qromodynmc Posted January 15, 2017 Share Posted January 15, 2017 New parts look great! They filled lot of gaps in game, helped a lot to me when building planes.. I cant think of anything to suggest at this moment, but i had some ideas few days ago, not sure how possible this would be from modelling perspective, just made a simple image on photoshop, may give you some ideas; Starts in a circular shape and ends like raptors nose, I'd love to have nosecone like this. Yet again this is just a personal idea, may not be useful to others. Quote Link to comment Share on other sites More sharing options...
XOC2008 Posted January 15, 2017 Share Posted January 15, 2017 25 minutes ago, qromodynmc said: New parts look great! They filled lot of gaps in game, helped a lot to me when building planes.. I cant think of anything to suggest at this moment, but i had some ideas few days ago, not sure how possible this would be from modelling perspective, just made a simple image on photoshop, may give you some ideas; Starts in a circular shape and ends like raptors nose, I'd love to have nosecone like this. Yet again this is just a personal idea, may not be useful to others. I'd love to have that. Even better if it had antenna or BDArmory radar functionality! Quote Link to comment Share on other sites More sharing options...
kiwinanday Posted January 15, 2017 Share Posted January 15, 2017 (edited) You got a purdy jet, there. I wonder how ridiculous the Concorde nose and KP-12 would look together... Only one way to find out! Propeller-driven air speed record, here I come! (Actually, I think I've already beaten that, but ¯\_(ツ)_/¯) Aside, can someone please explain to me why there are no aftermarket landing gear? Side-folding variations would be the perfect coup de grâce. Edited January 15, 2017 by kiwinanday Formatz Quote Link to comment Share on other sites More sharing options...
XOC2008 Posted January 15, 2017 Share Posted January 15, 2017 (edited) 8 minutes ago, kiwinanday said: You got a purdy jet, there. I wonder how ridiculous the Concorde nose and KP-12 would look together... Only one way to find out! Propeller-driven air speed record, here I come! (Actually, I think I've already beaten that, but ¯\_(ツ)_/¯) Aside, can someone please explain to me why there are no aftermarket landing gear? Side-folding variations would be the perfect coup de grâce. Most landing gear from various mods like ALG and Retrofuture have to be redone entirely because of the new Unity. ALG especially needs a whole new code put in place. So mostly we're stuck with stock till they get around to it because the gear aren't priority compared to getting other mods functional. There is side-folding gear in Firespitter but it makes my plane jump. Edited January 15, 2017 by XOC2008 Quote Link to comment Share on other sites More sharing options...
kiwinanday Posted January 15, 2017 Share Posted January 15, 2017 I remember ALG and RF—those were good mods, I miss ALG especially; 1.05 (or 1.0.5, whichever) was a good version for mod availability. Quote Link to comment Share on other sites More sharing options...
Akira_R Posted January 15, 2017 Share Posted January 15, 2017 @blackheart612 I was using your mod with the current dev version of FAR for 1.2.2 and ran into a slight problem with some of your parts, specifically the cockpits. I checked over in the FAR thread first and they said it looks like there are holes in the collision meshes for the parts, please see the gallery below for screens of the issue. http://imgur.com/a/9xrWZ In case you are unaware FAR uses the collision mesh to create a voxel model of the craft which is used to calculate cross-sectional area and other aerodynamic properties. At least that is my understanding of it. All of the parts should be filled with voxels however as you can see many of them are hollow and it appears the main culprit has to do with the canopies. Any chance we can get these meshes fixed? Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted January 15, 2017 Share Posted January 15, 2017 57 minutes ago, XOC2008 said: Most landing gear from various mods like ALG and Retrofuture have to be redone entirely because of the new Unity. ALG especially needs a whole new code put in place. So mostly we're stuck with stock till they get around to it because the gear aren't priority compared to getting other mods functional. There is side-folding gear in Firespitter but it makes my plane jump. I sorely miss the Retro-Future gears. Those were gorgeous. Adjustables may return soon, though. It's on at least a couple people's radar. Quote Link to comment Share on other sites More sharing options...
