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InfiniteShock

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Everything posted by InfiniteShock

  1. So I made a half length Mk1 jet fuel tank by copying the .cfg and changing the values from this: node_stack_top = 0.0, 0.9375, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -0.9375, 0.0, 0.0, -1.0, 0.0 node_attach = 0.0, 0.0, -0.625, 0.0, 0.0, 1.0, 1 And: model = Squad/Parts/Structural/mk1Parts/Fuselage To node_stack_top = 0.0, 0.46875, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -0.46875, 0.0, 0.0, -1.0, 0.0 node_attach = 0.0, 0.0, -0.625, 0.0, 0.0, 1.0, 1 And: model = Squad/Parts/Structural/mk1Parts/Fuselage scale = 1.0, 0.5, 1.0 And while this works fine in the stock game, when I add the new .cfg to an install with tweakscale, the part scales fine. However the new node definitions stay the same as the original tank. (The nodes are floating outside of the part.) Why could this be happening and is it possible to fix?
  2. I was more looking for some simple aircraft fuel tanks rather than rocketry, so the tank in your pack aren't exactly what I'm looking for. However, I was actually looking at your parts the other day and I love the command pods you're working on, and will definitely be downloading them when the pack comes out.
  3. So I keep running into situations where it would be useful to have some half length (and even quarter length) Mk1 1.25m jet fuel tanks, in the style of Porkjet's stuff. Are there any mods that have this? And if not, would it be hard to make it a mod? I feel as if it would only require taking the current model and scaling it down on one axis.
  4. [quote name='ShawnPhillips']The shape is accurate to a real F22 cockpit.[/QUOTE] If you look up "F-22 Side" on google you'll see that it has a very blended cockpit and a pretty gradual slope. So not really.
  5. [quote name='Atatra']loving the new cockpits, but is it possible to make a version of the intake type with a more sloped back to the cockpit? right now the very steep, almost swan neck back to it kinda bugs me.[/QUOTE] Seconded, that's bugging me too. Also: Heads up to anybody using "BDArmorySorting": It will disable the cockpits in this mod from showing up in the editor.
  6. First off: Thanks for even responding, let alone giving me code right off the top of your head. Implementing this in the UI would definitely be a useful feature for me. (Help feed my OCD haha) Alright, so this is what's in my part.cfg right now: [CODE] @PART [*] { MODULE { name = ModuleAGX { groupNames = ‣001Release/Fire‣002Fire Flares‣003Fire Chaff‣004Cargo Access‣005Crew Access‣006Air Brakes‣007Reversers‣008Lighting‣009Engine Mode‣010Shut Down‣011Previous BD‣012Next BD‣013Arm/Disarm‣014Flaps Toggle } } } [/CODE] However, it doesn't show up in the SPH, on new ships or old ones. Ideas? Maybe I have to clear my MMConfig Cache?
  7. [quote name='FreddyPhantom']What do you think? Some suggestions? [/QUOTE] Really well done, I actually made an A340/777 class aircraft the other day, but this would allow me to make a much better looking one. I like the window strips (and how it allows us to have different purposes for a fuselage section) and b9 did a similar thing with the original HL. However, a couple things: - Are you planning anything special for keeping those aligned or just are you just going to use radial attachment - Are you going to model a 3.75m tailcone to go with it? (Preferably something kind of elongated.) - If you are, something really cool would be if you just took that tailcone and lopped off the sides, returning it to an Mk3 shape. We don't really have a good looking tailcone for Mk3 parts, and right now I'm using the old B9 one.
  8. Hey, I was wondering if there was a way to have the action group names that we type in be there by default for every (new) craft? I have pretty much standardized my action groups for my all aircraft and would rather not spend more time than I have to just typing in the same names each time I come up with another design.
  9. Quick question: Do the air brakes work in the maintenance port yet? Last time I downloaded they were not fixed and I haven't seen much news on them. If I missed it, then great, I have working air brakes now! If they still haven't been fixed, no rush.
  10. Speaking of plans, are there any plans to make the parts in this pack separate from B9? Or at least not replace them? I feel like it would benefit my game to have different parts for different needs. (Also rendering all of the kerbals takes a bit to do with my laptop.) And if you don't feel like spending the time to make a new pack/link, could you explain how to edit the module manager .cfg files to achieve the above? I messed around with them myself but couldn't get it to work exactly... Other that that I love what you're doing here and will download every update to this pack as long as my RAM holds out.
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