DiscoveryPlanet Posted February 8, 2018 Share Posted February 8, 2018 6 hours ago, Kernowden Kerbin said: 117S and Product30(NMB v2.0),maybe release in next month? PLEASE SIR I CANNOT HANDLE THIS AWASOME THING Quote Link to comment Share on other sites More sharing options...
Me1_base Posted February 11, 2018 Share Posted February 11, 2018 (edited) Album RwSpV will appear when post is submitted Glad to become a beta tester. Edited February 11, 2018 by Me1_base Null media link Quote Link to comment Share on other sites More sharing options...
Sebastiaz Posted February 14, 2018 Share Posted February 14, 2018 This mod seriously is amazing. Finally too, we know that everyone was really wanting a genuine F-22 (And the others) Cockpit! Goes really well with F-22 Replicas, especially the F-22N Sea Raptor. Quote Link to comment Share on other sites More sharing options...
DownHereInChile Posted February 22, 2018 Share Posted February 22, 2018 I'm having trouble using the parts alongside FAR. Would it be possible to configure them? I'm trying to figure out how so I can give it a shot myself, but you definitely have more experience modding. Quote Link to comment Share on other sites More sharing options...
Me1_base Posted February 23, 2018 Share Posted February 23, 2018 8 hours ago, DownHereInChile said: I'm having trouble using the parts alongside FAR. Would it be possible to configure them? I'm trying to figure out how so I can give it a shot myself, but you definitely have more experience modding. Delete all module lifting surface And set all drag related config to 0 By module manager patch. Quote Link to comment Share on other sites More sharing options...
DownHereInChile Posted February 23, 2018 Share Posted February 23, 2018 9 hours ago, Me1_base said: Delete all module lifting surface And set all drag related config to 0 By module manager patch. I really need to learn how to do this things. Thank you, my friend. Quote Link to comment Share on other sites More sharing options...
Me1_base Posted February 25, 2018 Share Posted February 25, 2018 Screenshot dumps Quote Link to comment Share on other sites More sharing options...
YoloT47 Posted March 2, 2018 Share Posted March 2, 2018 How do I get the missile doors to open for bombbays when just select a missile in BDArmory? Quote Link to comment Share on other sites More sharing options...
Kernowden Kerbin Posted March 3, 2018 Author Share Posted March 3, 2018 10 hours ago, YoloT47 said: How do I get the missile doors to open for bombbays when just select a missile in BDArmory? Door open by select missile? It looks like BDAC didn't fix some bug About this function, this bug will allow missle can't recognition "Drop time",missile will ignition in bombbay. In fact,bombbay door will open by missile select in beta version,yes we did it.If BDC don't fix this bu,I won't release it. Quote Link to comment Share on other sites More sharing options...
TheKurgan Posted March 4, 2018 Share Posted March 4, 2018 On 3/3/2018 at 12:53 AM, Kernowden Kerbin said: Door open by select missile? It looks like BDAC didn't fix some bug About this function, this bug will allow missle can't recognition "Drop time",missile will ignition in bombbay. In fact,bombbay door will open by missile select in beta version,yes we did it.If BDC don't fix this bu,I won't release it. As far as I know, there is no bug. I don't think there has ever been an option to have the bay open when you select a missile manually... I could be wrong. I have made custom bays work with the AI, with some help from the BDAc guys, and SpannerMonkey. It all has to do with nodes... nodes that, by being placed in a very specific way, are used to determine the open space inside the bay, thus allowing BDAc to do it's clearance check . Also, the animation GUI names have to be EXACTLY like this: startEventGUIName = Close endEventGUIName = Open actionGUIName = Toggle Regarding the nodes, I got a "certain popular weapons" bay to work with the AI using these nodes: node_stack_top2 = 0.0, 2.3, 0.0, 0.0, -1.0, 0.0, 1 node_stack_bottom2 = 0.0, -2.3, 0.0, 0.0, 1.0, 0.0, 1 node_stack_top = 0.0, 3, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -3, 0.0, 0.0, -1.0, 0.0, 1 Then referencing them in the cargo bay node: MODULE { name = ModuleCargoBay DeployModuleIndex = 1 closedPosition = 1 lookupRadius = 2.95 nodeOuterForeID = top nodeOuterAftID = bottom nodeInnerForeID = top2 nodeInnerAftID = bottom2 } Quote Link to comment Share on other sites More sharing options...
Kernowden Kerbin Posted March 4, 2018 Author Share Posted March 4, 2018 1 hour ago, TheKurgan said: As far as I know, there is no bug. I don't think there has ever been an option to have the bay open when you select a missile manually... I could be wrong. I have made custom bays work with the AI, with some help from the BDAc guys, and SpannerMonkey. It all has to do with nodes... nodes that, by being placed in a very specific way, are used to determine the open space inside the bay, thus allowing BDAc to do it's clearance check . Also, the animation GUI names have to be EXACTLY like this: startEventGUIName = Close endEventGUIName = Open actionGUIName = Toggle Regarding the nodes, I got a "certain popular weapons" bay to work with the AI using these nodes: node_stack_top2 = 0.0, 2.3, 0.0, 0.0, -1.0, 0.0, 1 node_stack_bottom2 = 0.0, -2.3, 0.0, 0.0, 1.0, 0.0, 1 node_stack_top = 0.0, 3, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -3, 0.0, 0.0, -1.0, 0.0, 1 Then referencing them in the cargo bay node: MODULE { name = ModuleCargoBay DeployModuleIndex = 1 closedPosition = 1 lookupRadius = 2.95 nodeOuterForeID = top nodeOuterAftID = bottom nodeInnerForeID = top2 nodeInnerAftID = bottom2 } If add node,it will limit the missile installation position.All right,I'll try it. Quote Link to comment Share on other sites More sharing options...
