Jump to content

Show Off The Aircraft, Jet,Prop,Cargo,Passenger,Glider,Fighter etc That You Put Loads of Time Into Getting Just Right.


ColdJ

Recommended Posts

Update x (I lost track): I have built the greatest multirole fighter to ever come out of Draconic Industries's hangars.

I just sunk a whole damn Aircraft carrier with all 10 missiles (4 Cruise, 4 Sidewinders, 2 Tomahawk or optionally 2 Exocets but I can fit more armaments), the GAU-8 Cannon, and is still somehow extremely mavouerable. 

I might just pit it against @Mouhand's great F/A-18 if he allows me to, just to see if my Draconic Athena II (lots of variants but of course I will use the most powerful variant) might come out on top (or crash and die within 20 seconds which is more likely).

Link to comment
Share on other sites

12 minutes ago, HyperDraco said:

Update x (I lost track): I have built the greatest multirole fighter to ever come out of Draconic Industries's hangars.

I just sunk a whole damn Aircraft carrier with all 10 missiles (4 Cruise, 4 Sidewinders, 2 Tomahawk or optionally 2 Exocets but I can fit more armaments), the GAU-8 Cannon, and is still somehow extremely mavouerable. 

I might just pit it against @Mouhand's great F/A-18 if he allows me to, just to see if my Draconic Athena II (lots of variants but of course I will use the most powerful variant) might come out on top (or crash and die within 20 seconds which is more likely).

it's brand new why you wanna destroy it ? :sob:sure you don't need my permission,I haven't tested them with AI  but i would like to see that :)

Link to comment
Share on other sites

I have a reasonable amount of jets built up but I am trickling them out so that others get to have their creations seen too. Love what all of you have been putting up. All my jets are fully balanced and functional and can be used by BD armory.

This is a F16XL. It was a prototype that wasn't put in to production but was given to NASA to trial various technologies and wing configurations. It uses my Marlin Afterburning Turbojet that I created for my SAAB single engine Jet Fighters. More oomf. Using 2 at once voids your warranty. :)

Spoiler

MZMIxad.pnglyr9xBw.png

7ttMczN.png

Spoiler

uzR2lWF.pngIh2QETB.pngLoaREm1.png

 

Link to comment
Share on other sites

Update for @Mouhand:I am GO for craft download and I need to figure out how it'll work with BDAc's AI systems. Then, I'll tack some realistic armament and see how it performs. Then they fight. If @ColdJ allows me, I'd like to download one of his craft to see how they'd fare too. I'm sure I'm coming pretty much dead last but we'll see if a couple of hardpoints and a few more missiles can remedy that.

Link to comment
Share on other sites

16 hours ago, Mukita12 said:

A-10 Warthog Replica. (I named it A-12 on the game because i use this for a military RP)

  Reveal hidden contents

lo95Ssc.png

 

 

I have added Armament on the A-10 and recorded myself a demonstration of an Attack sequences

 

 

Link to comment
Share on other sites

2 hours ago, HyperDraco said:

Update for @Mouhand:I am GO for craft download and I need to figure out how it'll work with BDAc's AI systems. Then, I'll tack some realistic armament and see how it performs. Then they fight. If @ColdJ allows me, I'd like to download one of his craft to see how they'd fare too. I'm sure I'm coming pretty much dead last but we'll see if a couple of hardpoints and a few more missiles can remedy that.

Ok I am either going to have to strip 1 down or give you the config file details for my chines. Let me check my F-14. I think it just needs Airplane Plus and Mk2 expansion and Tweakscale and NMB and BD Armory but you obviously have that. I will Check and see and If so I will upload it to Kerbal X. It performs very well and is really good for carrier landings.

Link to comment
Share on other sites

10 minutes ago, ColdJ said:

Ok I am either going to have to strip 1 down or give you the config file details for my chines. Let me check my F-14. I think it just needs Airplane Plus and Mk2 expansion and Tweakscale and NMB and BD Armory but you obviously have that. I will Check and see and If so I will upload it to Kerbal X. It performs very well and is really good for carrier landings.

Thank you, currently running the first showdown as this is typed out

Yikes turns out his plane has a bunch of mods I don't have (overlooked due to my own incompetence)

So now I guess I do this run later, Upgrades have to made to the Athena

Link to comment
Share on other sites

5 minutes ago, HyperDraco said:

Thank you, currently running the first showdown as this is typed out

Ok. This will take a while. The best result so far has been 3 unrecognised parts on Kerbal X. I have some family things to do then I will load up my Modded game. Only takes 10 minutes to load in. :P

And then see what I can homogenise for kerbal X. Won't be as pretty but will perform.

Link to comment
Share on other sites

33 minutes ago, ColdJ said:

Ok. This will take a while. The best result so far has been 3 unrecognised parts on Kerbal X. I have some family things to do then I will load up my Modded game. Only takes 10 minutes to load in. :P

And then see what I can homogenise for kerbal X. Won't be as pretty but will perform.

That's great, thanks. Take your time.

You must be running a good build, mine only takes 20.

Link to comment
Share on other sites

A friendly update for @ColdJ

Please arm your F-14 Tomcat with every weapon under the sun because I somehow made my Athena II SGI go from carrying 14 weapons

to uh... 40...

Don't ask how or why, it just can. 

Here's a rough run down (from memory so these may be a bit off, pardon me for that):

14 Sidewinders

6 of those Subsonic Cruise Missiles

4 of those Supersonic Cruise Missiles

12 of those Anti-Tank rockets

2 PAC-3 Interceptor Missiles (or optionally 2 Genie Nuclear rockets)

and 2 Tomahawk Missiles.

oh and a small tiny GAU-8 with 4,800 rounds.

It shames the A-10 in the firepower department which is a sentence I thought I'd never say.

