8
TaperRatio = 0.75
}
}

Edited by Fraz86
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FAR support:


@PART[mk2Cockpit_Standard]
{
@module = Part
!dragCoeff = DELETE
!deflectionLiftCoeff = DELETE
}
@PART[mk2Cockpit_Inline]
{
@module = Part
!dragCoeff = DELETE
!deflectionLiftCoeff = DELETE
}
@PART[mk2_1m_Adapter]
{
@module = Part
!dragCoeff = DELETE
!deflectionLiftCoeff = DELETE
}
@PART[mk2_1m_AdapterLong]
{
@module = Part
!dragCoeff = DELETE
!deflectionLiftCoeff = DELETE
}
@PART[mk2_1m_Bicoupler]
{
@module = Part
!dragCoeff = DELETE
!deflectionLiftCoeff = DELETE
}
@PART[mk2FuselageL_long]
{
@module = Part
!dragCoeff = DELETE
!deflectionLiftCoeff = DELETE
}
@PART[mk2Fuselage_LFO]
{
@module = Part
!dragCoeff = DELETE
!deflectionLiftCoeff = DELETE
}
@PART[mk2CargoBayS]
{
@module = Part
!dragCoeff = DELETE
!deflectionLiftCoeff = DELETE
}
@PART[mk2CargoBayL]
{
@module = Part
!dragCoeff = DELETE
!deflectionLiftCoeff = DELETE
}
@PART[deltaWingX]
{
@module = Part
@maximum_drag = 0
@minimum_drag = 0
@angularDrag = 0
@dragCoeff = 0
@deflectionLiftCoeff = 0
MODULE
{
name = FARWingAerodynamicModel
MAC = 2.16 //Mean chord length in meters
e = 0.75 //Drag per lift, lower equals more drag
MidChordSweep = 26 //Angle of line from mid root chord to mid tip chord
b_2 = 3.76 //Root to tip in meters
TaperRatio = 0.08 //Ratio of tip chord to root chord
}
}
@PART[structuralWing1]
{
@module = Part
@maximum_drag = 0
@minimum_drag = 0
@angularDrag = 0
@dragCoeff = 0
@deflectionLiftCoeff = 0
MODULE
{
name = FARWingAerodynamicModel
MAC = 2.16 //Mean chord length in meters
e = 0.75 //Drag per lift, lower equals more drag
MidChordSweep = 44 //Angle of line from mid root chord to mid tip chord
b_2 = 1.88 //Root to tip in meters
TaperRatio = 0.08 //Ratio of tip chord to root chord
}
}
@PART[wingStrake]
{
@module = Part
@maximum_drag = 0
@minimum_drag = 0
@angularDrag = 0
@dragCoeff = 0
@deflectionLiftCoeff = 0
MODULE
{
name = FARWingAerodynamicModel
MAC = 2.16 //Mean chord length in meters
e = 0.75 //Drag per lift, lower equals more drag
MidChordSweep = 62 //Angle of line from mid root chord to mid tip chord
b_2 = 0.94 //Root to tip in meters
TaperRatio = 0.08 //Ratio of tip chord to root chord
}
}
@PART[structuralWing2]
{
@module = Part
@maximum_drag = 0
@minimum_drag = 0
@angularDrag = 0
@dragCoeff = 0
@deflectionLiftCoeff = 0
MODULE
{
name = FARWingAerodynamicModel
MAC = 1.16 //Mean chord length in meters
e = 0.75 //Drag per lift, lower equals more drag
MidChordSweep = 13 //Angle of line from mid root chord to mid tip chord
b_2 = 3.76 //Root to tip in meters
TaperRatio = 0.16 //Ratio of tip chord to root chord
}
}
@PART[wingConnector1]
{
@module = Part
@maximum_drag = 0
@minimum_drag = 0
@angularDrag = 0
@dragCoeff = 0
@deflectionLiftCoeff = 0
MODULE
{
name = FARWingAerodynamicModel
MAC = 4 //Mean chord length in meters
e = 0.75 //Drag per lift, lower equals more drag
MidChordSweep = 0 //Angle of line from mid root chord to mid tip chord
b_2 = 1.88 //Root to tip in meters
TaperRatio = 1 //Ratio of tip chord to root chord
}
}
@PART[wingConnector2]
{
@module = Part
@maximum_drag = 0
@minimum_drag = 0
@angularDrag = 0
@dragCoeff = 0
@deflectionLiftCoeff = 0
MODULE
{
name = FARWingAerodynamicModel
MAC = 2 //Mean chord length in meters
e = 0.75 //Drag per lift, lower equals more drag
MidChordSweep = 0 //Angle of line from mid root chord to mid tip chord
b_2 = 3.76 //Root to tip in meters
TaperRatio = 1 //Ratio of tip chord to root chord
}
}
@PART[elevon1]
{
@module = Part
@maximum_drag = 0
@minimum_drag = 0
@angularDrag = 0
@dragCoeff = 0
@deflectionLiftCoeff = 0
@ctrlSurfaceRange = 0
@ctrlSurfaceArea = 0
MODULE
{
name = FARControllableSurface
MAC = 0.5
e = 0.9
nonSideAttach = 1
maxdeflect = 20
MidChordSweep = 0
b_2 = 1.8
TaperRatio = 1
}
}
@PART[elevon2]
{
@module = Part
@maximum_drag = 0
@minimum_drag = 0
@angularDrag = 0
@dragCoeff = 0
@deflectionLiftCoeff = 0
@ctrlSurfaceRange = 0
@ctrlSurfaceArea = 0
MODULE
{
name = FARControllableSurface
MAC = 0.62
e = 0.9
nonSideAttach = 1
maxdeflect = 20
MidChordSweep = -4
b_2 = 1.8
TaperRatio = 0.67
}
}
@PART[elevon3]
{
@module = Part
@maximum_drag = 0
@minimum_drag = 0
@angularDrag = 0
@dragCoeff = 0
@deflectionLiftCoeff = 0
@ctrlSurfaceRange = 0
@ctrlSurfaceArea = 0
MODULE
{
name = FARControllableSurface
MAC = 0.86
e = 0.9
nonSideAttach = 1
maxdeflect = 20
MidChordSweep = -4
b_2 = 1.8
TaperRatio = 0.75
}
}

