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CoffeeSE

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Everything posted by CoffeeSE

  1. Hi, so I'm trying to set up an engine that allows selectable number of propellers, like the PROpeller props from Firespitter, but I must be setting things up wrong in Unity as I can't adjust it in-game. Could anyone help me and tell me the proper way to make it work? The Firespitter module documentation doesn't say how to do it. Thanks in advance!
  2. Is the old turret unity package/tutorial still relevant? I'm making a set of WWII aircraft weapons but I can't seem to figure out the unity hierarchy. Does anyone know the correct way to set up a non-turreted weapon? Thanks!
  3. I noticed that all of the propellers turn clockwise when viewed from the front. Is there a way to get it to turn counter-clockwise? Also, what does "rotationSpeed" and "thrustRPM" when coupled with the turboprop's config do? They do not seem to change the rotation of the propellers.
  4. Crap, sorry, I dun goofed. Here's the cockpit and IVAs this time. Sorry again. Ah thanks, and probably not. I don't really have much time lately due to school and work.
  5. Ok, sorry it took so long. I had tons of exams this past week. Anyways, I found the cargo cockpit you wanted. You can download it here from Mega.
  6. Oh ok those, they're pretty old. I might have those and the IVAs somewhere, I'll grab my DeLorean and take a look, no promises though.
  7. Sorry, what do you mean by the version with the small cargo bay? Like the one with the ramp or the very first version with the two different diameter fuselages? Cause I think the version with the ramp I only uploaded onto KerbalSpacePort and that site's no longer around. But here's a copy of all the parts I was updating, they do work with 0.90, but no IVAs as I haven't updated/made them yet: KerbalStuff If you want the ramp parts, i'll need some time to find it on my harddrive and upload it, but those ones are pretty crappy so you're better off just making your own
  8. Doesn't really matter to me. You can do what you wish with them.
  9. 1) I don't know really, I wanted to overhaul my mods and give them new more stock-a-like look so I just chose this one to start off with. 2) I...I wasn't aware the windshield angle was 45 degrees. I kinda just played around with the angle until I found one that I liked. I wanted to have a slant, but I wanted to keep the fuselage somewhat short, in addition to leaving enough headroom raise the Kerbal so they can see the runway. I mean, it's not a perfect replica, but then again, Kerbals have really weird physiology Sorry most likely not. I don't really see a point of continuing to make the airliner parts as now there are Mk3 parts, procedural wings and other cockpits that fit onto the Mk3 fuselages. As for other cockpits and engines, I'll probably work on them some at one point or another. I just don't have enough time right now. :/
  10. Haha thanks But I think I'd rather eat something more edible like a potato cake.
  11. Screenshots: Dependencies: [Optional] Requires R.P.M. for the two displays to work. Download via Kerbal Stuff License: Description: Inspired by the framed canopy structure of the A6M and Ki-84 fighter planes (yes I play WarThunder lol). I tried to base the textures off of the Mk.2 fuselages to make it stock-a-like. I hope you'll like it! Changelog: Version 1.0: Initial release.
  12. I've a question, would it be possible to implement some sort of turbo/supercharger into the firespitter .dll for propellers? Like at "x" altitude, the turbo/supercharger engages, uses an increased "y" amount of fuel, and generate an additional "z" amount of thrust?
  13. Ah hi guys, sorry for the hiatus, term papers and exams hit me like a freight train, but I just finished my last exam today. So here's a little teaser. Finished a Merlin V-12 look-a-like, currently working on a related cockpit that can hold 3 kerbals of the 1.25 metre kind. Anyone wanna guess what cockpit that is? ...., i knew i forgot something. i finished modelling the 262 style jumo nacelle it at like thanksgiving, along with a yak style belly mount, but got distracted...well, i got two weeks break till the next semester, i'll see what i can do.
  14. Not sure if I'm gonna update the 2.5 metre cargo pods because it's too small to get a rover in. There may or may not be an alternative. I don't know when I'll be finished the parts. I plan on making a pack with some propeller and jet engines, the fuel tanks, passenger cabins, wings, the two cockpits and their IVAs done for the release. Most are done, just IVAs and engines to do. With further packs and updates down the road. The wings will have tweakscale for larger planes. I just tested it out in FAR. The wings work pretty well, although the control surfaces are a bit sensitive. Here's an album of planes in FAR:
  15. ("-_-) Also, another update. Finished wings and liquidfuel tank fuselages. Also shorter, lower capacity cabin. holds half the kerbals. also canopy cockpit.