Edited by HyperDraco
I am speed
Link to comment
Share on other sites

@HyperDraco

At the moment I am just trying to make them useable by you. Nothing like reviewing to realise how many separate mods you used to build a jet. This compounded by how many personally configured parts I have created in a slap dash spread through the folders manner. Opt, ColdWar, NMB,NFA,SXT,Quiztech.Airplane Plus,Aviation Cockpits, and my powered landing gear and cosmetic parts are all found in 1 of my planes. I will try to find the simplist and give you the configs here to copy and paste into config files I get you to create. But I may have to end up doing a mod pack to cover everything. I am stripping out all the BD Armory. You will have to set them up the way you want. Is easier for me and you will get them the way you like. If I ever get to you being able to use my NMB bombay models (F22 raptor, F35 lightning II and J20 Mighty Dragon) I will also have to give you my JANAAM missiles (which I somehow fluked getting my BD Armory to recognise) and my Sidewinder Bs. Made so I could fit missiles neatly in when the bays are closed.

Link to comment
Share on other sites

9 minutes ago, ColdJ said:

@HyperDraco

At the moment I am just trying to make them useable by you. Nothing like reviewing to realise how many separate mods you used to build a jet. This compounded by how many personally configured parts I have created in a slap dash spread through the folders manner. Opt, ColdWar, NMB,NFA,SXT,Quiztech.Airplane Plus,Aviation Cockpits, and my powered landing gear and cosmetic parts are all found in 1 of my planes. I will try to find the simplist and give you the configs here to copy and paste into config files I get you to create. But I may have to end up doing a mod pack to cover everything. I am stripping out all the BD Armory. You will have to set them up the way you want. Is easier for me and you will get them the way you like. If I ever get to you being able to use my NMB bombay models (F22 raptor, F35 lightning II and J20 Mighty Dragon) I will also have to give you my JANAAM missiles (which I somehow fluked getting my BD Armory to recognise) and my Sidewinder Bs. Made so I could fit missiles neatly in when the bays are closed.

That'll be a great help. I used to have a relative who flew the Tomcat for a while (he lived in the States while I don't) so I could consult him on how it felt and how the loadout should be.  If memory serves me right, it was a Vulcan cannon with 10 or 11 hardpoints which I should be able to faithfully replicate onto your craft. And as for the configs, I'll do what you've said as it seems to be the easiest method for the both of us. 

So far my plane uses Airplane Plus (as does nearly everything I make that moves), NMB, OPT, ColdWar, SXT, BDAc, NAS, Tweakscale, Procedural Parts, NKD, Near Future Electronics and that's it from my memory. I tried making a different plane using the NMB Bomb bay and they were pretty usable except for the fact I was a dimwit and crammed it full of fuel tanks and armament which left about no space for the actual payload. 

 

Link to comment
Share on other sites

Ok I hope that I have got it so that apart from NMB,Tweakscale,Airplane Plus,Possibly SXT, The Saturn engines from BD and the M2H tailboom that I think belong to one of those and coldwar aerospace. The following config files should once put in a folder in the gamedata folder, should mean the F-14 can be loaded in your game.

I am giving you first both my motorized landing gear that use Squad.

Create a text document called MotorizedLandingGearSmall, paste the following in and save as .cfg rather than .txt

Spoiler

 

PART
{
    name = MotorizedSmallGearBay
    module = Part
    author = Porkjet
    scale = 1.0
    rescaleFactor = 1.0
    node_attach = 0.00, 0.00, 0.00, 0.0, 1.0, 0.0, 1
    TechRequired = landing
    entryCost = 3800
    cost = 600
    category = Ground
    subcategory = 0
    title = LY-11 Small Motorized Landing Gear
    manufacturer = #autoLOC_501653 //#autoLOC_501653 = LightYear Tire Company
    description = High performance retractable landing gear. Comes with shock absorber, steering, built-in spotlights and now a small motor for taxi-ing.
    attachRules = 1,1,1,1,1,0,0,0
    //mass = 0.01
    mass = 0.055
    thermalMassModifier = 4.0
    // heatConductivity = 0.06
    emissiveConstant = 0.95
    dragModelType = default
    maximum_drag = 0.3
    minimum_drag = 0.2
    angularDrag = 1
    maxTemp = 2600
    crashTolerance = 50
    breakingForce = 50
    breakingTorque = 100
    // PhysicsSignificance = 1        // I think this should have mass
    bulkheadProfiles = srf
    tags = #autoLOC_500986 //#autoLOC_500986 = aero (air aircraft ground plane retract roll takeoff taxi wheel
    EFFECTS
    {
        deploy
        {
            AUDIO
            {
                channel = Ship
                clip = Squad/Sounds/elev_start
                volume = 0 0
                volume = 1 0.5
                pitch = 0.95
            }
            AUDIO_LOOP
            {
                channel = Ship
                clip = Squad/Sounds/elev_loop
                volume = 0 0
                volume = 1 0.5
                pitch = 0.75
            }
        }
        deployed
        {
            AUDIO
            {
                channel = Ship
                clip = Squad/Sounds/elev_stop
                volume = 0 0
                volume = 1 0.5
                pitch = 0.75
            }
        }
        retract
        {
            AUDIO
            {
                channel = Ship
                clip = Squad/Sounds/elev_stop
                volume = 0 0
                volume = 1 0.5
                pitch = 1.0
            }
            AUDIO_LOOP
            {
                channel = Ship
                clip = Squad/Sounds/elev_loop
                volume = 0 0
                volume = 1 0.5
                pitch = 0.75
            }
        }
        retracted
        {
            AUDIO
            {
                channel = Ship
                clip = Squad/Sounds/elev_start
                volume = 0 0
                volume = 1 0.5
                pitch = 0.95
            }
        }
    }
    MODEL
    {
        model = Squad/Parts/Wheel/LandingGear/GearSmall
    }
    MODULE
    {
        name = ModuleWheelBase
        
        wheelColliderTransformName = WheelCollider        
        wheelTransformName = WheelPivot
        
        wheelType = MOTORIZED

        // setting this to true will override the radius and center parameters
        FitWheelColliderToMesh = False        
        radius = 0.18
        center = 0,0,0
        mass = 0.040
        groundHeightOffset = 1.15
                
