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sha
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Posts posted by sha
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Hello,
great job thank you !
Is it possible that you explain the steps and the way to define the masks ? I would like to help !
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You make my day, punk.
I love you ! ^^
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It diffinetly needs something clearer. Like a bubble, with no structures and the rear side of the cockpit empty.
If someone could help thank you !
Or explain in brief words how to create one if possible ?
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The mods at the beginning of this topic are the ones I'm using , except the amazing B9 aerospace which is no more compatible with 1.0.
But mainly the actives mods are Bahamutt armory, Infernal Robotics. And EVE, Kerbin side for the environment (I'm not very skilled with this part of the mods).
BD armory, Infernal Robotics and Squad parts are sufficient in many of my creations in general.
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For the persons that download the package, I update the final release, juste delete the old folder 'Own'. Available in few minutes:
http://www.curse.com/ksp-mods/kerbal/232540-impala-industrie
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Narval Industrie II
Today, in 2015, everybody on Kerbin has developped SAM system in their backyard. It is very difficult to go outside just take a look to the Arctic as before or take a bath on the abandonned airstrip on the island front of us !
Narval Industrie comes back with a new collection of personal defense system !
(Events since the update to 1.0)
The island is protected by many SAM tank G1 MAUSOLEE:
This BM-27 Uragan like exists in many version.
G1 PYRAMID:
G1 TERTRE:
G1 TEMPLE (SSM) :
The Island kerbals were playing with their guns and provoking accidents. It was urgent to bomb them all before they killed themselves:
We sent something heavy like an A301B3:
x2:
On a training purpose, we start the operation "Iced Condor". Intensive training of Air-to-ground combat, involving more and more SAM batteries.
Here is the A122 full mavericks loaded dealing with SAM:
Mach1 at 600m with only 1/3 of the available thrust :
Looks like the wreckage of a PATRIOT vehicle:
Second step of the training, battle in a desert high land. The temperature get high ! 10 min of flight, approching, 3 batteries in a circle and the objective at the center, 8 km between the batteries (range of fire 5000m), and a navy machinegun anti-missile.
STRIKKKKKKEEE
The A12 ULTIMA RATIO is really our best versatile, balanced fighter:
It becomes at this point very difficult to put SAM batteries everywhere. We design this cargo air ship, loaded with 6 Drones SAM & RADAR:
It works !
Designing a better aircraft than the A12x series?
Maybe yes, with the A14:
/!\ Can carry atomic bomb /!\
With the EX system, the A14ex could go on orbit :
Time to dogfight !
We launch 8 drones and a pilot had to battle in the team of his choice, the trick is hard really, sometimes it is good, sometimes it is very very difficult:
Another actual development, the E1b which is design for orbit flight and orbit survey:
Obviously, we have to make a A10 WARTHOG:
Which is very efficient with his turret :
This is the end of the story of Narval Industries, for the moment. I hope you enjoy this.
Many thanks reader !
Cpt. Sha at your service !
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NARVAL MILITARY
Another dimension. We needed some target to battle with. So we create many robots with a lot of missiles. And aircraft, with a lot of missile.
At this point (my previous save crashed and I lost everything first hmmmmm), at this point, we decided to CHEAT the turbofan. Cause it is non-sense to fly at 200m/s with a fighter. Cause it is also a non-sense to put 12 turboreactor on an airliner. Moreover the UFO was a spring of power !
So, we have created Impala Industrie©
It consiste of lot of big stuff:
This pack is available on curse if you wanna try this new configuration:
http://www.curse.com/ksp-mods/kerbal/232540-impala-industrie
Well, targets!
The light 4x4 surface to air missile G1:
Quick stable robust.
The G312, SAM & SSM tank:
The massives G712, G713 :
Firing:
And also we needed a big nasty RADAR !!
The G525:
okkkk, that's done. First combat mission ! Three points to seek and destroy !! Yahoo ! Let take this beautiful A511 sukhoi like :
1070 m/s at 5200m !!! HAHA !!! LOVE THAT !!!