Polyus Posted March 12, 2018 Share Posted March 12, 2018 I can't get any of the parts to show up. Quote Link to comment Share on other sites More sharing options...
YoloT47 Posted March 12, 2018 Share Posted March 12, 2018 12 hours ago, Polyus said: I can't get any of the parts to show up. Are you sure they are in the correct folder? Quote Link to comment Share on other sites More sharing options...
Polyus Posted March 12, 2018 Share Posted March 12, 2018 3 hours ago, YoloT47 said: Are you sure they are in the correct folder? it's fine. 1.4 was being a brat. Quote Link to comment Share on other sites More sharing options...
commanderbunbun Posted March 19, 2018 Share Posted March 19, 2018 Well, 1.4.0 has an update to the latest Unity engine, so NMB won't work on 1.4.0 since it was created for the older version of Unity. Hopefully, it would be updated to 1.4.1. I love the looks of those cockpits. Quote Link to comment Share on other sites More sharing options...
Thorn_Ike Posted March 20, 2018 Share Posted March 20, 2018 11 hours ago, commanderbunbun said: Well, 1.4.0 has an update to the latest Unity engine, so NMB won't work on 1.4.0 since it was created for the older version of Unity. Hopefully, it would be updated to 1.4.1. I love the looks of those cockpits. blast, i was just gonna ask that. Quote Link to comment Share on other sites More sharing options...
Kernowden Kerbin Posted March 25, 2018 Author Share Posted March 25, 2018 On 2018/3/20 at 2:28 AM, commanderbunbun said: Well, 1.4.0 has an update to the latest Unity engine, so NMB won't work on 1.4.0 since it was created for the older version of Unity. Hopefully, it would be updated to 1.4.1. I love the looks of those cockpits. When I was tired of 1.3,I will updata to 1.4.1 Quote Link to comment Share on other sites More sharing options...
commanderbunbun Posted March 25, 2018 Share Posted March 25, 2018 Wish I knew how to make an IVA for those cockpits. I have a few ideas for them. Quote Link to comment Share on other sites More sharing options...
DiscoveryPlanet Posted April 23, 2018 Share Posted April 23, 2018 sir will you update this precious mod to ksp 1.4.2 ? Quote Link to comment Share on other sites More sharing options...
astro_119 Posted April 29, 2018 Share Posted April 29, 2018 (edited) ive been looking for a mod like this MAH WHOLE LIFE (not really), but thank you, i wonder why this mod isnt as popular as it should be EDIT: i think b9 procedural wings are broken... so now im sad because i cant build good replicas also in 1.4.2 it does the glitch where the craft jumps up into the air on launch rip Edited April 29, 2018 by BlaZe119 Quote Link to comment Share on other sites More sharing options...
DiscoveryPlanet Posted May 4, 2018 Share Posted May 4, 2018 w w w w wait ?????!!!!!! is this MOD ready for 1.4.x ?????? On 4/29/2018 at 3:14 PM, BlaZe119 said: ive been looking for a mod like this MAH WHOLE LIFE (not really), but thank you, i wonder why this mod isnt as popular as it should be EDIT: i think b9 procedural wings are broken... so now im sad because i cant build good replicas also in 1.4.2 it does the glitch where the craft jumps up into the air on launch rip IT IS UPDATED !!!!!!!!!!!!!!!!!!!!!!!!!!! Quote Link to comment Share on other sites More sharing options...
commanderbunbun Posted May 4, 2018 Share Posted May 4, 2018 On 2/24/2018 at 8:07 PM, Me1_base said: Screenshot dumps What mods did you use to make the swing wings like on the F14 Tomcat? Quote Link to comment Share on other sites More sharing options...
DiscoveryPlanet Posted May 5, 2018 Share Posted May 5, 2018 7 hours ago, commanderbunbun said: What mods did you use to make the swing wings like on the F14 Tomcat? maybe he use this Quote Link to comment Share on other sites More sharing options...
astro_119 Posted May 5, 2018 Share Posted May 5, 2018 14 hours ago, commanderbunbun said: What mods did you use to make the swing wings like on the F14 Tomcat? thats not an F-14... its an F-22N, search it up, its a naval F-22 concept Quote Link to comment Share on other sites More sharing options...
astro_119 Posted May 5, 2018 Share Posted May 5, 2018 but really, has anybody gotten b9 proc wings modified to work with 1.4.2? Quote Link to comment Share on other sites More sharing options...
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