        TooltipTitle = #autoLOC_502079 //#autoLOC_502079 = Retractable Landing Gear
        TooltipPrimaryField = #autoLOC_6004046 //#autoLOC_6004046 = Retractable Motorized
    }
    MODULE
    {
        name = ModuleWheelSuspension
        baseModuleIndex = 0
        suspensionTransformName = SuspensionPivot
        maximumLoad = 10.0
        suspensionDistance = 0.12
        suspensionOffset = 0.0
        targetPosition = 0.0            
        springRatio = 12
        damperRatio = 2.0
    }
    MODULE
    {
        name = ModuleWheelSteering
        baseModuleIndex = 0
        
        caliperTransformName = SteeringPivot
        
        steeringResponse = 2        
        steeringCurve
        {
            key = 0 30
            key = 10 9
            key = 30 2
        }
    }
    MODULE
    {
        name = ModuleWheelBrakes
        baseModuleIndex = 0
        
        maxBrakeTorque = 4
        brakeResponse = 1
        
        statusLightModuleIndex = 4
    }
    MODULE
    {
        name = ModuleStatusLight                
        lightMeshRendererName = BrakeIndicator
        lightMatPropertyName = _EmissiveColor
        colorOn = #ff4433
        colorOff = #000000
    }
    MODULE
    {
        name = ModuleWheelDeployment
        baseModuleIndex = 0
        
        animationTrfName = Small
        animationStateName = LandingGearSmallDeploy
        deployedPosition = 1
        deployTargetTransformName = deployTgt
        
        TsubSys = 1.0
        useStandInCollider = True
        slaveModules = 8
        
        fxDeploy = deploy
        fxRetract = retract
        fxDeployed = deployed
        fxRetracted = retracted
    }
    MODULE
    {
        name = FXModuleConstrainPosition        // match rotation of the upper scissor link to the steered section
        matchRotation = true
        matchPosition = false
        CONSTRAINFX
        {
            targetName = SteeringPivot
            moversName = SteeringActuator
        }
    }
    MODULE
    {
        name = FXModuleLookAtConstraint        // scissor links
        CONSTRAINLOOKFX
        {
            targetName = anchor2
            rotatorsName = link1
        }
        CONSTRAINLOOKFX
        {
            targetName = anchor1
            rotatorsName = link2
        }
    }
    MODULE
    {
        name = ModuleTestSubject
        environments = 15
        useStaging = False
        useEvent = True
    }
    MODULE
    {
        name = ModuleLight
        lightName = Spotlight
        useAnimationDim = True
        lightBrightenSpeed = 2.5
        lightDimSpeed = 2.5
        resourceAmount = 0.01
        animationName = LandingGearSmallSpotlight
        useResources = True
    }
    MODULE
    {
        name = ModuleWheelDamage
        baseModuleIndex = 0
        
        stressTolerance = 5600
        impactTolerance = 2000
        deflectionMagnitude = 10
        deflectionSharpness = 2.0
        slipMagnitude = 15
        slipSharpness = 2.0
        explodeMultiplier = 1.0
    }
    MODULE
    {
        name = ModuleDragModifier
        dragCubeName = Deployed
        dragModifier = 2
    }
    MODULE
    {
        name = ModuleDragModifier
        dragCubeName = Retracted
        dragModifier = 0.5
    }
    MODULE
    {
        name = ModuleGenerator
        isAlwaysActive = true
        OUTPUT_RESOURCE
        {
            name = ElectricCharge
            rate = 0.1
        }
    }
    MODULE
    {
        name = ModuleWheelMotor
        baseModuleIndex = 0
        
        maxRpm = 21
        driveResponse = 2
        
        torqueCurve
        {
            key = 0 1.0 0 0
            key = 10  0.66 0//20  0.66 0
            key = 30 0.14 0 0//40 0.14 0 0
            key = 34 0 0 0//44 0 0 0
        }

    }
    MODULE
    {
        name = ModulePartVariants
        baseVariant = WhiteAndGray
        VARIANT
        {
            name = GrayAndWhite
            displayName = Negative
            themeName = GrayAndWhite
            primaryColor = #adadad
            secondaryColor = #ffffff
            TEXTURE
            {
                mainTextureURL = Squad/Parts/Wheel/LandingGear/LandingGear
            }
        }
        VARIANT
        {
            name = WhiteAndGray
            displayName = Positive
            themeName = WhiteAndGray
            primaryColor = #ffffff
            secondaryColor = #adadad
            TEXTURE
            {
                mainTextureURL = Squad/Parts/Wheel/LandingGear/LandingGearold
            }
        }
    }
    MODULE
    {
        name = TweakScale
        type = stack
        defaultScale = 1.25
    }
}

 

Then do 1 called MotorizeLandingGearMedium and do same.

