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[WIP]D12 Aerotech - A B9 Aerospace Expansion (Beta1)


PolecatEZ

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Well you have a set of cockpit parts that's at least 98% complete. Why not push a new release of D12 pack including them? It seems very unlikely they're prone to changes by Snjo, nor being eclipsed by the new B9 completely.

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They were kind enough to let me preview what they were up to, and I only had to make a few minor adjustments.

I did get some odd things finished in the last 2 days though. We now have a kerbal kommand chair in B9 style, a .625m kerbal escape pod (pretty naked at the moment, I might add a parachute), a float system that's working awesome (just a single part in your catalog does it all), some rotors were re-made, and a rover system that's basically a modular HMMVV construction kit (may not make it in this release) made to comfortably fit in M2 and S2 cargo bays.

I did have an issue that they can't have internals due to a KSP bug that prevents hatches less than .5m from the origin point, but I'm going to switch it over to external seating and see what happens.

Oh, and a full guide to go with everything.

All that's left are tandem chopper internals (just need Unity setup) and two simple landing gears (tail dragger wheel that also fits with the floaties) and a stock-sized version of the existing gear. If they take more time before release I might finish off the rover parts and get the 45 degree side gear made.

I'm still fishing for a fuselage standard for my cargo choppers, can't decide between S2, M2, or Mk3 standard, or make my own. I have some prototypes for each, but just not really happy with any of them.

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Ok kids, this is the last alpha before full release.

There's about 3 or 4 parts missing that will be in the final release. Textures are NOT optimized yet and this includes full-sized B9 textures. Some engine sounds are still dependent on Firespitter full pack, but be sure to install the latest included Firespitter thing. You can optimize yourself if you know what you're doing with the .cfgs. Yes, all cockpits that will be in the first beta are in.

If you even want to see the missile system in game, you will need to find a Romfarer plugin, which he includes with all his stuff. The construction system works, but the stats will undergo some tuning later, as well as multiple re-sizes for different purposes. The one included is the generic sized "master missile."

I hereby pronounce this as "close enough for government work" on most items.

Before yelling "This no work! I wants my moneyz back!"

1) RTFM

2) This is alpha.

If anyone wants to do a prop config for any of the cockpits, go ahead and do it and I'll include it in the beta release with credit.

DOWNLOAD HERE - D12AerotechAlphaV3

Remember - ÃÂø шðóу ýð÷ðô! - Burninate all previous versions.

--------------

There are about 60 new parts to play with, and almost 7000 variations you can make. About half can replace stock catalog entries. Still to come...

1) Fuel switching for drop tanks, and better models.

2) 1.25 intake bi-couplers (square and round in a single catalog entry)

3) Landing gears.

4) Missile differentiation.

5) Final pass on texture optimization. Final version will be about 8mb, not 90.

Edited by PolecatEZ
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Amazing!

The NICS Adapter appears to of acquired a node issue in my particular install, they're removed from the model by around 3m. Could the cockpits that are mostly windows weigh a little less? (Snjo's two-man apache cockpit is around half the mass)

I'll have to re-build pretty much everything to include this :)

Edit - The command seat, once you enter you're trapped inside, for ever - is there an escape technique that I've missed?

Edited by Darren9
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NICS adapter...I'd need to remember which one that is or if it was even meant to be in, I'll hunt for it. - Yep, it helps when you move the Exporter transform in Unity instead of the part transform when doing things in batches...fixed, I'll put up a fix in a bit.

Cockpits weigh that much because they're designed to also go to space. This means reaction wheels and thermal resistance appropriate for SSTO's. Snjo's stuff is keyed only for lightweight aircraft, low resistance and minimal torque (or even mono if I remember). That being said, the values will be fine-tuned, and I may make more of an effort to differentiate between the two chopper cockpit styles.

The command seat has a glass cover (and complex collider system) that I haven't put in the animation for yet. For now, you need to just scroll in really close and select the kerbal to get him back out (he can also collect samples and control the craft apparently). It was originally meant to be a simple escape pod/lifeboat, but others uses came out in playtesting (long-term cryogenic stasis, on chopper siderails as med-evac stretchers, bio-guidance system for kamikaze missiles, etc). Also, if it hits anything and explodes, the kerbal pops out safe and sound (bug! feature!).

--------

I'll finish the texture optimization. The NCS cone is already fixed. Then I'll get this little baby in:

dualintake.pngdualintake2.png

And declare it full beta.

There's still a few odds and ends I'd like to get in before Showcase release, I'll just slip them into the beta build as I get them done:

- Turbo prop will be made dual electro/fuel, and implement the procedural engine system from the latest firespitter.

- Some chopper rotors will get folding animations and some will get procedural stuff.

