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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)


bac9

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Using this mod every version since the early, early versions. Waiting eagerly to throw all the patchwork vanilla wings, the awful stock RAPIERs and the entire MK3 fuselage away and B9 my game up again. And of course, to fly the best IVAs around.

Keep up the good work guys.

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So I now have applied the basic outer drag cubes to all the cargo bays. Now we need the inner ones or do we? Curiously stock MK3 cargo bays don't use custom drag cubes at all although these parts are also hollow.

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So I now have applied the basic outer drag cubes to all the cargo bays. Now we need the inner ones or do we?

I think it was both, reference MK2 bay config.

Curiously stock MK3 cargo bays don't use custom drag cubes at all although these parts are also hollow.

That's probably an oversight of someone responsible for the configs.

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That's probably an oversight of someone responsible for the configs.

It is - StockBugFixModules has the correct drag cubes for the Mk3 parts that properly occludes parts behind them.

@PART[mk3CargoBayS]
{
DRAG_CUBE
{
cube = A, 9.393312,0.8165634,1.748168, 9.393312,0.8126662,1.748168, 10.30376,1,0.1, 10.30376,1,0.1, 8.126952,0.8369598,2.571373, 8.126952,0.8345596,1.378628, 0,0,0, 3.3101,2.500001,3.75
cube = B, 6.63311,0.761628,7.471074, 6.667892,0.7605543,7.471074, 10.30376,1,0.1, 10.30376,1,0.1, 18.21523,0.8810784,2.63298, 18.21523,0.898275,3.33903, 0,1.192093E-07,0.09955382, 7.4511,2.5,3.550893
}
}

@PART[mk3CargoBayM]
{
DRAG_CUBE
{
cube = A, 18.75,0.8183038,1.748168, 18.75,0.8131053,1.748168, 10.30376,1,0.1, 10.30376,1,0.1, 16.33606,0.8349712,2.555883, 16.33606,0.832463,1.347647, 0,0,0, 3.3101,5.000001,3.750001
cube = B, 13.18359,0.7628529,3.690535, 13.18359,0.7658651,3.690535, 10.30376,1,0.1, 10.30376,1,0.1, 36.64127,0.8811509,2.632985, 36.64127,0.8984743,3.339037, -4.768372E-06,0,0.09955025, 7.451109,5.000001,3.5509
}
}

@PART[mk3CargoBayL]
{
DRAG_CUBE
{
cube = A, 37.5,0.822315,1.748168, 37.5,0.8119329,1.748168, 10.30376,1,0.1, 10.30376,1,0.1, 32.54395,0.8378618,2.555883, 32.54395,0.8354246,1.347648, 0,0,0, 3.3101,10,3.750001
cube = B, 26.5625,0.7576667,3.69054, 26.5625,0.7604232,3.69054, 10.30376,1,0.1, 10.30376,1,0.1, 73.82813,0.8808309,2.632985, 73.82813,0.898478,3.339037, 0,0,0.09955025, 7.451119,10,3.550901
}
}

Credit to Claw for these figures.

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Will there be any mk2 intakes or engines in the next release? Quiztech and Mk2 Expansion both have linear Aerospikes, and Mk2 Expansion has a combined-cycle engine (ie: SABRE/RAPIER, it's version is ESTOC, I think.) I'd love to see B9 versions of these.

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Will there be any mk2 intakes or engines in the next release? Quiztech and Mk2 Expansion both have linear Aerospikes, and Mk2 Expansion has a combined-cycle engine (ie: SABRE/RAPIER, it's version is ESTOC, I think.) I'd love to see B9 versions of these.

Not at the moment. I recommend each and every one of those mods and aim to make new MK2 parts visually compatible with Porkjet style used by everyone. I don't think there is a point in wasting time filling B9 with duplicate parts.

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Fair enough, I frequently find myself crashing KSP due to too many mods eating up my memory, so I tend to try and trim parts down to what I'm going to use, and to use packs that share texture files across as many parts as possible.

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So I never really post on this site, usually just look at it for update news and such. But I just wanted to say that I hope the update for B9 is going well! And I wanted to thank you all who work on it for making such an amazing, reliable mod! Cannot wait till it's updated! Thank you, and good luck with your work!

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So I never really post on this site, usually just look at it for update news and such. But I just wanted to say that I hope the update for B9 is going well! And I wanted to thank you all who work on it for making such an amazing, reliable mod! Cannot wait till it's updated! Thank you, and good luck!

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MK2 parts are going well. I'm also almost done with updated 1.25m and 2.5m cylindrical pieces matching the style of MK2 - I was always frustrated with the need to insert ugly stock tanks or out-of-place KW tanks into various crafts, so those would come in handy.