To delete, you only need to put a ! in front of the variable name.

!dragCoeff

!deflectionLiftCoeff

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To delete, you only need to put a ! in front of the variable name.

!dragCoeff

!deflectionLiftCoeff

That very well may be the case, but I'm simply following instructions. To quote from ModuleManager's opening post:

!foo = DELETE deletes foo completely.

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That very well may be the case, but I'm simply following instructions. To quote from ModuleManager's opening post:

!foo = DELETE deletes foo completely.

It *may* be that confignode parsing has changed to no longer including ConfigNode.values with empty values, so you might have to switch from !foo to !foo = bar

Sheesh am I that far behind???

That ticks me off just enough to start posting in Comic Sans

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Another idea if you think is good (or many people would have it): a flat area under all fuselage/cockpit parts, in the center, to make landing gears attachment easier.

My little contribution: a mini "B-2":

npoH6nK.png

download

(the craft doesn't include Mechjeb case)

Edited by Justin Kerbice
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FAR support:

~snip

I saw your post in the FAR thread. Thank you for doing this. Actually this morning I made about the same cfg, just tried making MM search parts by author, because I was too lazy to define them all by myself. Apparently "HAS:[#author[Porkjet]]" doesn't work though.

You seem to have forgotten to include the Crew cabin in the cfg, I fixed this here:

https://www.dropbox.com/s/0d713t5lgdtm65z/Fix%20for%20Spaceplane%20Plus.cfg

Also, the cargo bays probably need some additional definitions. They seem to shield things that are outside of them - like wings. Things directly stacked behind the cargo bay are not shielded though.

To reproduce the issue just put a cockpit, cargo bay and another mk2 stack behind the cargo bay. Then put 2 wings on the side of no matter which stack part. The wings are shielded, the stacked parted after is not.

Unfortunately I don't have enough knowledge with FAR cfgs to fix this.

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Another idea if you think is good (or many people would have it): a flat area under all fuselage/cockpit parts, in the center, to make landing gears attachment easier.

My little contribution: a mini "B-2":

http://i.imgur.com/npoH6nK.png

download

(the craft doesn't include Mechjeb case)

turn on the angle snap to attach landing gear

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