- 2 VTOL rotating engines, Osprey style and Avengers jumbo jet style.

- Landing gears (still not done...its like my personal Shelby Mustang).

- VTOL engine for the MK2 fuselage (JSF style).

- A lot more work on missiles, bombs, and guns.

- 2nd pass at Ailerons, they were done before I had any idea what I was doing with Blender.

- Original sounds for all engines.

- 2nd pass at texture optimization to work with the updated B9 pack when it comes out.

Edited by PolecatEZ
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Ok kids, this is the last alpha before full release.

There's about 3 or 4 parts missing that will be in the final release. Textures are NOT optimized yet and this includes full-sized B9 textures. Some engine sounds are still dependent on Firespitter full pack, but be sure to install the latest included Firespitter thing. You can optimize yourself if you know what you're doing with the .cfgs. Yes, all cockpits that will be in the first beta are in.

If you even want to see the missile system in game, you will need to find a Romfarer plugin, which he includes with all his stuff. The construction system works, but the stats will undergo some tuning later, as well as multiple re-sizes for different purposes. The one included is the generic sized "master missile."

I hereby pronounce this as "close enough for government work" on most items.

Before yelling "This no work! I wants my moneyz back!"

1) RTFM

2) This is alpha.

If anyone wants to do a prop config for any of the cockpits, go ahead and do it and I'll include it in the beta release with credit.

DOWNLOAD HERE - D12AerotechAlphaV3

Remember - ÃÂø шðóу ýð÷ðô! - Burninate all previous versions.

--------------

There are about 60 new parts to play with, and almost 7000 variations you can make. About half can replace stock catalog entries. Still to come...

1) Fuel switching for drop tanks, and better models.

2) 1.25 intake bi-couplers (square and round in a single catalog entry)

3) Landing gears.

4) Missile differentiation.

5) Final pass on texture optimization. Final version will be about 8mb, not 90.

Yep, figures, the download link is broken! :huh:

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Optimizations are done!

Beta 1 is on the front page...get it while its hot. Fully stable and now just 15mb.

aaaaaaaaaaaand...I'm spent. Shorty and I need to go blow some *kerbal* up.

shorty.png

Edited by PolecatEZ
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OMG! - all the part names have changed. You wouldn't happen to have some kind of cross reference of part names in pre-alpha to Beta1 so that I could try and fix all my broken and unloadable craft files?

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From this version on, part names won't change. Simple overwrites should be all that's necessary except when noted.

A lot of parts were consolidated from early alpha versions, the file system changed a bit, and configs were re-written from the placeholders. Never trust a Wall Street banker, politician of any kind, anyone else over the age of 5, or preview/pre-Alpha versions of anything.

There's a few things you can try:

* Take a look at the files in here and see if you can find anything that helps: preAlpha

* Page through the configs in the current version and remove any X's after the part names, these are Squad reference parts.

* Remember always: ÃÂø шðóу ýð÷ðô! Backwards compatibility to pre-Alpha releases is the path to madness.

-----------

version update - beta002 (won't break anything, same DL link) -

* More types of missiles - you can still customize the look as you wish, but there are more types of stats:

- Long Range SAM (russian SA-2 reference stats, 10m long, very dangerous to use, launch vertically or drop for best results)

- SRAAM (AIM-9 Sidewinder reference stats, 3m long)

- MRAAM (AIM-7 Sparrow reference stats, 3.5m long)

- SR-AGM (Hellfire reference stats)

- MR-AGM (Maverick reference stats)

- coming soon (probably today): Bombs (500 and 2000lb) and cruise missile (Tomahawk or Sunburn reference stats, can't decide), graphic fix for JDAM model

- coming later - switch from Romfarer to Skillful logic for missile performance/guidance.

- Also taking wishlisting for more missile models to add into the generator.

* Graphics reference for 3rd Droptank model fixed

https://imgur.com/a/Bmnkg#0

Hope this works, your pack is AWESOME! if you want the .craft, Ill post it :D

Yes, throw the .craft in a drop box and I'll put it in user-submitted craft. Try to include an info drive part with your name and anything else you want.

And here I am just making boring F-14 variants...

AA02_Swinger.png

Edited by PolecatEZ
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Can I beg for your expert attention to the B9 MK1 reaction wheel, all the other same size parts get the option for no black heat stuff on the bottom. Just one texture switch to an all grey - could it be possible please?

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I have a thinner one already done (along with a 1.25m inline battery and decoupler), just haven't done the alternate textures for it. I was holding it for the Spacetech pack (post B9 update), but I can throw it in the next Aerotech update.

-----------

But first...say hello to my stubby little friend. Meet GLADIUS.

