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5 hours ago, Kebab Kerman said:

Anything new? I mean, I don't want to be pushy, but I'm just curious.

Does that count?

pCooEYO.png

There has been a lot of other stuff taking my attention lately, thus not much happening here.

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This could and will be the next biggest thing, i hope u dont give up mid way because many aerospace modders did in the past. Ive been doing ksp Airplanes for like 4 years now and i keep seeing the same stuff over and over again, i hope that youll bring major change!. I advise u to go into Collaboration its the best way to get results! thank u for ur effort <3

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On 4/21/2018 at 11:51 AM, neistridlar said:

My vision for this mod is to create stock alike believable parts to build passenger planes with. It is inspired by Airplane Plus, and will be made to supplement it as well as the stock parts.

Here is an album with some concept art and work in progress screen shots: https://imgur.com/a/fAViy

And here is an album showing up the semi finished parts: https://imgur.com/a/ljyIgIH

4yIhMl5.png

Parts currently in the mod:

  Reveal hidden contents

1.875m CRJ Cockpit

1.875m AN-24 Cockpit

1.875m DC-3 Cockpit

1.875m Passenger cabin 1+2 configuration

1.875m passenger door

1.875m tail cone

0.625m 2 nose cones

1.25m 6 nose cones

Conformal tanks for 1.875m, 2.5m, 3.125m and 3.75m

2.5m boeing 767/777 cockpit with adapters to 3.125m and 3.75m

2.5m DC-8/9 cockpit

2.5m Passenger cabin 2+2 configuration

3.125m A350 Cockpit with adapter for 3.75m

3.125m DC-10/11 Cockpit with adapter for 3.75m

3.125m Passenger cabin 3+3 configuration

3.75m Passenger cabin 2+3+2 configuration

1.875m CF6 with under wing pylon

0.9375m CF34 engines with side mount and under wing mount pylons

Modular Airliner wings

Modular Tail cone system

 

Download at: https://github.com/neistridlar/Neist-Airliner-Parts

Tweakscale patch by @TMasterson5https://www.dropbox.com/sh/g45l0djvbmypl3e/AABZ033reYyTd_6xV17txTR3a?dl=0

I am pretty new to modding in general, so if you have advise or suggestions you would like to offer, please do so. I do believe, however, that I have many of the skills required. My plan is to use Fusion 360 along with Blender for modeling, Gimp and Inkscape for image and graphics editing. I do know a little C++, python and matlab, which might come in handy, though I have never programmed anything with more than a command line interface, so I expect to have a few things to learn if I want to get into that side of modding.

Also I want to set this up so that it is easy for someone else to take over in the case that I should disappear (knowing my self I usually don't stay focused on one thing for more than 1-2 years at a time), so any suggestions as to how to accomplish this would be welcome.

This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License http://creativecommons.org/licenses/by-nc-sa/4.0 

88x31.png 

I have ksp version 1.4.5 which thing should I download off github?

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53 minutes ago, Potato flavored waffles said:

You should make oversized and realistic models like these double decker beasts

Image result for double decker plane cross section

I do have plans for 5m A380 like parts, and 3.75m 747 parts. That is somewhere between 0.625 and 0.75 scale, which is consistent with many other KSP-mods. Also going any bigger than 5m you start running into issues with ksp physics, specifically joints that just spontaneously disconnect and stuff like that. Because of this I'm not going any bigger than that. I have discussed my size decisions earlier in the thread as well, if you ate interested in reading more on that.

52 minutes ago, Potato flavored waffles said:

I have ksp version 1.4.5 which thing should I download off github?

You have two options. There is a releases section on github where you can download a zip with both a 1.4+ version and an 1.3 and older version.

If you want the bleeding edge version you can find the game data folder and download all of its contents. It contains whatever was in my folders last time I synced my local files to github.

Clear as mud?

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On 12/9/2018 at 4:30 PM, neistridlar said:

I do have plans for 5m A380 like parts, and 3.75m 747 parts. That is somewhere between 0.625 and 0.75 scale, which is consistent with many other KSP-mods. Also going any bigger than 5m you start running into issues with ksp physics, specifically joints that just spontaneously disconnect and stuff like that. Because of this I'm not going any bigger than that. I have discussed my size decisions earlier in the thread as well, if you ate interested in reading more on that.

You have two options. There is a releases section on github where you can download a zip with both a 1.4+ version and an 1.3 and older version.

If you want the bleeding edge version you can find the game data folder and download all of its contents. It contains whatever was in my folders last time I synced my local files to github.

Clear as mud?

yes thank you

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In conjunctions with that, @neistridlar, any feasiblity of having something like a more powerful Goliath? For sure IMHO the stock Goliath is underpowered.

 

Here's the thing :

The current stock Goliath engine is the -94B variant of the real-life General Electric GE90, as of it's similarities in appearance and thrust rating. Both J-90 and GE90-94B have straight blades and takeoff (Max.) thrust of 360kN.

SVGE90.jpg

 

[Both photos aren't mine]

 

While the -115B is rated at 510kN and feature curved blades.

GE90_B777-200LR.JPG

Yes, the -115B is almost twice the thrust rating than the -94B and J-90.

Source Wikipedia

(I copy-pasted my post from Airplane+ thread to here since I was too lazy to type)

Edited by FahmiRBLXian

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