Spoiler

 

PART
{
    name = MotorizedGearSmall
    module = Part
    author = Porkjet
    scale = 1.0
    rescaleFactor = 1.0
    node_attach = 0.00, 0.00, 0.00, 0.0, 1.0, 0.0, 1
    TechRequired = advLanding
    entryCost = 4800
    cost = 700
    category = Ground
    subcategory = 0
    title = LY-36 Motorized Medium Landing Gear
    manufacturer = #autoLOC_501653 //#autoLOC_501653 = LightYear Tire Company
    description = High performance retractable landing gear. This bigger version features two large tires to support big and heavy planes. The longer assembly allows for improved ground clearance. Now with motor for Taxi-ing.
    attachRules = 1,1,1,1,1,0,0,0
    //mass = 0.01
    mass = 0.25
    thermalMassModifier = 4.0
    // heatConductivity = 0.06
    emissiveConstant = 0.95
    dragModelType = default
    maximum_drag = 0.3
    minimum_drag = 0.2
    angularDrag = 1
    maxTemp = 2600
    crashTolerance = 50
    breakingForce = 50
    breakingTorque = 100
    // PhysicsSignificance = 1        // I think this should have mass
    bulkheadProfiles = srf
    tags = #autoLOC_500983 //#autoLOC_500983 = aero (air aircraft ground plane retract roll takeoff taxi wheel
    EFFECTS
    {
        deploy
        {
            AUDIO
            {
                channel = Ship
                clip = Squad/Sounds/elev_start
                volume = 0 0
                volume = 1 0.5
                pitch = 0.9
            }
            AUDIO_LOOP
            {
                channel = Ship
                clip = Squad/Sounds/elev_loop
                volume = 0 0
                volume = 1 0.5
                pitch = 0.65
            }
        }
        deployed
        {
            AUDIO
            {
                channel = Ship
                clip = Squad/Sounds/elev_stop
                volume = 0 0
                volume = 1 0.5
                pitch = 0.8
            }
        }
        retract
        {
            AUDIO
            {
                channel = Ship
                clip = Squad/Sounds/elev_stop
                volume = 0 0
                volume = 1 0.5
                pitch = 0.9
            }
            AUDIO_LOOP
            {
                channel = Ship
                clip = Squad/Sounds/elev_loop
                volume = 0 0
                volume = 1 0.5
                pitch = 0.65
            }
        }
        retracted
        {
            AUDIO
            {
                channel = Ship
                clip = Squad/Sounds/elev_start
                volume = 0 0
                volume = 1 0.5
                pitch = 0.9
            }
        }
    }
    MODEL
    {
        model = Squad/Parts/Wheel/LandingGear/GearMedium
        //scale = 1, 1, 1
    }
    MODULE
    {
        name = ModuleWheelBase
        
        wheelColliderTransformName = WheelCollider        
        wheelTransformName = WheelPivot
        
        wheelType = MOTORIZED

        // setting this to true will override the radius and center parameters
        FitWheelColliderToMesh = False        
        radius = 0.25
        center = 0,0.0,0
        mass = 0.080
        groundHeightOffset = 1.72
                
        TooltipTitle = #autoLOC_502079 //#autoLOC_502079 = Retractable Landing Gear
        TooltipPrimaryField = #autoLOC_6004046 //#autoLOC_6004046 = Retractable Motorized
    }
    MODULE
    {
        name = ModuleWheelSuspension
        baseModuleIndex = 0
        suspensionTransformName = SuspensionPivot
        maximumLoad = 30.0
        suspensionDistance = 0.2
        suspensionOffset = 0.0
        targetPosition = 0.0        // 0-1 scalar - determines the 'at rest' position of the wheel along the suspension travel    
        springRatio = 14
        damperRatio = 1.0
        // boostRatio = 0.65
    }    
    MODULE
    {
        name = ModuleWheelSteering
        baseModuleIndex = 0
        
        caliperTransformName = SteeringPivot
        
        steeringResponse = 2
        steeringCurve
        {
            key = 0 40
            key = 10 9
            key = 30 2
        }
    }
    MODULE
    {
        name = ModuleWheelBrakes
        baseModuleIndex = 0
        
        maxBrakeTorque = 8
        brakeResponse = 1

        statusLightModuleIndex = 7
    }
    MODULE
    {
        name = ModuleWheelDeployment
        baseModuleIndex = 0
        
        animationTrfName = Medium
        animationStateName = LandingGearMediumDeploy
        deployedPosition = 1
        deployTargetTransformName = deployTgt
        
        TsubSys = 1.0
        useStandInCollider = True
        slaveModules = 8
        
        fxDeploy = deploy
        fxRetract = retract
        fxDeployed = deployed
        fxRetracted = retracted
    }
    MODULE
    {
        name = FXModuleConstrainPosition        // match rotation of the upper scissor link to the steered section
        matchRotation = true
        matchPosition = false
        CONSTRAINFX
        {
            targetName = SteeringPivot
            moversName = SteeringActuator
        }
    }
    MODULE
    {
        name = FXModuleLookAtConstraint            // scissor links
        CONSTRAINLOOKFX
        {
            targetName = anchor2
            rotatorsName = link1
        }
        CONSTRAINLOOKFX
        {
            targetName = anchor1
            rotatorsName = link2
        }
    }
    MODULE
    {
        name = ModuleStatusLight        
        //lightObjName = StatusLight
        lightMeshRendererName = BrakeIndicator
        lightMatPropertyName = _EmissiveColor
        colorOn = #ff4433
        colorOff = #000000
    }
    MODULE
    {
        name = ModuleTestSubject
        environments = 15
        useStaging = False
        useEvent = True
    }
    MODULE
    {
        name = ModuleLight
        lightName = Spotlight
        useAnimationDim = True
        lightBrightenSpeed = 2.5
        lightDimSpeed = 2.5
        resourceAmount = 0.02
        animationName = LandingGearMediumSpotlight
        useResources = True
    }
    MODULE
    {
        name = ModuleWheelDamage
        baseModuleIndex = 0
        
        stressTolerance = 9000
        impactTolerance = 3000
        deflectionMagnitude = 10
        deflectionSharpness = 2.0
        slipMagnitude = 15
        slipSharpness = 2.0
        explodeMultiplier = 1.0
    }
    MODULE
    {
        name = ModuleDragModifier
        dragCubeName = Deployed
        dragModifier = 2
    }
    MODULE
    {
        name = ModuleDragModifier
        dragCubeName = Retracted
        dragModifier = 0.5
    }