GLADIUS.png

1.5m long and 1m wide base, fits comfortably under any wing or hull type. She'll be in testing tonight - hopefully all goes well. Her friend KUKRI (smaller, side mount, rotating) is on the drawing board, but should go pretty quick also. I'm using a different animation technique than the docking port it was based on, so it shouldn't tear up your boat when it deploys.

Edited by PolecatEZ
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Truly amazing work! I just downloaded it and will check it out (though the previous releases were great too!).

As for the missile wishlist, here are some suggestions/wishes (you can base them off these IRL examples):

Short Range SAM: Rapier SAM http://en.wikipedia.org/wiki/Rapier_(missile) or 9M311 http://en.wikipedia.org/wiki/9K22_Tunguska (middle of the page)

Medium Range SAM: Aster 15/30 http://en.wikipedia.org/wiki/Aster_(missile_family) or SA-6A http://en.wikipedia.org/wiki/2K12_Kub

LRAAM AIM-54 Pheonix http://en.wikipedia.org/wiki/AIM-54 or MBDA Meteor http://en.wikipedia.org/wiki/MBDA_Meteor

LR-AGM AGM-154 JSOW http://en.wikipedia.org/wiki/JSOW or AGM-88 HARM http://en.wikipedia.org/wiki/AGM-88_HARM

Bombs Paveway style family of bombs http://en.wikipedia.org/wiki/GBU-12_Paveway_II, GBU-38 Small Diameter Bomb http://en.wikipedia.org/wiki/GBU-39_Small_Diameter_Bomb

Extra Missiles IRIS-T Missile http://en.wikipedia.org/wiki/IRIS-T, AIM-120C AMRAAM http://en.wikipedia.org/wiki/AIM-120C or R-77 http://en.wikipedia.org/wiki/R-77_(missile)

...sigh :confused: Now that I got that off my chest, I wish you the best of luck in continuing this amazing mod! :D

Edited by AirShark
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All except the Aster, IRIS-T, and R-77 can already be made (though colors may be different). The JSOW is there, but the head and tail have a bad rotation that will be fixed soon. I just need to add 2 bodies for the IRIS and R77 (heads and tails are close to what is already in), the Aster I'll do a whole kit (head, body, tail) and include it in the construction kit. I'm also going to do a full Penguin kit.

----

The GLADIUS is done, I just need to figure out the config file and its off to testing.

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Can I please put in a request for a weapon?

LASERS. With or without attached sharks, I don't really mind.

A good sci-fi-ish laser (instead of the pew-pew one that we've already seen) is what I'm sorely missing. Something like your GLADIUS, that packs into its own bay would be awesome. This would undoubtedly help me clear my Kessler issues.

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An update for the Sunbeam HWTLaser is about 4-5 spots down on my list (I already have some very nice models made). The code is open source, I just need a coder to fix some minor things I found in it so it can work for something other than the specific part it was made for.

---------------

Warning! Do NOT update to any pre-release version of Firespitter. Use the one included in the pack. The latest test/pre-release versions break mesh-switched things badly (most of this pack) so do not use until its declared safe.

The version included in the download is safe to use.

Thank you, that is all.

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An update for the Sunbeam HWTLaser is about 4-5 spots down on my list (I already have some very nice models made). The code is open source, I just need a coder to fix some minor things I found in it so it can work for something other than the specific part it was made for.

Great. Thanks. :)

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PolecatEZ: I haven't installed any of your new iterations of the expansion pack, still keeping one of the first alphas.

I didn't even follow the thread lately.

So I have some questions: Is there still a knockout version and if so - are the replacements and their breaking of ATM fixed?

I see weapon parts? Is it just one or should I manually search for all of them and delete them? If so - will deleting them break some other dependancy of the expansion pack?

For example I need just the parts, no wings and certainly not weapon parts. Do the latter's respective forders contain models or referencing files to the parts? Should I keep something or just delete all wings and missiles(and other weapon-y uselessness)?

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You can download and look :)

No, nothing can break the game now. Squad knockout isn't implemented yet, but there are instructions on how to do it in the manual. Parts with X's in their part name can replace Squad parts, you just need to delete the X in the config and go delete the respective Squad part for now.

Weapons are in their own folder (GameData/D12Battletech) and dependent on having Romfarer.dll installed. You can delete the folder or fail to get Romfarer, either way you won't see them.

Delete anything you want out of the pack except the <64kb textures, as deleting those may cause your parts to look monochrome.

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are you thinking about making a set of smaller parts so you can make a small spaceplane ship that fits in the big wide b9 cargo parts!

I love making big SSTO's that can go to muna for instance and then use the small ssto for dropping of kerbals on muna etc.

parts especially like the upcoming vtol's would be great if they came in different sizes.

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