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ColdJ

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Everything posted by ColdJ

  1. That list is in 1.9.1 But I have been doing stock model building and mod testing in an almost pure stock 1.10.1 lately to make sure of compatability for Kerbal X and when I build my mod pack.
  2. I'll see yours and raise you these. Minus the WASD mod I have yet to add to my heavily modded install. I had in in Kerbal Foundries and Surface lights and some others but they had some annoying things and I took them out again.
  3. As beautiful as it is, it will be interesting to see who has the collection of mods required to load it in the game.
  4. Today I made the Stock Mk1 inline cockpit look sexy and able to carry a second Kerbal by duct taping them to the downstairs ceiling.
  5. I was kidding, my Kerbals legs would get too tired. Besides, if I was going to do it I would have told you after I reached the island having expended no fuel.
  6. Did your Kerbal survive? If it did it counts as long as you are somewhere on the island.
  7. Well if we can be that flexible. I can have 1 Kerbal in the capsule and another outside pushing the capsule all the way to the island.
  8. KSP really likes to punish you for any COM above the wheel centre. so when you build 1 try to get the COM low. On Kerbin this can be done with a jet engine that has it's nozzle pointed at the sky. I don't know if it works without an oxygen atmosphere. The engine doesn't have to be able to run, just be positioned.
  9. I was crying at 16. That was just the carrier, no planes or Kerbals running around. If It had anything else on screen it probably would have been a frame a second.
  10. According to my Kerbal X page. Craft Details Class Ship Type SPH Mass 1,335.17t Cost 697,434.0 No. of Stages 1 Crew Capacity 3 Part Count 295 No. of Struts 0 Root Part mk3CargoBayL Built in KSP 1.10.1 Size 39.75 x 6.87 x 123.83 Or basically the length of the SPH but not quite the width. I had previously had the width but decided to keep the part count under 300. Been there and was only getting 16 frames a second. so reduced many times. This here is just for the challenge. If you want a huge carrier that does all that without the lag. Get "Aircraft Carrier Accessories" go in and set the rescale = to 3 on 1 of it's carriers and then build on the model all the arrest wires, catapults, fuel ports and landing assist systems. The mod WASD is essential for getting around in the SPH to connect everything.
  11. Hi there. Mostly patience, willing to keep reworking a craft over and over till it looks right to me. The cockpit and bombay are from the Mod "NMB" also known as "Nice Mk2 Bodies." I carefully adjusted their negative texture in Paint.net to get the gold canopy. I actually put the texture map up on their thread but no body seemed to be interested. If you get their mod pack then in the folder marked Type22 rename 22cockpit.png to 22cockpit.old then download the png from my link, put it in that folder and rename it 22cockpit.png. Then when you load your game their cockpits grey texture will look like mine. The engines are from the mod "Airplane Plus" It is their J-119 "Cheetah" Afterburning Turbofan model, though I use my adjusted version I called Barracuda because KSP planes tend to be heavier than real life. So their's is 90 thrust and 140 afterburner while mine is 110 and 180. The smoother transitions are achieved using the mod "Mk2 Expansion pack". They have adjustable Chines that are very handy. Essential for a nice SR71 blackbird. For sculpting purposes I copied their config files, You open them. Immediately save them AS a different file name so as not to damage the originals and then in the file change "name =" to something else. "name =" is how KSP recognises individual parts. You don't want parts with same "name =" or you will get weird results in game. Then go down and change "title =" to have cosmetic in the title. Then go down further and set "Mass =" to 0.00001 and then remove MODULE { name = ModuleLiftingSurface useInternalDragModel = True deflectionLiftCoeff = 0.2 dragAtMaxAoA = 0.2 dragAtMinAoA = 0.0 } so that you can craft them any way you want in your build without them affecting aerodynamics. If you have the mod Tweakscale then add this module right at the end but before the ending bracket. Your end should look like this. MODULE { name = TweakScale type = free_square } } The last bracket there is the 1 from the original config. For the grey textures I take the original texture file, In this case they use Squad's wing texture that is in Squad's folder structure, and open it in Paint.net and then invert the colours. Save it AS the original name but with N in it e.g "Squad/Parts/Aero/wings/WingsN" This will mean that the dark edges are now light, so I go back and either copy and paste the originals edges over the inverted or paint sample the originals and use Bucket fill at a low percentage and set to overlay. You have to experiment with the percentage so that you colour what you want but not any more. Then the simplest thing is to simply rename the original to old and your new to the originals name, or you will have to add in this module to the config file like you did the tweakscale. For this example I have left in the tweakscale module so you can see how they should sit together. MODULE { name = ModulePartVariants baseVariant = WhiteAndGray VARIANT { name = GrayAndWhite displayName = Negative themeName = GrayAndWhite primaryColor = #adadad secondaryColor = #ffffff TEXTURE { mainTextureURL = Squad/Parts/Aero/wings/WingsN } } VARIANT { name = WhiteAndGray displayName = Positive themeName = WhiteAndGray primaryColor = #ffffff secondaryColor = #adadad TEXTURE { mainTextureURL = Squad/Parts/Aero/wings/Wings } } } MODULE { name = TweakScale type = free_square } } The invert colour and adjust and then use "ModulePartVariants" should work on most Squad textures. The top of the plane uses some mk1 structural fuselage that has been made cosmetic and then had the Z axis, which is thickness, halved to squish it it so that it doesn't intrude into the bombay. But I think I will let your head wrap around what I have given you so far before messing with scale settings. I hope this helps you make craft that look satisfying to you.