    MODULE
    {
        name = ModuleWheelMotor
        baseModuleIndex = 0
        
        maxRpm = 21
        driveResponse = 2
        
        torqueCurve
        {
            key = 0 1.0 0 0
            key = 10  0.66 0//20  0.66 0
            key = 30 0.14 0 0//40 0.14 0 0
            key = 34 0 0 0//44 0 0 0
        }
    }
    MODULE
    {
        name = ModuleGenerator
        isAlwaysActive = true
        OUTPUT_RESOURCE
        {
            name = ElectricCharge
            rate = 0.1
        }
    }
    MODULE
    {
        name = TweakScale
        type = stack
        defaultScale = 1.25
    }
    MODULE
    {
        name = ModulePartVariants
        baseVariant = WhiteAndGray
        VARIANT
        {
            name = GrayAndWhite
            displayName = Negative
            themeName = GrayAndWhite
            primaryColor = #adadad
            secondaryColor = #ffffff
            TEXTURE
            {
                mainTextureURL = Squad/Parts/Wheel/LandingGear/LandingGear
            }
        }
        VARIANT
        {
            name = WhiteAndGray
            displayName = Positive
            themeName = WhiteAndGray
            primaryColor = #ffffff
            secondaryColor = #adadad
            TEXTURE
            {
                mainTextureURL = Squad/Parts/Wheel/LandingGear/LandingGearold
            }
        }
    }
}

 

These include a part variant module for colour, as you don't have the alternate just make sure they are set to positive if they look dull grey all over and you will get the regular texture.

Next is my version of Cold War Aerospace's Mk0 weight. It essential in the design as the plane will want to flip backwards without it.

name the config Balance_Weight_Mk10.cfg and then copy and paste and save this.

Spoiler

 

PART
{
    name = Balance_Weight_Mk10
    module = Part
    author = L0ck0n
    rescaleFactor = 1
    node_stack_top = 0.0, 0.2, 0.0, 0.0, 1.0, 0.0
    node_stack_bottom = 0.0, -0.2, 0.0, 0.0, -1.0, 0.0
    node_attach = 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 1
    TechRequired = aviation
    entryCost = 500
    cost = 100
    category = Utility
    subcategory = 0
    title = Balance Weight Mk10
    manufacturer = CW Aerospace Division
    description = A dense small balance weight, use it to balance your vehicle.
    attachRules = 1,1,1,1,0
    mass = 0.50
    dragModelType = none
    maximum_drag = 0.0
    minimum_drag = 0.0
    angularDrag = 0
    crashTolerance = 40
    breakingForce = 50
    breakingTorque = 50
    maxTemp = 2000 // = 3000
    thermalMassModifier = 2.0
    fuelCrossFeed = True
    bulkheadProfiles = size0, srf
    tags = CWA ColdWarAerospace Weight balance ballast

    MODEL
    {
        model = ColdWarAerospace/Parts/Utility/Balance_Weight_Mk0/Balance_Weight_Mk0
    }

    RESOURCE
    {
        name = Scrap metal
        amount = 500
        maxAmount = 500
    }
    MODULE
    {
        name = TweakScale
        type = free

    }
    //DRAG_CUBE
    //{
        //cube = Default,0.32,0.0719,0.4076,0.32,0.0719,0.4076,0.3054,0.08869,0.1976,0.3054,0.08869,0.1976,0.32,0.07189,0.4076,0.32,0.0719,0.4076, 0,0,0, 0.625,0.6,0.625
    //}
}

 

If you have Cold War then you have their resource file. Without it the weight won't function.

I think that this is all this plane requires on top off the other mods. Kerbal X says 3 parts not recognised so let me know if I missed something, I will check back in in around 12 hours time.

https://kerbalx.com/ColdJ/ColdJ-F-14-Tomcat-UPP

@HyperDraco @Mouhand

 

Link to comment
Share on other sites

7 hours ago, ColdJ said:

Ok I hope that I have got it so that apart from NMB,Tweakscale,Airplane Plus,Possibly SXT, The Saturn engines from BD and the M2H tailboom that I think belong to one of those and coldwar aerospace. The following config files should once put in a folder in the gamedata folder, should mean the F-14 can be loaded in your game.

I am giving you first both my motorized landing gear that use Squad.

Create a text document called MotorizedLandingGearSmall, paste the following in and save as .cfg rather than .txt

  Hide contents

 

PART
{
    name = MotorizedSmallGearBay
    module = Part
    author = Porkjet
    scale = 1.0
    rescaleFactor = 1.0
    node_attach = 0.00, 0.00, 0.00, 0.0, 1.0, 0.0, 1
    TechRequired = landing
    entryCost = 3800
    cost = 600
    category = Ground
    subcategory = 0
    title = LY-11 Small Motorized Landing Gear
    manufacturer = #autoLOC_501653 //#autoLOC_501653 = LightYear Tire Company
    description = High performance retractable landing gear. Comes with shock absorber, steering, built-in spotlights and now a small motor for taxi-ing.
    attachRules = 1,1,1,1,1,0,0,0
    //mass = 0.01
    mass = 0.055
    thermalMassModifier = 4.0
    // heatConductivity = 0.06
    emissiveConstant = 0.95
    dragModelType = default
    maximum_drag = 0.3
    minimum_drag = 0.2
    angularDrag = 1
    maxTemp = 2600
    crashTolerance = 50
    breakingForce = 50
    breakingTorque = 100
    // PhysicsSignificance = 1        // I think this should have mass
    bulkheadProfiles = srf
    tags = #autoLOC_500986 //#autoLOC_500986 = aero (air aircraft ground plane retract roll takeoff taxi wheel
    EFFECTS
    {
        deploy
        {
            AUDIO
            {
                channel = Ship
                clip = Squad/Sounds/elev_start
                volume = 0 0
                volume = 1 0.5
                pitch = 0.95
            }
            AUDIO_LOOP
            {
                channel = Ship
                clip = Squad/Sounds/elev_loop
                volume = 0 0
                volume = 1 0.5
                pitch = 0.75
            }
        }
        deployed
        {
            AUDIO
            {
                channel = Ship
                clip = Squad/Sounds/elev_stop
                volume = 0 0
                volume = 1 0.5
                pitch = 0.75
            }
        }
        retract
        {
            AUDIO
            {
                channel = Ship
                clip = Squad/Sounds/elev_stop
                volume = 0 0
                volume = 1 0.5
                pitch = 1.0
            }
            AUDIO_LOOP
            {
                channel = Ship
                clip = Squad/Sounds/elev_loop
                volume = 0 0
                volume = 1 0.5
                pitch = 0.75
            }
        }
        retracted
        {
            AUDIO
            {
                channel = Ship
                clip = Squad/Sounds/elev_start
                volume = 0 0
                volume = 1 0.5
                pitch = 0.95
            }
        }
    }
    MODEL
    {
        model = Squad/Parts/Wheel/LandingGear/GearSmall
    }
    MODULE
    {
        name = ModuleWheelBase
        
