EVA_Reentry Posted December 11, 2016 Share Posted December 11, 2016 UPDATE: Please ignore my previous post. ...Switching KSP versions is hard. On another note, I have an idea. Why not try something like Adjustable Landing Gear, but have different types, like the flotation pods one sees on an SH-3, or angled/offset ones like on an F/A-18? I love this mod, BTW Quote Link to comment Share on other sites More sharing options...
qromodynmc Posted December 11, 2016 Share Posted December 11, 2016 I kinda want to update mod but im still on 1.2.1 and i have no plan to update to 1.2.2 till all my mods get updated. Quote Link to comment Share on other sites More sharing options...
NeoFatalis Posted December 11, 2016 Share Posted December 11, 2016 1 hour ago, EVA_Reentry said: I have an idea. Why not try something like Adjustable Landing Gear That's a great idea! Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted December 12, 2016 Author Share Posted December 12, 2016 @Davoda1 It's in the config settings, you need to adjust the velcurve, find where (key = x y) x is biggest while y is lowest but not 0, you need to raise that number. x is the mach number and it says that y (throttle multiplier, throttle*y = result) should be this at this mach number. @EVA_Reentry @qromodynmc Work on 1.2.1 and 1.2.2 alike. Curse doesn't have a choice for 1.2.2, so 1.2 is about its latest version. @NeoFatalis I wanted to do that, in fact, I've already made a mesh to go with ALG, I was so sad when it stopped the dev. Of course I still don't understand the fundamentals of wheel colliders that much and its hierarchies but I do want to learn and add them at some point. Quote Link to comment Share on other sites More sharing options...
EVA_Reentry Posted December 12, 2016 Share Posted December 12, 2016 Ok! Quote Link to comment Share on other sites More sharing options...
NeoFatalis Posted December 12, 2016 Share Posted December 12, 2016 4 hours ago, blackheart612 said: @NeoFatalis I wanted to do that, in fact, I've already made a mesh to go with ALG, I was so sad when it stopped the dev. Of course I still don't understand the fundamentals of wheel colliders that much and its hierarchies but I do want to learn and add them at some point. If you are going to make wheels at some point maybe you could use something like this? Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted December 12, 2016 Author Share Posted December 12, 2016 @NeoFatalis I've read about it. I'd like to use it but I want to stick to using only one plugin to easily update AP+. I even want to drop plugin dependencies. So I'll just keep on snooping modules til I'm able to do stuff. Quote Link to comment Share on other sites More sharing options...
Eskandare Posted December 12, 2016 Share Posted December 12, 2016 20 hours ago, Davoda1 said: its realistic (kind of) prop planes couldnt go faster even the 165 m/s is more than the top speed of most ww2 planes, but mainly its because the wings would just rip off Incorrect, the Supermarine Spitfire could almost break the speed of sound in a dive (it got close but was fatal for the pilots) but the prop blades would stall and cause significant drag as well as the carburetors would stall. The VNE wasn't because the wings would rip off it was that the plane would be forced out of the sky. The concept of supersonic boundary layers were not discovered till later. Quote Link to comment Share on other sites More sharing options...
XOC2008 Posted December 12, 2016 Share Posted December 12, 2016 Wings and engines make my AC-130U happy. Excellent mod, and great additions. Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted December 12, 2016 Author Share Posted December 12, 2016 5 minutes ago, Eskandare said: Incorrect, the Supermarine Spitfire could almost break the speed of sound in a dive (it got close but was fatal for the pilots) but the prop blades would stall and cause significant drag as well as the carburetors would stall. The VNE wasn't because the wings would rip off it was that the plane would be forced out of the sky. The concept of supersonic boundary layers were not discovered till later. True, props aren't for supersonic because of the prop blades anyway. But in stock KSP flicking the stick at (near) supersonic, no craft or kerbal would care best way is to just stick to how it is irl and limit it. Kerbal Speed Governor style @XOC2008 Wow, lol the guns are there too That's amazing! Quote Link to comment Share on other sites More sharing options...
XOC2008 Posted December 12, 2016 Share Posted December 12, 2016 @blackheart612 Since you made the C-130 engines, are you planning to make the C-130J 6-prop versions as well? Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted December 12, 2016 Share Posted December 12, 2016 3 hours ago, XOC2008 said: Wings and engines make my AC-130U happy. Excellent mod, and great additions. Is that cockpit from the Quiznos pack, or KAX? I can never keep up... Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted December 12, 2016 Author Share Posted December 12, 2016 @XOC2008Probably not as it already looks the same as C-130H. Quote Link to comment Share on other sites More sharing options...
BureauJaeger Posted December 12, 2016 Share Posted December 12, 2016 14 minutes ago, Beetlecat said: Is that cockpit from the Quiznos pack, or KAX? I can never keep up... That's Fantom Works, isn't it? Quote Link to comment Share on other sites More sharing options...