In other news, I finally have a working implementation of the new subtype switching part module that can supercede the use of Firespitter fuel switch and mesh switch modules, offering a nicer config format:

    MODULE
{
name = PartSubtypeSwitcherModule
subtypeGroup = 0

uiCaptionNext = Next
uiCaptionPrev = Back
uiUseSecondButton = True

availableInFlight = False
availableInEditor = True
massBase = 0.34

// Stack nodes
// Define key/node identifier pairs here, then use the keys in subtype definitions
// Allows you to enable only particular stack nodes when particular subtype is used

PRESET_NODE
{
key = 0
name = top
}
PRESET_NODE
{
key = 1
name = bottom01
}
PRESET_NODE
{
key = 2
name = bottom02
}

// Objects
// Define key/object name pairs here, then use the keys in subtype definitions
// Allows you to show only certain parts of the hierarchy when particular subtype is used

PRESET_OBJECT
{
key = 0
name = body_mk2_section_2m_a
}
PRESET_OBJECT
{
key = 1
name = body_mk2_section_2m_b
}
PRESET_OBJECT
{
key = 2
name = body_mk2_section_2m_c
}
PRESET_OBJECT
{
key = 3
name = body_mk2_section_2m_d
}

// Resources
// Define the key and preset name here, then use the key in subtype definitions
// Type and size fiels are optional, leave them out to define a structural preset
// Those fields can house multiple values separated by commas (e.g. "LiquidFuel,Oxidizer")

PRESET_RESOURCE
{
key = 0
name = STR
}
PRESET_RESOURCE
{
key = 1
name = LF
type = LiquidFuel
size = 672
}
PRESET_RESOURCE
{
key = 2
name = LFO
type = LiquidFuel,Oxidizer
size = 302,370
}
PRESET_RESOURCE
{
key = 3
name = RCS
type = MonoPropellant
size = 672
}

// Subtypes the player will switch between
// Use the keys you have defined above to configure nodes, objects and resources
// You can use multiple node preset and object preset keys, but only one resource preset key
// Do not include references to resources into the subtype name, resource preset name is auto-added

SUBTYPE
{
name = Standard A
massAdded = 0.06
costAdded = 732
nodeKeys = 0, 1
objectKeys = 0
resourceKey = 0
}
SUBTYPE
{
name = Standard B
massAdded = 0.06
costAdded = 732
nodeKeys = 0, 1
objectKeys = 1
resourceKey = 1
}
SUBTYPE
{
name = Offset A
massAdded = 0.09
costAdded = 503
nodeKeys = 0, 2
objectKeys = 2
resourceKey = 2
}
SUBTYPE
{
name = Offset B
massAdded = 0.04
costAdded = 865
nodeKeys = 0, 2
objectKeys = 3
resourceKey = 3
}
}

The module also supports node switching, so it's finally possible to roll things like centered and offset adapters into a single part, with correctly handled stack attachments changing as you change the subtypes.

Edited by bac9
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MK2 parts are going well. I'm also almost done with updated 1.25m and 2.5m cylindrical pieces matching the style of MK2 - I was always frustrated with the need to insert ugly stock tanks or out-of-place KW tanks into various crafts, so those would come in handy.

In other news, I finally have a working implementation of the new subtype switching part module that can supercede the use of Firespitter fuel switch and mesh switch modules, offering a nicer config format:

Thats a grand idea. Another littler thing that just makes planes look so much better.

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Wow. Hey bac9 and the b9 team, I just realized the time and effort that goes into modding, and my god does it seem difficult and time consuming. I've always wanted to lean how to code, but i just don't have the patience. You guys are talented af. Bravo. I'm so excited for the update!

Edited by huntingpickel
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Where's the DL button? Forgive me if I sound stupid, but I'm not used to this stuff. :(

Good question, under download it shows a 734mb repository. I don't think that's it.

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No idea what that is, to be honest.

InterstellarFuelSwitch is a similar but improved version of FSFuelSwitch. He's asking if your own fuel switch module will be compatible with it, to which the answer I suspect is 'no'. Might be an idea to have a patch that removes any fuel switch modules added by other mods.

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InterstellarFuelSwitch is a similar but improved version of FSFuelSwitch. He's asking if your own fuel switch module will be compatible with it, to which the answer I suspect is 'no'. Might be an idea to have a patch that removes any fuel switch modules added by other mods.

It can be handled in the way similar to B9-PW fuel switching. Give me assembly names, and I will disable fuel switching logic if they are found on module startup, turning the switcher into strictly mesh and node switching component with no access to part resources. Disabling the new switcher completely would be a pretty bad idea, I think, as no other switcher handles stack nodes and I need to switch stack nodes due to multiple shapes sometimes being packed into one part. So leaving my component doing visual and node changes and other components doing resource changes is the best solution.

Edited by bac9
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