        wheelColliderTransformName = WheelCollider        
        wheelTransformName = WheelPivot
        
        wheelType = MOTORIZED

        // setting this to true will override the radius and center parameters
        FitWheelColliderToMesh = False        
        radius = 0.18
        center = 0,0,0
        mass = 0.040
        groundHeightOffset = 1.15
                
        TooltipTitle = #autoLOC_502079 //#autoLOC_502079 = Retractable Landing Gear
        TooltipPrimaryField = #autoLOC_6004046 //#autoLOC_6004046 = Retractable Motorized
    }
    MODULE
    {
        name = ModuleWheelSuspension
        baseModuleIndex = 0
        suspensionTransformName = SuspensionPivot
        maximumLoad = 10.0
        suspensionDistance = 0.12
        suspensionOffset = 0.0
        targetPosition = 0.0            
        springRatio = 12
        damperRatio = 2.0
    }
    MODULE
    {
        name = ModuleWheelSteering
        baseModuleIndex = 0
        
        caliperTransformName = SteeringPivot
        
        steeringResponse = 2        
        steeringCurve
        {
            key = 0 30
            key = 10 9
            key = 30 2
        }
    }
    MODULE
    {
        name = ModuleWheelBrakes
        baseModuleIndex = 0
        
        maxBrakeTorque = 4
        brakeResponse = 1
        
        statusLightModuleIndex = 4
    }
    MODULE
    {
        name = ModuleStatusLight                
        lightMeshRendererName = BrakeIndicator
        lightMatPropertyName = _EmissiveColor
        colorOn = #ff4433
        colorOff = #000000
    }
    MODULE
    {
        name = ModuleWheelDeployment
        baseModuleIndex = 0
        
        animationTrfName = Small
        animationStateName = LandingGearSmallDeploy
        deployedPosition = 1
        deployTargetTransformName = deployTgt
        
        TsubSys = 1.0
        useStandInCollider = True
        slaveModules = 8
        
        fxDeploy = deploy
        fxRetract = retract
        fxDeployed = deployed
        fxRetracted = retracted
    }
    MODULE
    {
        name = FXModuleConstrainPosition        // match rotation of the upper scissor link to the steered section
        matchRotation = true
        matchPosition = false
        CONSTRAINFX
        {
            targetName = SteeringPivot
            moversName = SteeringActuator
        }
    }
    MODULE
    {
        name = FXModuleLookAtConstraint        // scissor links
        CONSTRAINLOOKFX
        {
            targetName = anchor2
            rotatorsName = link1
        }
        CONSTRAINLOOKFX
        {
            targetName = anchor1
            rotatorsName = link2
        }
    }
    MODULE
    {
        name = ModuleTestSubject
        environments = 15
        useStaging = False
        useEvent = True
    }
    MODULE
    {
        name = ModuleLight
        lightName = Spotlight
        useAnimationDim = True
        lightBrightenSpeed = 2.5
        lightDimSpeed = 2.5
        resourceAmount = 0.01
        animationName = LandingGearSmallSpotlight
        useResources = True
    }
    MODULE
    {
        name = ModuleWheelDamage
        baseModuleIndex = 0
        
        stressTolerance = 5600
        impactTolerance = 2000
        deflectionMagnitude = 10
        deflectionSharpness = 2.0
        slipMagnitude = 15
        slipSharpness = 2.0
        explodeMultiplier = 1.0
    }
    MODULE
    {
        name = ModuleDragModifier
        dragCubeName = Deployed
        dragModifier = 2
    }
    MODULE
    {
        name = ModuleDragModifier
        dragCubeName = Retracted
        dragModifier = 0.5
    }
    MODULE
    {
        name = ModuleGenerator
        isAlwaysActive = true
        OUTPUT_RESOURCE
        {
            name = ElectricCharge
            rate = 0.1
        }
    }
    MODULE
    {
        name = ModuleWheelMotor
        baseModuleIndex = 0
        
        maxRpm = 21
        driveResponse = 2
        
        torqueCurve
        {
            key = 0 1.0 0 0
            key = 10  0.66 0//20  0.66 0
            key = 30 0.14 0 0//40 0.14 0 0
            key = 34 0 0 0//44 0 0 0
        }

    }
    MODULE
    {
        name = ModulePartVariants
        baseVariant = WhiteAndGray
        VARIANT
        {
            name = GrayAndWhite
            displayName = Negative
            themeName = GrayAndWhite
            primaryColor = #adadad
            secondaryColor = #ffffff
            TEXTURE
            {
                mainTextureURL = Squad/Parts/Wheel/LandingGear/LandingGear
            }
        }
        VARIANT
        {
            name = WhiteAndGray
            displayName = Positive
            themeName = WhiteAndGray
            primaryColor = #ffffff
            secondaryColor = #adadad
            TEXTURE
            {
                mainTextureURL = Squad/Parts/Wheel/LandingGear/LandingGearold
            }
        }
    }
    MODULE
    {
        name = TweakScale
        type = stack
        defaultScale = 1.25
    }
}

 

Then do 1 called MotorizeLandingGearMedium and do same.