  12. Hi. I know I will never get top of the leaderboard but maybe just get on the board. https://kerbalx.com/ColdJ/Pigs-Might-Fly 1.390 ton and 4 units of fuel. Also did a slight adaption of my adaption of @swjr-swis SWIS-glider 2b that can throw me up to 4000 m and then glides empty the rest of the way. 4.603 tons and 12 units of fuel.
  13. @Stormpilot I handn't heard back from you for my last submission so I made it a bit prettier. https://kerbalx.com/ColdJ/Simple-Aircraft-Carrier Will this get me badge?
  14. Thanks @Jatwaa .Funny thing is I joined the forum looking for stuff like yours but nobody put me on to you. If they had I might not have made my mod. Though I did come up with a way to to give adjustable ballast to Kerbals, which I don't think had been done before. So that is something I am proud of. I don't have the ability to make my own meshes so I have to make use of other peoples. In my unreleased to the general public I have made use of Kerbonov and Retro Future, with a bit of Mk2 expansion meshes thrown in. I can config mods but if you wanted to collaborate with meshes and ideas I could try to work something out. This is all new territory for me.
  15. I use Physics Range Extender in my heavily modded install for BD armory dogfights. Half the the time it suddenly puts my perspective on Kola Island and I get to watch my flag fall through the ground. So I tend to avoid it. Just give a Squad patch or setting to set the load in at 5km and I will be happy.
  16. So, not a beauty contestant but. here we go. From over 2000 parts down to under 300. over 1300 tons. Would have landed an intact 200 ton aircraft if it didn't have a bridge. and the planes wingtips weren't so wide. Then tried the stock Seahawk. Which apparently turns into a brick if you take off any throttle. Then my modified version of the Seahawk. fully intact. Really love the screen freezing for 30 seconds as it loads the craft at 2.3km and then for 5 seconds when I am 200 m out. Also turns out big wide models don't like rigid being set. Watched 1 I spawned in water, blow up for 5 mins of real time. Anyhow. Does this count?
  17. While attempting to get a working Waverider set up for the Hypersonic challenge I created a Semi Trailer heavy cargo plane that detatches to leave the trailer behind. Once tried with a Clydesdale payload I have had to add verniers on the mk2 to mk3 adapter and wings to stop the weight shift pointing my nose at the sky. https://kerbalx.com/ColdJ/Semi-Trailer https://kerbalx.com/ColdJ/Just-Trailer @swjr-swis@Caerfinon You guys might like this.
  18. Does this reveal the hidden ones? I remember you have to be right on top of Kermundson for it to turn up.
  19. Nice to see that I am not the only 1 who has done that
  20. Great Minds! I have now. I found it when checking to see how well my mod would turn up in searches. Thankfully my ballast tanks seem to be more comprehensive and don't require any new meshes, so I am crossing finger.
  21. Hi. So that players would not require patches done by module manager. I purposely did not put them in as *.cfg but put them in 2 folders as *.txt files. There are instructions in the Read Me.txt for the player so that they can safely backup the originals before putting mine in and changing the suffix. This way it is up to the player as to if or when they upgrade the Kerbals. I respect the power of Module Manager but have had way too many instances of an installed mod using a patch to change things subtly, and by the time you realise your craft are altered on a fundamental level it is too late, making you have to go back through them all after removing the unwanted patch 1 by 1. BD Armory and it's adding of armor to everything ruined the balance of many of my craft, especially my Water speed record holder that had been perfect and able to get up to 280m/s, then BD Armory came and the engines would rip off constantly. Surface mounted lights and Mechjeb for all are another 2 examples. Water is purposely missing from this folder. If I do make a version that makes use of non KSP meshes and custom textures then the folder will be called "WorkingUnderwater". I already have config files that are set up to find their dependencies in the WorkingUnderwater folder structure where I am working. The released version only uses stock KSP so I just needed a simple and easily seen name that doesn't conflict with anybody elses. Thank you very much for your time, work and feedback. I will go and read through the pages you have put links to.
  22. Pics littered all through out my Working Underwater thread and the Spacedock Page now has some.
  23. As I said up earlier. An option to choose whether to receive the notification would be good. Question: Is there a poll to get "Outdated Mod" on mod pages changed to "Not For Latest" ? To have a new release immediately called Outdated feels wrong. Also, many players do not rush to the very latest releases because the mods they have already, play well together in older releases. The new changes break a lot of mods and it takes time for the Authors to find fixes to make them compatible.
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