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TMasterson5

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Everything posted by TMasterson5

  1. Can we please get a phalanx style CIWS? Like the have said the goalkeeper is way too large
  2. Okay so how do I go about putting the code for KAS to work with this into my gamedata folder? Thanks in advance for your help!
  3. Hey Baha any chance we can get a phalanx style CIWS in addition to the goalkeeper?
  4. Hey guys so in terms of the KAS addition to this mod. Where do I put that coding into to make it function in game? Thanks in advance!
  5. Version .2 has been released. Includes Cockpits and adjusted attach nodes. All cockpits have by default the radar code for BD Armory built into them and are functional. Requires Quiztech Aero Pack. Download link: https://kerbalstuff.com/mod/1079/Master%20Tech%20Aerospace
  6. Hey Baha so I tried putting the radar portion of the cfg file into a different cockpit like you said and it still doesn't seem to work. More specifically it doesn't show up as an option in the bs HUD when in game with the cockpit just being coded for it. Any ideas? Thanks in advance and awesome work so far!
  7. I am confused also. Also yeah thanks for the correction I wasnt thinking when i said conformal drop tanks. Its fixed now
  8. This pack includes parts for tactical fighter jets and other military aircraft. Currently it is in V 1 and no longed being added to, but will be updated and maintained for functionality, it includes a selection of parts including fuselage, fuel tanks, and many cockpits. All cockpits have integrated BD Armory radar and weapons managers and some have other goodies built in. DROPBOX DOWNLOAD
  9. Okay so I have this downloaded and enabled into blender but when I go to use it to open something it doesn't even recognize .mu files in my KSP game data directory. Any ideas?
  10. Hey I am trying to make my own mod and I really enjoy yours and I was wondering if I could get the dimensions that you use for mk.2 parts in blender? Thanks in advance!

  11. Master Tech Aerospace -Parts for tactical fighter aircraft. Will have a stealth grey color similar to the one modern fighter jets are painted with and will happen in stages. The stages are below. Also note this will take time since I have basically no idea what I am doing...... Fuel Tanks: -Mk1 tank with 400LF -Half length Mk2 tank with 600 LF -Quarter length Mk2 tank with 300 LF -Mk2 Bi-coupler with 150LF -Mk1 and Mk2 empty structural parts Cockpits: -Mk1 and Mk2. Each with a 1 kerbal and 2 kerbal cockpit. Will also include a built in radar with Baha's permission(Got permission so this will happen!). Will be modeled after F15 and F22 cockpits Engines: -Jet engine similar to turbojet with a different appearance and more vectoring ability -Mk1 and Mk2 jet engine with a VTOL ability(like the ones in -Counter thrust fans for VTOL for Mk1 and Mk2(the one for Mk2 will have an option for one or two engines which will change the thrust it produces so it accurately counters the main engine(s) -Possible after burner feature for the engines. Toggle able like the rapier engines. Normal mode: 160 Thrust, 5000 ISP, .3LF/ Second Afterburner Mode: 250 Thrust, 2.3LF/Second Other Parts: -Advanced thrust vectoring system like the one found in quiztech except the thrusters won't have the annoying flap and will be smaller in size. -Weapons mounting hardpoints(quad mount, tri mount, etc...) -Smaller bays for Mk1 and Mk2 that will be similar to the stock service bays to hold ammo boxes and weapons managers and over smaller things that look ugly attached to plane exteriors Weapons bays: -Mk2 Weapons bay. Built like the current cargo bay but will have 2hardpoints attached to each door so that when they open the weapons swing out like actual weapons bays work. Will have two editions. One with an empty interior so you can place other things inside it and one that has the top part blocked off and will hold 150LF -Mk1 Weapons Bay. Similar to Mk2 Weapons Bay but will only hold two weapons and will only hold 50LF External Fuel Tanks: -External drop tanks similar to fire spitters but with a different mount, shape, and size -Mk1 and Mk2 Conformal Drop tanks which will carry around 150LF each and attach to the fuel tanks or structural elements of the Mk1/2 parts.
  12. Master Tech Aerospace -Parts for tactical fighter aircraft. Will have a stealth grey color similar to the one modern fighter jets are painted with and will happen in stages. The stages are below. Also note this will take time since I have basically no idea what I am doing...... Fuel Tanks: -Mk1 tank with 400LF -Half length Mk2 tank with 600 LF -Quarter length Mk2 tank with 300 LF -Mk2 Bi-coupler with 150LF -Mk1 and Mk2 empty structural parts Cockpits: -Mk1 and Mk2. Each with a 1 kerbal and 2 kerbal cockpit. Will also include a built in radar with Baha's permission(Got permission so this will happen!). Will be modeled after F15 and F22 cockpits Engines: -Jet engine similar to turbojet with a different appearance and more vectoring ability -Mk1 and Mk2 jet engine with a VTOL ability(like the ones in -Counter thrust fans for VTOL for Mk1 and Mk2(the one for Mk2 will have an option for one or two engines which will change the thrust it produces so it accurately counters the main engine(s) -Possible after burner feature for the engines. Toggle able like the rapier engines. Normal mode: 160 Thrust, 5000 ISP, .3LF/ Second Afterburner Mode: 250 Thrust, 2.3LF/Second Other Parts: -Advanced thrust vectoring system like the one found in quiztech except the thrusters won't have the annoying flap and will be smaller in size. -Weapons mounting hardpoints(quad mount, tri mount, etc...) -Smaller bays for Mk1 and Mk2 that will be similar to the stock service bays to hold ammo boxes and weapons managers and over smaller things that look ugly attached to plane exteriors Weapons bays: -Mk2 Weapons bay. Built like the current cargo bay but will have 2hardpoints attached to each door so that when they open the weapons swing out like actual weapons bays work. Will have two editions. One with an empty interior so you can place other things inside it and one that has the top part blocked off and will hold 150LF -Mk1 Weapons Bay. Similar to Mk2 Weapons Bay but will only hold two weapons and will only hold 50LF External Fuel Tanks: -External drop tanks similar to fire spitters but with a different mount, shape, and size -Mk1 and Mk2 Conformal Drop tanks which will carry around 150LF each and attach to the fuel tanks or structural elements of the Mk1/2 parts.
  13. Absolutely. You don't need to credit for that. It should work fine as long as your cockpit is aligned as Y = forward, Z = down, X = right (which is how it needs to be for the navball to be correct anyway).
  14. Hey Baha I'm going to try my hand at modding and make some cockpits. Is it alright with you if I use the radar portion of your configs and add them to the cockpits I make? I would of course give you credit for the radar portion.
  15. Yes please. Can we has? Also Afars built into noses of your cockpits would be awesome as well
  16. Hey for anyone that wants to add BD's radars to their quiztech cockpits BD gave the way to do it at the bottom page 450 of this forum Thread: http://forum.kerbalspaceprogram.com/threads/85209-1-0-4-BDArmory-v0-9-2-%28-legacy-targeting-fixes%29-Dev-Thread-Aug-10?p=2130746&posted=1#post2130746
  17. So for someone who knows pretty much nothing about coding, what all am I copying from the radars cfg file and where in quiztechs cfg file am i pasting it? Thanks in advance!
  18. That would be awesome if you could do that and have it on a screen while in IVA then when in EVA it just has the pop-up window. Also soooooo who knows how to code and wants to to the coding?
  19. Or that. I don't have the slightest idea how to code so if someone wants to that would work also.
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