  Hide contents

 

PART
{
    name = MotorizedGearSmall
    module = Part
    author = Porkjet
    scale = 1.0
    rescaleFactor = 1.0
    node_attach = 0.00, 0.00, 0.00, 0.0, 1.0, 0.0, 1
    TechRequired = advLanding
    entryCost = 4800
    cost = 700
    category = Ground
    subcategory = 0
    title = LY-36 Motorized Medium Landing Gear
    manufacturer = #autoLOC_501653 //#autoLOC_501653 = LightYear Tire Company
    description = High performance retractable landing gear. This bigger version features two large tires to support big and heavy planes. The longer assembly allows for improved ground clearance. Now with motor for Taxi-ing.
    attachRules = 1,1,1,1,1,0,0,0
    //mass = 0.01
    mass = 0.25
    thermalMassModifier = 4.0
    // heatConductivity = 0.06
    emissiveConstant = 0.95
    dragModelType = default
    maximum_drag = 0.3
    minimum_drag = 0.2
    angularDrag = 1
    maxTemp = 2600
    crashTolerance = 50
    breakingForce = 50
    breakingTorque = 100
    // PhysicsSignificance = 1        // I think this should have mass
    bulkheadProfiles = srf
    tags = #autoLOC_500983 //#autoLOC_500983 = aero (air aircraft ground plane retract roll takeoff taxi wheel
    EFFECTS
    {
        deploy
        {
            AUDIO
            {
                channel = Ship
                clip = Squad/Sounds/elev_start
                volume = 0 0
                volume = 1 0.5
                pitch = 0.9
            }
            AUDIO_LOOP
            {
                channel = Ship
                clip = Squad/Sounds/elev_loop
                volume = 0 0
                volume = 1 0.5
                pitch = 0.65
            }
        }
        deployed
        {
            AUDIO
            {
                channel = Ship
                clip = Squad/Sounds/elev_stop
                volume = 0 0
                volume = 1 0.5
                pitch = 0.8
            }
        }
        retract
        {
            AUDIO
            {
                channel = Ship
                clip = Squad/Sounds/elev_stop
                volume = 0 0
                volume = 1 0.5
                pitch = 0.9
            }
            AUDIO_LOOP
            {
                channel = Ship
                clip = Squad/Sounds/elev_loop
                volume = 0 0
                volume = 1 0.5
                pitch = 0.65
            }
        }
        retracted
        {
            AUDIO
            {
                channel = Ship
                clip = Squad/Sounds/elev_start
                volume = 0 0
                volume = 1 0.5
                pitch = 0.9
            }
        }
    }
    MODEL
    {
        model = Squad/Parts/Wheel/LandingGear/GearMedium
        //scale = 1, 1, 1
    }
    MODULE
    {
        name = ModuleWheelBase
        
        wheelColliderTransformName = WheelCollider        
        wheelTransformName = WheelPivot
        
        wheelType = MOTORIZED

        // setting this to true will override the radius and center parameters
        FitWheelColliderToMesh = False        
        radius = 0.25
        center = 0,0.0,0
        mass = 0.080
        groundHeightOffset = 1.72
                
        TooltipTitle = #autoLOC_502079 //#autoLOC_502079 = Retractable Landing Gear
        TooltipPrimaryField = #autoLOC_6004046 //#autoLOC_6004046 = Retractable Motorized
    }
    MODULE
    {
        name = ModuleWheelSuspension
        baseModuleIndex = 0
        suspensionTransformName = SuspensionPivot
        maximumLoad = 30.0
        suspensionDistance = 0.2
        suspensionOffset = 0.0
        targetPosition = 0.0        // 0-1 scalar - determines the 'at rest' position of the wheel along the suspension travel    
        springRatio = 14
        damperRatio = 1.0
        // boostRatio = 0.65
    }    
    MODULE
    {
        name = ModuleWheelSteering
        baseModuleIndex = 0
        
        caliperTransformName = SteeringPivot
        
        steeringResponse = 2
        steeringCurve
        {
            key = 0 40
            key = 10 9
            key = 30 2
        }
    }
    MODULE
    {
        name = ModuleWheelBrakes
        baseModuleIndex = 0
        
        maxBrakeTorque = 8
        brakeResponse = 1

        statusLightModuleIndex = 7
    }
    MODULE
    {
        name = ModuleWheelDeployment
        baseModuleIndex = 0
        
        animationTrfName = Medium
        animationStateName = LandingGearMediumDeploy
        deployedPosition = 1
        deployTargetTransformName = deployTgt
        
        TsubSys = 1.0
        useStandInCollider = True
        slaveModules = 8
        
        fxDeploy = deploy
        fxRetract = retract
        fxDeployed = deployed
        fxRetracted = retracted
    }
    MODULE
    {
        name = FXModuleConstrainPosition        // match rotation of the upper scissor link to the steered section
        matchRotation = true
        matchPosition = false
        CONSTRAINFX
        {
            targetName = SteeringPivot
            moversName = SteeringActuator
        }
    }
    MODULE
    {
        name = FXModuleLookAtConstraint            // scissor links
        CONSTRAINLOOKFX
        {
            targetName = anchor2
            rotatorsName = link1
        }
        CONSTRAINLOOKFX
        {
            targetName = anchor1
            rotatorsName = link2
        }
    }
    MODULE
    {
        name = ModuleStatusLight        
        //lightObjName = StatusLight
        lightMeshRendererName = BrakeIndicator
        lightMatPropertyName = _EmissiveColor
        colorOn = #ff4433
        colorOff = #000000
    }
    MODULE
    {
        name = ModuleTestSubject
        environments = 15
        useStaging = False
        useEvent = True
    }
    MODULE
    {
        name = ModuleLight
        lightName = Spotlight
        useAnimationDim = True
        lightBrightenSpeed = 2.5
        lightDimSpeed = 2.5
        resourceAmount = 0.02
        animationName = LandingGearMediumSpotlight
        useResources = True
    }
    MODULE
    {
        name = ModuleWheelDamage
        baseModuleIndex = 0
        
        stressTolerance = 9000
        impactTolerance = 3000
        deflectionMagnitude = 10
        deflectionSharpness = 2.0
        slipMagnitude = 15
        slipSharpness = 2.0
        explodeMultiplier = 1.0
    }
    MODULE
    {
        name = ModuleDragModifier
        dragCubeName = Deployed
        dragModifier = 2
    }
    MODULE
    {
        name = ModuleDragModifier
        dragCubeName = Retracted
        dragModifier = 0.5
    }