EstebanLB Posted January 15, 2017 Share Posted January 15, 2017 small suggestion, can you make a Mk1 cockpit balanced with the stock part and without the nosecone? You have one like it, the business one but with two crew, wich to be honest is a bit OP, both Mk1 stock cockpits have space for only one crew Quote Link to comment Share on other sites More sharing options...
kiwinanday Posted January 15, 2017 Share Posted January 15, 2017 (edited) Spoiler The air ramp didn't quite reach the ground, so I had to improvise. Works well enough. Put Juno jet engines on the nacelle afts to simulate the exhaust thrust of the KP-12. 260m/s seems to be the aforementioned engines top speed, but that still puts me at 936km/h, which beats the Tu-114 by 66km/h (18m/s). I claim success! Edited January 15, 2017 by kiwinanday m0@r pix Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted January 15, 2017 Author Share Posted January 15, 2017 @qromodynmc It's possible. All I can say. No ETA but possible nevertheless. @EstebanLB I think I'm really crowding Mk1 now so I'm most likely not gonna make another Mk1 cockpit anytime soon. I don't know how two kerbals is OP though, if it's a career mode thing, I'll hike the price so that it's expensive. Otherwise, if it can carry two in a model, I think it should work that way. @kiwinanday I studied landing gears for a while now. I can't figure out how the gears work by trial and error. I haven't tried everything though. I'll try to reimport a squad gear and see from there if I learn anything. Won't be anytime in the future though. Animating it and arranging the hierarchy will be a real pain. Also, the ramp is for the small landing gear. If it's a bigger gear and I tried to make a ramp that would reach the ground, it wouldn't fit on the door. and would have to use a different, more bulky mechanism (eating interior space, and such mechanism is non-existent irl). So, good thing there's an alternate door which I designed for that. @Akira_R Yep, there are holes on the collider, because convex colliders fill holes, that's why I simplify the mesh by removing detailed parts. I can fix them on next release and fill them in manually. Though, question. The Mk1/0 (zero cockpit) has two separate colliders - a cylinder (hollow) and a capsule collider (for canopy). Do I need to fill the cylinder hole alone, or do I have to change the whole collider into one big collider? Because that will cause some collider issues, it will make L shaped parts become \ shaped because convex colliders simplify uneven meshes. So when you attach things on it, it won't be the same shape as the displayed mesh. If it's fine to have separate colliders and just need the holes to be filled, I can do that. Quote Link to comment Share on other sites More sharing options...
kiwinanday Posted January 15, 2017 Share Posted January 15, 2017 @blackheart612 word, figured I'd pitch the thought. And the "standard" door works perfectly—the lip on the inside is perfect for Kerbals to climb over. On the ramp, maybe an extendable piece and the end, sorta like how the Mk3 cargo tail functions? Quote Link to comment Share on other sites More sharing options...
Akira_R Posted January 15, 2017 Share Posted January 15, 2017 7 minutes ago, blackheart612 said: *snip* I studied landing gears for a while now. I can't figure out how the gears work by trial and error. I haven't tried everything though. I'll try to reimport a squad gear and see from there if I learn anything. Won't be anytime in the future though. Animating it and arranging the hierarchy will be a real pain. Also, the ramp is for the small landing gear. If it's a bigger gear and I tried to make a ramp that would reach the ground, it wouldn't fit on the door. and would have to use a different, more bulky mechanism (eating interior space, and such mechanism is non-existent irl). So, good thing there's an alternate door which I designed for that. @Akira_R Yep, there are holes on the collider, because convex colliders fill holes, that's why I simplify the mesh by removing detailed parts. I can fix them on next release and fill them in manually. Though, question. The Mk1/0 (zero cockpit) has two separate colliders - a cylinder (hollow) and a capsule collider (for canopy). Do I need to fill the cylinder hole alone, or do I have to change the whole collider into one big collider? Because that will cause some collider issues, it will make L shaped parts become \ shaped because convex colliders simplify uneven meshes. So when you attach things on it, it won't be the same shape as the displayed mesh. If it's fine to have separate colliders and just need the holes to be filled, I can do that. I believe that you can have separate colliders without any issues. If I remember correctly the Mk1/0 cockpit behaved very interestingly, if it was sandwiched between two parts with "working" colliders then FAR saw it as having the same cross sectional area as a Mk1 fuel tank, otherwise it viewed it as having no volume. In regards to wheels might I suggest taking a look at this: It works much much better than the junk Unity 5 wheel system that stock uses. Quote Link to comment Share on other sites More sharing options...
qromodynmc Posted January 15, 2017 Share Posted January 15, 2017 @blackheart612 Thanks, and also thanks for new parts, everything looks perfect atm; Quote Link to comment Share on other sites More sharing options...