Hopefully all the civilians in the harbors manage to reach the hills around, before the beginning of the exercise.
Narval Industries save the pilots AND the IA (and the $aircraft$):
Everything (except the landing) worked fine ! Complete success !
Meawhile our team of reasearchers was facing on a strange behavior:
We also built a ballistic missile (!discount!: see shop):
2000m/s at 8000m !!!!! AhahaAHAHA!!! Kawaï !!
With this ICBM something strange happenned: it is launch from a G1 adapted, and reach around 700m/s in 2 sec. This speed provokes like a shock beam, and it destroys every vehicles around instantly on more than 3km !! (Maybe it is the sonic boom of KSP?).
At this time we were really driking a lot at the office, one morning Bob, our manager arrives : "I got a really nice idea ! I know that space is a sh$t cold dark place, but, it would be a real great achievement to put our balls on the moon !"
Oh yeah ! I love Bob when he is a poet.
So I called our lazy subcontractors, to put stress on them first of all, but to propose a new crazy project. Something great well:
Equiped with a GigaImpala, the X400 was a success, with enough fuel and power for several earth to moon trips.
Space is crazy, so our bosses, the gouvernment and all these 50-years-old geeks asked us to think on a huge vessel, it produces the X500:
Capable of take-off, flying below and above the atmosphere and landing.
Last experiment of space exploration with UFO technology, the X713 in a take-off/landing mission fromEarth to Jool and Jool to Earth:
At this point the governement decide to stop their partnership and give back Narval Industrie to their creators.
ANNEXES: other projects:
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Welcome everybody,
This is the amazin'story of Narval Industries ! This page is dedicated to the aircraft building in all possible ways: fighters, bombers, drones. But also to ground vehicles, like SAM batteries and armored systems.
Many many thanks for the modders and creators and associates of ActiveTextureManagement, B9_Aerospace, BDArmory, CrossFeedEnabler, DarkMultiPlayer, Firespitter, JSI, KAX, KerbinSide, KineTechAnimation, Klockheed_Martian_Gimbal, Infernal Robotics,MP_Nazari, ResGen, Romfarer, SmokeScreen, TweakScale.
And of course thank Squad for this great game!
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Kerbals were annoying in their city in a soviet republic in 1984. They decided, a sunday afternoon, to build some rockets to go out of space ! Hopefully, just in the city : an abandonned space center !
Years passed, they built many differents rockets, going on moon and other planets, even the sun ! Crashed in so many ways ! And sending a probe out of the solar system, well. Another sunday, after hours and nights to constitute warspaceships, space fighters and space fuel stations : they realize that the space exploration was really something difficult.....
NARVAL INDUSTRIE
Well, let's start.
1987.
The story begins in vanilla version, but then we quickly add some basic mods a few for the aeronautic.
Obviously, the first aircraft is a figher. We built many different versions of this shape (cockpit, fuel tank middle and reactor and go.. oh yes and two wings! Stop !). The capacity of this configuration are 230m/s on low altitude, and low fuel...
A1
Let's build a twin engine ! Well that's great ! But where we fly ? Let's go to KSC 2 ! Yeah !!!
We never got any feedback from them.
Nevermind, let's create an Artic Base !
They crashed also due to a failure of the gears. Let's send another mission !
The A3 is the most common cargo, with 12 turbofans, and two cargo compartment. The first issue was too weak, versions after versions we deployed the Arctic-dedicated N6, a subversion of the A3 with reinforced gears and loaded with settlement:
N6-ARCTIC3
This aircraft could contain one rover and wether a fuel truck or two labs:
In order to free the material, the rear side explode (you can notice the red flag on the Y356 soviet container reused):
The machines, here is the "Dahut", the G2 and behind the G1 "Mole":
G2 "DAHUT"
We sent three aircraft, and we began to have a lack of persons at the KSC, so we decided at this moment to create a robot to pilot the aircraft.