  16. Re-modelled and re-textured some of my old ModularAirliner parts. I plan on adding some large liquid fuel fuselages as well.
  17. It would look nice but it doesn't really have that much use, other modders have made some nice 2.5m plane cockpits you can use though. Quick Update: Made a couple of divebrakes, one based on those of the Ju87, the others are just generic perforated divebrakes. They're scalable using tweakscale but I don't think it affects the amount of drag each brake has. Also, got the Venture Star cockpit into the game. No normal map yet, but specular is done. Tried for the past two days to get the damned landing gear to work, but it haven't figured it out yet. It refuses to animate or turn even though I'm pretty sure I got the hierarchy right. If there's any modder who's successfully made a landing gear, I'd love it if you could show me how to.
  18. I didn't make any of the cockpits to scale because it wouldn't quite work with the Kerbal's physiology. The reason the cockpit's really wide is so I can fit their helmets inside. The reason I made it kinda short/compressed is so I could use it in place of the stock in-line cockpit. I didn't want it to be as long as a FL-T800 fuel tank or longer. The reason you can't set reverse thrust is because I didn't put it in, I'll fix it in the next version. I'll eventually put in pusher prop with side intakes like the one on the J7W or XP-55, but that'll have to wait. And sorry about the sounds for the props. I don't really play with sound on so I didn't work on it yet.
  19. I can but why? Like do you just want engines named Jumo 004 or HeS 011? Or do you mean like a Jumo 004 in a nacelle assembly with intake and underwing mount like the one on the Me262?
  20. Yes, it'll be balanced when it's ready for release. I'm planning on making some more cockpits and engines, such as a Jumo powered nose section of the Fw 190 D-9, a 3 kerbal inline of the TBF Avenger (done modelling, just need to finish texturing), and maybe a spitfire mk. ix cockpit. I still have to update some old mods, so it may take a while.
  21. Hi guys, here's some stuff I've been working on: Cockpit based on the WWII Messerschmitt Bf 109 E series fighter Cockpit based on the WWII Focke-Wulf 190 D-9 fighter Cockpit based on the WWII Arado Ar-234 jet bomber Engine based on the Pratt & Whitney R-2800 Double Wasp radial propeller engine Engine based on the KN-12 turboprop VentureStar (not in download) All of these are work in progress, but some of them are ready to share, so I though I'd upload them. Some parts are missing normal and/or specular maps and are missing shading/weathering, but will have them eventually. Dependencies: Firespitter.dll (for propellers, you don't need it if you don't want engines, just delete /GameData/CoffeeIndustries/Parts/Propulsion folder) RasterPropMonitor (for cockpits, although you might not need this, the props just won't show up) Compatibility: 0.24/.2 0.25 Download: Download from Kerbalstuff How to install: Stick "CoffeeIndustries" folder into "GameData" folder Done! License: Album: CAE Airliner Parts: I was playing some KSP and got annoyed at the lack of ability to kill transport large amounts of Kerbals in style, so I went back and started overhauling my old ModularAirliner parts. Here's the passenger fuselages that are finished, still have some wings and fuel/cargo and engine stuff to do. VentureStar WIP Here's some WIP screenshots of the VentureStar I've been working on (third time's the charm!). I only have the front half (the control/cockpit section) textured, it'll be crewed by two Kerbals, I may or may not include a drone cockpit. Everything is modelled but I still need to finish the textures. The cargo section will be able to hold a orange tank. I plan on having it be able to deliver a full orange tank into a 100 km orbit. It'll have its own custom landing gears and hopefully manoeuvring thrusters once i figure out how to do that. Will have lifting body. Hopefully it'll work in-game.
  22. Ah ok thank you. I was hitting the red line in the g-metre for the IVA shifting. I'll add some colliders to see if that'll fix the highlighting.
  23. What do you mean by "parent" and "model" game objects? The empty GameObject spawned to place the IVA model in is just set to it's default orientation. And the IVA model is rotated 180 degrees. Do you mean I have to first rotate the empty GameObject 90 degrees, then rotate the IVA model -90 and 180?
  24. So there's a problem with my IVA view. When I do high-g manoeuvres, the interior view shakes around, it becomes misaligned with the outside of the cockpit. The second problem is that the window and frame turns green when I hover over it with the mouse. Does anyone know why this happens? Thanks!
  25. Can I get a plot of land too? I'd like to make a nuclear power station/nuclear research institute. You should be able to set up the glowing windows effect by giving them an emissive and setting it to always on in the animation option in unity (haven't tried always on emssive myself). Or to toggle like the B9 and Spaceplane+ has.
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