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About L0ck0n

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  1. ColdWarAerospace Full Album: https://imgur.com/a/BHRkQ1D Depedencies: Required: · BDAnimationModules https://github.com/raidernick/BDAnimationModules/releases · Firespitter (only plugin and sounds are necessary, you can delete rest from Firespitter folder) https://github.com/snjo/Firespitter/releases · ModuleManager https://github.com/sarbian/ModuleManager/releases BDAnimationModules and Firespitter are used by many parts with cool animations, ModuleManager is necessary for all things to work. Recommended: · TweakScale (this old version should work without issues) https://github.com/net-lisias-ksp/TweakScale/releases/tag/RELEASE%2F2.4.2.0 · B9 Aerospace ProceduralWings https://github.com/Rafterman82/B9-PWings-Fork/releases Many parts are created with TweakScale in mind. It's not cheating, some parts are even underpowered when upscaled. Get B9 Aerospace ProceduralWings for cool wings. How to find ColdWarAerospace parts in hangar? Just write "cwa" or "coldwar" in search box above parts menu! Also you can search by: Origin: West East Resistance Cold war era (late 1940s -1960; 1960s -1980; 1980s - mid 1990s): Early Mid Late If you want to search for parts from West, late cold war just write in search box: "west late" *For awesome building turn on "advanced tweakables" in KSP options. Download: https://spacedock.info/mod/2535/ColdWarAerospace For more informations, READ "INFO.PDF" inside mod folder!!! Licensing: ColdWarAerospace contains models, textures, code which are released under separate licenses: - UAZ-452 model and textures: by Sergey Egelsky (https://sketchfab.com/3d-models/uaz-452-4f45aa2e9180437b9687b3d567069ca9), released under Attribution 4.0 International (CC BY 4.0), https://creativecommons.org/licenses/by/4.0/ Rest of "ColdWarAerospace" content that is not released under separate licenses is released under Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0) https://creativecommons.org/licenses/by-nc-sa/4.0/ *I only take credit on my parts/content. Author: L0ck0n Plans for the future: Im quite busy, so dont expect frequent updates, but in the future im planning to upload all these crafts to KerbalX and add more cool parts! Versions: 0.1 Initial release- still WiP, some parts need more work, and changes in configs.
  2. Thx. There are more parts in pack, some f-16 parts like cockpit, blackhawk parts, more cars, some missiles, some ships etc. Its still wip and its in early stage of dev. Some parts require other stuff to work (like BDAC realoadable rail, which is currently broken). I'll see, maybe my parts pack will be released in summer in fully developed, complete form, or i'll release it faster as it is. But not now, there is still a lot of stuff to fix in my parts pack. Also im pretty busy with other things in life, but i really want to release it in best form possible.
  3. Its great, so many new functionalities from this (especially with auto-reload)! Im working on my cold war- themed mod/ parts pack (with stockalike parts and a MANY new missiles/ launchers for BDAc) and reloadablerail module could be used by me to create sooo many new turrets and stuff! Btw here are some early dev photos:
  4. Im looking for some help/tutorials on creating helicopter rotor part using Firespitter plugin (especially FSengineBladed module) in unity- eg. objects placement, rotation, hierarchy, names and maybe cfg file. I've found some videos about creating basic propellers, but they're old.
  5. im looking for some tutorials on creating firespitter parts (like helicopter rotors) in unity- eg. objects placement, rotation, hierarchy.
  6. Yes, and i have many custom parts working in KSP without any problems with textures.
  7. Hello i have problem with one custom part. It looks great in unity but in game there is no texture, model is just all gray. Model is properly imported to unity, all faces are triangles, texture and material created, exported to game as .tga file. There are some errors in ksp.log file: [LOG 20:35:43.119] Load(Texture): ColdWarAerospace/Parts/Fighting Falcon Cockpit/F-16_cockpit [LOG 20:35:43.148] Cannot create texture: No header created [WRN 20:35:43.148] Texture load error in 'G:\Steam\steamapps\common\Kerbal Space Program\GameData\ColdWarAerospace\Parts\Fighting Falcon Cockpit\F-16_cockpit.tga'
  8. Great mod, but since last KSP update flickering got worse even at short ranges like 30 or 50 kilometres (im using last version of Physics range extender).
  9. You can do it in normal bda turret, like s-8 launcher For example: RESOURCE { name = S-8KOMRocket amount = 23 maxAmount = 23 } But reloadablerail module works different. Reloadablerail reloads missile attached to it in game. Sadly you cant set "amount" of reloads in reloadablerail.
  10. Thx, but im thinking about my custom reloadable missile rails made by me. I would like to set maximum number of reloads, its hard-coded in bda?
  11. Hi, im experimenting with reloadablerail module and some custom missile launchers, is there any way to change default number of reloads in config file (or in some other way)? If not, are you planning to develop it further (maybe adding possibility to set reload limit, autoreload, without action group and reload limit per minute)? There is soooo much potential in this thing.
  12. i see now, i missed that dock button in RTS part, now its even better for me than legacy struts. Thx for help!
  13. Thx for reply Longer struts/parts will help with turning when towing large vessels example: Now its hard because parts collide with each other because strut is too short. Also im thinking about using KAS with other mods, for example you can join vessels with parts from BDarmoy and almost build military base (rigid joints needed), exasmple: These joints are kinda short. Now with legacy parts: When you join vessels with rigid joint, they act like one vessel, so you can transfer crew or command them all.
  14. Great mod! Are you planning on adding longer versions of telescopic joints and tow bars in future (maybe like 10 meters long). Because now its kinda hard to tow and turn with very big vehicle. "Legacy connector port" allows to connect things at bigger ranges, but well, its legacy part. Winch allows to connect distant objects, but then you cant turn them into single vessel.