kiwinanday Posted January 15, 2017 Share Posted January 15, 2017 1 minute ago, qromodynmc said: Gorgeous. Where's the fuel go, in the engine nacelles? Quote Link to comment Share on other sites More sharing options...
qromodynmc Posted January 15, 2017 Share Posted January 15, 2017 (edited) 1 minute ago, kiwinanday said: Gorgeous. Where's the fuel go, in the engine nacelles? Yeah, 1600l fuel total, thanks to Far it can go supercruise at sea level so it doesnt use fuel much. Edited January 15, 2017 by qromodynmc Quote Link to comment Share on other sites More sharing options...
kiwinanday Posted January 15, 2017 Share Posted January 15, 2017 @qromodynmc last off-topic bit: FAR is updated!? Quote Link to comment Share on other sites More sharing options...
qromodynmc Posted January 15, 2017 Share Posted January 15, 2017 Just now, kiwinanday said: @qromodynmc last off-topic bit: FAR is updated!? I use dev build, it's good atm, there was few bugs and got fixed. Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted January 15, 2017 Author Share Posted January 15, 2017 @kiwinanday It already has it, just a little tiny tip though. I think it's going too far if I extend it farther. (Structural integrity-wise). Nevermind the nothing longer exists in real life, I think there is. I just want this better I also want it to function just like the real airstair I and the previous mod that made the same design based it from. The second option is based from the airbus. @qromodynmc I don't have patience to do all those wings. I'll just install Pwings... haha @Akira_R It's gonna happen, then. KSPWheel was suggested before. I'm interested and I like. But it's not enough to make me give up my one plug-in dependency rule Quote Link to comment Share on other sites More sharing options...
Tex_NL Posted January 15, 2017 Share Posted January 15, 2017 Despite this mod having a few issues it is on the right track. last few days I have been having a lot of fun hopping around KSC in my little Bell 47 replica (the iconic Korean war chopper). With a top speed of just 60/ms it's not fast but it's stable and very manoeuvrable. Quote Link to comment Share on other sites More sharing options...
Aerospacer Posted January 15, 2017 Share Posted January 15, 2017 (edited) On 02.01.2017 at 4:00 PM, blackheart612 said: @blackheart612, may I ask You about add to this avesome kit a shorten 1/2 version of stock elevon1: ? Such part very desirable for tiny and small aircrafts. (sorry for my poor english) Edited January 15, 2017 by Aerospacer Quote Link to comment Share on other sites More sharing options...
theonegalen Posted January 16, 2017 Share Posted January 16, 2017 What a great update! I'm working nonstop the next week or so, so I won't be able to present a new version of the helo cockpit for a while. Quote Link to comment Share on other sites More sharing options...
ShadowRanger787 Posted January 16, 2017 Share Posted January 16, 2017 20 hours ago, blackheart612 said: I have a part like this bug not junior sized, am I correct to assume you'd like a half version of that? It's doable. @blackheart612 That would be amazing! I've tried my hand at making it myself but I just don't have the time or skill to get into modding ksp.....Thanks again for your work! Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted January 16, 2017 Author Share Posted January 16, 2017 @Aerospacer It's possible. Hopefully I don't forget. @ShadowRanger787 I'll see if I can do it soon. No time frame for release though, Just saying. Especially I'm feeling kinda lazy right now. I'll maybe lay back for one or two days just to avoid burnout. Will return on regular pace. Today though, I filled the cockpits' missing colliders so hopefully it's fine. (@Akira_R) I'll probably try and install FAR. I don't know that much about it, but I liked it before as a consumer. In the meantime, I'll be playing for a while. Another issue I found, I've set Mk2 Non-Commercial cockpit (Falcon) to have 2 max crew. This will be fixed on the next release. Sorry about that. I try to test them all. A couple issues really pass through. I've fixed all the re-orientation of the navball whenever there's a revert. Apparently, if the cockpit is not rotated to 0, 0, 0 in unity, even if it looks right, the navball re-orients to the unity rotation after a revert. Quote Link to comment Share on other sites More sharing options...
Kerbinchaser Posted January 16, 2017 Share Posted January 16, 2017 OH YES. OH YES. OH YES. WOOOOOO HOOOOOO!!!! Quote Link to comment Share on other sites More sharing options...
Vladokapuh Posted January 16, 2017 Share Posted January 16, 2017 Hey! Would it be possible to add a toggleable version of droopnose with front glass not being transparent? IMHO it looks a little odd Also, cant wait to see those colider updates for FAR! Quote Link to comment Share on other sites More sharing options...
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