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AwkwardNoah

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Posts posted by AwkwardNoah

  1. 1 minute ago, neistridlar said:

    It took a good it of grunt work getting the variants stuff working good, but it is finally done. It even with color coding for the different types of shapes

    oLUyyon.png

    Ignore the crappy texture quality, just an attempt to make my laptop not die.

     

    Sadly making parts into variants breaks some ships due to the parts being different

  2. On 7/3/2018 at 7:40 AM, neistridlar said:

    Here are the tailcone shapes I was talking about. These models in particular are 3.75m to 2.5m. They have a 13 slope up from below, straight, or smooth transition. On top they are flat or 4 degree slope down, with and without smooth transition. for 3.125m I plan to do only the curved transition variants to 2.5m, and the same for 1.875m-1.25m and 5m-3.75m, while 2.5m to 1.25m will also get all of these variants. This is a compromise to keep the part count down (for my sanity, and your computers performance). I think it will still provide enough flexibility for tail design, it just will not enable abrupt transitions for some of the sizes. I May or may not make them hollow. It's like 3 times the work to make a hollow part. And one last thing about these. Some of the larger varieties will come in passenger cabin and passenger door varieties.

    This is of course just my ideas, not much work has gone into it yet, so Things can still change.

    ucipxx9.png

    Also some concepts for 1.875m cargo fuselages:

    3fjBKkq.png2QTT8UK.png

    More stuff in the imgur album. Please read the desctiptions: https://neistridlar.imgur.com/all/

     

    Any chance we could get a large double door style like on some older style prop planes like the DC-3

  3. On 4/23/2018 at 1:21 AM, neistridlar said:

    Thanks for pointing that out. I have been thinking about making a semi modular system for realistic looking wings. The Idea is to make something that looks like the stock FAT wings, but the trailing edge is cut off. Then make an assortment of control surfaces and non moving "filler" surfaces, so you can get that sleek looking trailing edge, like most real planes do, but still have flexibility in the control surface design. <edit> I just had to draw up some concept art for it. The cordlength for each segment correspond to the sizes currently in game, so 5m, 3.75m, etc. down to 0.925 at the tip. Each segment would have two nodes for easy allignement, but also be able to surface attach at the root, for flexibility. As it turns out there are two different lengths of segment with this approach, one being double the other, so that should work out nicely. </edit>

    QwFRTgr.png

    Would you mind testing the curvy tail with far? It is supposed to be a smooth curve all along the fuselage. That is good for transonic design right?

    Mission accomplished then! I am personally not quite happy with how the external model looks, as far as being a CRJ replica. From above the nose is to pointy, and form the side the curves are too "swoopy". The picture in the OP is kind of too far the other way, with completely straight edges. 

    Right now I am focusing on figuring out a workflow to make stock alike textures though. For the last iteration I simply reused some textures from squad, and squished them into some shapes that I could use, but I am not quite happy with the results. Now I am thinking I will do the main design in Inkscape, then move to GIMP to add some grit and splotchynes to it.

    If you can pull this off my DC-3 and DC-4 will look perfect :)

  4. Douglas Aircraft Company presents the new transcontinental passenger aircraft, the DC-3, for the Turboprop Category.

    PgxehM9.jpg

    https://kerbalx.com/AwkwardNoah/Douglas-DC-3 (changed to KerbalX)

    The DC-3 starts at $48,759,000. With a tested range of 1,390km at a cruising speed of 138m/s at an altitude of 6000m, the DC-3 provides an inexpensive means to provide 24 passengers long-range travel. With ticket pricing set to $370 per passenger Kerbal Express Airlines can recoup the costs of a single DC-3 in only 5,490 flights, this does not include package shipping which can also decrease the number of flights. We here at Douglas ACC have rated that a DC-3 can have a lifespan of either 600,000 flights or hours, this also does not include complete overhauls which can double or triple this estimate. Another variant is also available in the form of a passenger only form which can hold 48 passengers. If Kerbal Express Airlines wish for this variant you can happily ask for it. The recommended crew is 2 pilots and 2 flight attendants. Due to the simplicity of a radial propellor engine maintenance costs are quite minuscule compared to jet turbine aircraft. Jet turbine aircraft also cannot land or takeoff effectively on dirt runways, allowing the DC-3 to fill a niche market of rural airstrips and remote regions such as Alaskerb.

     

    So ask yourself this, what's the point of flying if you don't enjoy it. The DC-3 offers gourmet meals and luxuries such as cocktails.

    (AG1 is flaps for landing only!! AG2 is engine reverse, I really shouldn't have to say landing only on this one but Kerbals. Also, can I suggest a cargo plane category?)

  5. On 11/22/2016 at 4:26 AM, PmThay said:

    i had the same problem and found (in my case) that this mod: 

    conflicts with TAC. I'll post a log file later.

     

    Can anyone give me a list of good mods that all work well together and are just good for VTOL related stuff

    Really trying to fix up my mod list to something better then, well LIGHTS EVERYWHERE

  6. On 11/23/2016 at 9:21 AM, Jiraiyah said:

    as i mentioned few posts ago, there is a method in the git hub repo that reads the game version and compares it to the hard coded version in the mod up to sub versions. so yeah, if no one change that before recompiling, that error will pop up but the point is that the error is harmless and the mod is working, well, the exception is the bug i reported two posts above ;D

     

    same for me, I think there might be some issues in the part data

  7. On 11/7/2016 at 4:12 PM, Galenmacil said:

    Yes it is.

    Be sure you have the latest version (as of this writing, that would be TCA 3.2.5).

    Open the archive and, like most other mods out there, copy the folders (in that case, "000_AT_Utils" and "ThrottleControllerAvionics") to your KSP "Gamedata" folder. You also need Module Manager which is a separate download. If you do this, you will get all the file you need for proper operation of TCA. In game, you should see the "TCA" button on the toolbar somewhere. If not, something is wrong.

    I am not an expert myself on the use of TCA. I use it only as thrust balancer for VTOL application but it can do much more than that. The important thing is to unlock the various TCA module on the tech tree in career mode to have it work.

     

    Turns out this problem is on my side, turns out all the files in the GameData got locked out from me and I couldn't even move them

    Something happened with my computer that is related to KSP

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