XOC2008 Posted December 12, 2016 Share Posted December 12, 2016 19 minutes ago, Beetlecat said: Is that cockpit from the Quiznos pack, or KAX? I can never keep up... 2 minutes ago, BureauJaeger said: That's Fantom Works, isn't it? Yup, Fantom Works with some tweakscale patches. Had to edit the cfgs on the cargo section and tail too as they said module = strut instead of part. 18 minutes ago, blackheart612 said: @XOC2008Probably not as it already looks the same as C-130H. That's cool, just figured I'd ask. Now I just have to hunt down a 6 bladed prop for my ac-130j. Quote Link to comment Share on other sites More sharing options...
BureauJaeger Posted December 12, 2016 Share Posted December 12, 2016 @blackheart612 Here's another part idea: the cargo bay got me thinking, an inline cabin door with the same kind of animation could be nice. Essentially a short version of the bay but with hatches on the inside that visually lead to adjoining fuselage parts. Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted December 12, 2016 Author Share Posted December 12, 2016 2 minutes ago, BureauJaeger said: @blackheart612 Here's another part idea: the cargo bay got me thinking, an inline cabin door with the same kind of animation could be nice. Essentially a short version of the bay but with hatches on the inside that visually lead to adjoining fuselage parts. I'll see what I can do. I did want access like this but IVA is the way to go because it has the IVA view (close up of the inside). Plus all the colliders needed to make a cabin... unless you only want a tube with a door like that - that's more feasible. Quote Link to comment Share on other sites More sharing options...
BureauJaeger Posted December 12, 2016 Share Posted December 12, 2016 1 minute ago, blackheart612 said: I'll see what I can do. I did want access like this but IVA is the way to go because it has the IVA view (close up of the inside). Plus all the colliders needed to make a cabin... unless you only want a tube with a door like that - that's more feasible. I wouldn't mind if it was basically just a door. Come to think of it, the simplest solution might be to make it so that it doesn't block the hatch access on the mk1 crew cabin for example. Slap on some ladders and walk the kerbals through the door to the hatch. Could it work like that? Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted December 12, 2016 Author Share Posted December 12, 2016 3 minutes ago, BureauJaeger said: I wouldn't mind if it was basically just a door. Come to think of it, the simplest solution might be to make it so that it doesn't block the hatch access on the mk1 crew cabin for example. Slap on some ladders and walk the kerbals through the door to the hatch. Could it work like that? I think the stuctural Mk1 works so if I maintain the same structure, it should work, yes. I'm not saying I'll do it as soon since I'm developing cockpits atm, but I think If I develop that idea, I'll make it same size as the Mk1 Junior Fuel Tank. Which I forgot to put in the changelog that I've recalculated that fuel so it contains more now. lol Quote Link to comment Share on other sites More sharing options...
BureauJaeger Posted December 12, 2016 Share Posted December 12, 2016 Just now, blackheart612 said: I think the stuctural Mk1 works so if I maintain the same structure, it should work, yes. I'm not saying I'll do it as soon since I'm developing cockpits atm, but I think If I develop that idea, I'll make it same size as the Mk1 Junior Fuel Tank. Which I forgot to put in the changelog that I've recalculated that fuel so it contains more now. lol Yes, that would be good size, perfect for a small business jet type of plane I think. Oh and good to know about the tank, I had a capacity override for that in my game, I can remove that now. Quote Link to comment Share on other sites More sharing options...
Aerospacer Posted December 12, 2016 Share Posted December 12, 2016 blackheart612, may be you have a plan do sliding doors a little thinner? Its take inner space of bays... Quote Link to comment Share on other sites More sharing options...
SpaceToad Posted December 12, 2016 Share Posted December 12, 2016 (edited) These new parts made me explode with hapiness. edit: Can we have more pictures of the Blackhawk you made? Edited December 12, 2016 by SpaceToad Quote Link to comment Share on other sites More sharing options...
Eskandare Posted December 12, 2016 Share Posted December 12, 2016 5 hours ago, XOC2008 said: Yup, Fantom Works with some tweakscale patches. Had to edit the cfgs on the cargo section and tail too as they said module = strut instead of part. That's cool, just figured I'd ask. Now I just have to hunt down a 6 bladed prop for my ac-130j. Yup, I'm in the middle of remaking the Fantom Works parts for 'Fantom Works Redux' Quote Link to comment Share on other sites More sharing options...
BureauJaeger Posted December 13, 2016 Share Posted December 13, 2016 "So Bill called an airlift for a boat they've bought. Apparently 'a glorious little piece of work'." "We're gonna need a bigger helo." Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted December 13, 2016 Author Share Posted December 13, 2016 @Aerospacer It's meant to be the same structure as Mk1 so the best places to attach places radially are ceiling and floor. Or have a platform be attached so that you can radially attach on the platform. Though sometimes the door might need to be left open @SpaceToad The one with rover wheels? It's on my other PC sadly but here's in my test instance. Taken a lot of pics but I've uploaded similar ones already @BureauJaeger You seem to have the wrong cockpit. Because it looks like the OH-6 Little Bird. Let me help you with that.... (I already made OH-6 cockpit meshes) Quote Link to comment Share on other sites More sharing options...
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