    MODULE
    {
        name = ModuleWheelMotor
        baseModuleIndex = 0
        
        maxRpm = 21
        driveResponse = 2
        
        torqueCurve
        {
            key = 0 1.0 0 0
            key = 10  0.66 0//20  0.66 0
            key = 30 0.14 0 0//40 0.14 0 0
            key = 34 0 0 0//44 0 0 0
        }
    }
    MODULE
    {
        name = ModuleGenerator
        isAlwaysActive = true
        OUTPUT_RESOURCE
        {
            name = ElectricCharge
            rate = 0.1
        }
    }
    MODULE
    {
        name = TweakScale
        type = stack
        defaultScale = 1.25
    }
    MODULE
    {
        name = ModulePartVariants
        baseVariant = WhiteAndGray
        VARIANT
        {
            name = GrayAndWhite
            displayName = Negative
            themeName = GrayAndWhite
            primaryColor = #adadad
            secondaryColor = #ffffff
            TEXTURE
            {
                mainTextureURL = Squad/Parts/Wheel/LandingGear/LandingGear
            }
        }
        VARIANT
        {
            name = WhiteAndGray
            displayName = Positive
            themeName = WhiteAndGray
            primaryColor = #ffffff
            secondaryColor = #adadad
            TEXTURE
            {
                mainTextureURL = Squad/Parts/Wheel/LandingGear/LandingGearold
            }
        }
    }
}

 

These include a part variant module for colour, as you don't have the alternate just make sure they are set to positive if they look dull grey all over and you will get the regular texture.

Next is my version of Cold War Aerospace's Mk0 weight. It essential in the design as the plane will want to flip backwards without it.

name the config Balance_Weight_Mk10.cfg and then copy and paste and save this.

  Reveal hidden contents

 

PART
{
    name = Balance_Weight_Mk10
    module = Part
    author = L0ck0n
    rescaleFactor = 1
    node_stack_top = 0.0, 0.2, 0.0, 0.0, 1.0, 0.0
    node_stack_bottom = 0.0, -0.2, 0.0, 0.0, -1.0, 0.0
    node_attach = 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 1
    TechRequired = aviation
    entryCost = 500
    cost = 100
    category = Utility
    subcategory = 0
    title = Balance Weight Mk10
    manufacturer = CW Aerospace Division
    description = A dense small balance weight, use it to balance your vehicle.
    attachRules = 1,1,1,1,0
    mass = 0.50
    dragModelType = none
    maximum_drag = 0.0
    minimum_drag = 0.0
    angularDrag = 0
    crashTolerance = 40
    breakingForce = 50
    breakingTorque = 50
    maxTemp = 2000 // = 3000
    thermalMassModifier = 2.0
    fuelCrossFeed = True
    bulkheadProfiles = size0, srf
    tags = CWA ColdWarAerospace Weight balance ballast

    MODEL
    {
        model = ColdWarAerospace/Parts/Utility/Balance_Weight_Mk0/Balance_Weight_Mk0
    }

    RESOURCE
    {
        name = Scrap metal
        amount = 500
        maxAmount = 500
    }
    MODULE
    {
        name = TweakScale
        type = free

    }
    //DRAG_CUBE
    //{
        //cube = Default,0.32,0.0719,0.4076,0.32,0.0719,0.4076,0.3054,0.08869,0.1976,0.3054,0.08869,0.1976,0.32,0.07189,0.4076,0.32,0.0719,0.4076, 0,0,0, 0.625,0.6,0.625
    //}
}

 

If you have Cold War then you have their resource file. Without it the weight won't function.

I think that this is all this plane requires on top off the other mods. Kerbal X says 3 parts not recognised so let me know if I missed something, I will check back in in around 12 hours time.

https://kerbalx.com/ColdJ/ColdJ-F-14-Tomcat-UPP

@HyperDraco @Mouhand

 

This is some incredible stuff you've done.

We need to make new parts for this huh. So we basically create new part folders which are copies of the Small and Medium Landing gears and then modify the .cfg files of said copies to the ones you've provided right?

If that's it then I should be able to do it when I'm free to play the game. Thank you @ColdJ

Link to comment
Share on other sites

2 hours ago, HyperDraco said:

We need to make new parts for this huh. So we basically create new part folders which are copies of the Small and Medium Landing gears and then modify the .cfg files of said copies to the ones you've provided right?

They can be put in a folder you create or in the original folders that they are adaptions of. The config files state the pathways of the *.mu meshes they use so the game will look for the meshes to use based on the configed pathway.

Don't modify the config files you already own, just create the files like I showed you and copy in the contents. Everything is already in the configs I gave you.

Edited by ColdJ
Link to comment
Share on other sites

31 minutes ago, ColdJ said:

They can be put in a folder you create or in the original folders that they are adaptions of. The config files state the pathways of the *.mu meshes they use so the game will look for the meshes to use based on the configed pathway.

Don't modify the config files you already own, just create the files like I showed you and copy in the contents. Everything is already in the configs I gave you.

Alright, thanks.

I'm new to this sort of stuff so It'll take trial and error until I nail it

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...