The N11. This aircraft is very clever. Yes HE is. Once assembled, he decided, by himself, to take the ruway, a technician onboard and to go out to Arctic ! For an unkwown reason !
N11
Getting some fuel ...
And start again !
Why this stupid computer is going no where?
Cause he knows where to find a damn s*%t UFO !!! (souvenir picture of the "mission"):
Very efficient aircraft :
At this point, the army decided to take control of Narval Industrie. The sent a A40, fired everybody, remploy everybody and gave a lot of money and great stuff !
The anhedral A40:
A401
To be continued.
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That exactly the point, the head must be near the canopy. Should I understand that it is not possible? Even in a new modded part ?
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On my point of view else a part is blocking the rail, else you attach something to it like a struct connector. The VAB doesn't reflect the reality at any time. The most complete test is outdoor on the ground. I test each time my craft outside on the floor before starting a mission.
Reload your vessel and try on the floor you will see?
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Sometimes, and not for a clear reason, the part is blocked by another. Like if you put something on the cockipit door. Check that your antenna has free space around.
do you have enough power also ?
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Hello,
Im a senior aircraft engineer now, and here is my two cents:
- ensure that your aircraft has "flaps", it is in the aerodynamic section and you have to, in theory, fix it on the rear side of the wings (if you have wings)
- the position of your tail fin is really important. Press 'C' to place it (to have the hexagon icon). The tail fin defines the way you aircraft will go. Another solution is to place two tail fin like the F-22 for example: https://www.google.fr/search?q=F22&newwindow=1&source=lnms&tbm=isch&sa=X&ei=PBOcVZ3dIcraU8Dnr8AL&ved=0CAcQ_AUoAQ&biw=1132&bih=895
- i just find a command in the wiki, appearently you can modify the steering by pressing the ALT+direction. But i'm playing aircraft in many way for month and I never use this.
As example one of my training above the Space center with a Rafale like:
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Hello everybody,
I'm playing KSP for years now, I start playing on aircraft only since january the first, building fighters, targets on ground etc...
But I have an issue, when I try to perform a ground attack, the cockpit view isn't good enough to observe the ground. I really would like to have a more realistic fighter cockpit, that allows me to see the ground before hand.
As you can see in different real pics, the pilot has a real view of what he is doing in the air :
http://wallpaperest.com/wallpapers/jet-pilot-in-cockpit_172162.jpg
http://wallpoper.com/images/00/42/19/47/aircraft-pilot_00421947.jpg
Also, the pilot could see directly front of the aircraft in order to shoot with:
http://i.dailymail.co.uk/i/pix/2013/02/14/article-2278484-1792901F000005DC-485_634x356.jpg
But in KSP, the only "correct" cockpit is the MK1, and it is front of the view, preventing to fly IVA or to shoot with gatling gun (thx to BD armory). It is very difficult to see the ground or what there is around the aircraft ...
My question: is there any possibility to modify the mk1 IVA:
- to reduce lightly the size (it seems there is an option in the menu but it doesn't work for me)
- or to raise the point of view of the pilot (like a cushion under his ass)
- or "simply" creating a new IVA view ....
Thank for reading
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Hello everybody,
thank you for this mod, but I have a noobiest question. Could you please indicate the way to bind the keyboard? I find the "//fireKey = mouse 0" in some .cfg is there a list of the binding somewhere ? For the keys, the mouse etc? I find the joystick earlier but not the keys ...
There was the 'home' key for example in another mod.
For the mouse, 'mouse 1' is the left click? It should remains for targetting isn't it?
mouse 3, mouse 4 should work?
I'm using for these tests the "hidden vulcan".
[1.0] KerbPaint - Paint layering for parts (March 30th, 2016) Community Update
in KSP1 Mod Releases
Posted
You just have to draw the form on the mask ?
And then adding the correct code in each cfg file and it works ?