YoloT47 Posted December 1, 2018 Share Posted December 1, 2018 On 11/27/2018 at 2:00 PM, Kernowden Kerbin said: yeh but maybe after a longgggggggggggggggggggggggggggggg time Cool! Link to comment Share on other sites More sharing options...
Violet_Wyvern Posted December 1, 2018 Share Posted December 1, 2018 (edited) This cockpit were not only for making Flanker.... You can also make Terminator as well.... And here's some other pics... Edited December 1, 2018 by Violet_Wyvern Link to comment Share on other sites More sharing options...
cupkolupko Posted December 7, 2018 Share Posted December 7, 2018 Hello, I'm having a problem only with an F22 bombbay. When I have it on the craft, when the game loads, it looks fine. Then, after a few seconds I am teleported to a hight of approx. 1000 meters. Other parts do not cause trouble for me, even the F35 and T57 bombbays are loaded properly. Thanks in advance. Link to comment Share on other sites More sharing options...
commanderbunbun Posted December 7, 2018 Share Posted December 7, 2018 3 hours ago, cupkolupko said: Hello, I'm having a problem only with an F22 bombbay. When I have it on the craft, when the game loads, it looks fine. Then, after a few seconds I am teleported to a hight of approx. 1000 meters. Other parts do not cause trouble for me, even the F35 and T57 bombbays are loaded properly. Thanks in advance. Are using Quiztech f35 engine? Link to comment Share on other sites More sharing options...
cupkolupko Posted December 8, 2018 Share Posted December 8, 2018 14 hours ago, commanderbunbun said: Are using Quiztech f35 engine? I am not using that engine. I don't think I even have that mod. I tested the F22 bombbay problem attached only to a stock mk1 cockpit, as well as other root parts. And, when I test other parts from this mod like this they work just fine. So, yes, still having problems... Link to comment Share on other sites More sharing options...
Hotdiggitydog Posted December 19, 2018 Share Posted December 19, 2018 (edited) Have you ever considered adding plane parts like the S-3 Viking, or A-6 Intruder. Those planes really contrast fighter jets, and it would be cool to see them in this mod. S-3 Viking Edited December 19, 2018 by Hotdiggitydog Link to comment Share on other sites More sharing options...
Kriegbringer Posted December 26, 2018 Share Posted December 26, 2018 This needs to be released for 1.5!! Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 26, 2018 Share Posted December 26, 2018 9 hours ago, Kriegbringer said: This needs to be released for 1.5!! This is a parts mod, it will work in 1.5 and 1.6 Link to comment Share on other sites More sharing options...
o24UK42o Posted January 3, 2019 Share Posted January 3, 2019 (edited) There's an issue where the F-22 fuselages/bomb bay spawns in air. Attaching it to any craft causes the whole craft to spawn high in the air. The interesting thing is, it appears to be still on the ground when using VesselMover, because it allows you to move the vessel although it's in the air (usually the VesselMover mod will say "can't move vesssel while it's in the air"). When clicking "Place Vessel" with VesselMover, the vessel is simply dropped from whatever its current altitude is. The bombbay alone appears to spawn exactly 1000m higher than the normal altitude of 70m on the runway. I have tried messing around with the config; it appears, however, that the issue is linked to the model itself. A less minor issue with this part is the misaligned stack attachment nodes in the front and back. EDIT: Using KSP 1.4.5 and latest version of NMB (v3.1). Edited January 3, 2019 by o24UK42o Link to comment Share on other sites More sharing options...
Kernowden Kerbin Posted January 3, 2019 Author Share Posted January 3, 2019 1 hour ago, o24UK42o said: There's an issue where the F-22 fuselages/bomb bay spawns in air. Attaching it to any craft causes the whole craft to spawn high in the air. The interesting thing is, it appears to be still on the ground when using VesselMover, because it allows you to move the vessel although it's in the air (usually the VesselMover mod will say "can't move vesssel while it's in the air"). When clicking "Place Vessel" with VesselMover, the vessel is simply dropped from whatever its current altitude is. The bombbay alone appears to spawn exactly 1000m higher than the normal altitude of 70m on the runway. I have tried messing around with the config; it appears, however, that the issue is linked to the model itself. A less minor issue with this part is the misaligned stack attachment nodes in the front and back. EDIT: Using KSP 1.4.5 and latest version of NMB (v3.1). im trying to fix it Link to comment Share on other sites More sharing options...
o24UK42o Posted January 3, 2019 Share Posted January 3, 2019 (edited) 1 hour ago, Kernowden Kerbin said: im trying to fix it Thank you. This is one of my favorite/must have mods, and my F-22 was very incomplete without it. Keep up the good work! EDIT: Apparently the same issue exists with this mod. @linuxgurugamer said: Quote WARNING There is a bug 1.4.* (and possibly in 1.3.1) which causes a plane with certain parts to immediatly jump to 1000m in height upon launching, and then slowly descend to the runway. It can be fixed by installing the WorldStabilizer mod, available at the following link. Note that the 1.3.1 version DOES work in 1.4.*, although the author will be coming out with a 1.4.* version soon This might be the same issue as the one you're having. I don't know if this helps, but if the bug cannot be fixed (e.g. related entirely to KSP), you might want to have the same warning on your page. I have tried doing this, and it works. Hope this was helpful Edited January 3, 2019 by o24UK42o Link to comment Share on other sites More sharing options...
o24UK42o Posted January 3, 2019 Share Posted January 3, 2019 How does the trajectory estimation in cannon mode work (the FA-18C Cockpit)? I do realize that it is a WIP, I'm just curious (and really excited!) Link to comment Share on other sites More sharing options...
Briso Posted February 12, 2019 Share Posted February 12, 2019 (edited) On 5/6/2018 at 9:51 AM, DiscoveryPlanet said: There is in the left side (in some version there is in right side) just put it where you like What mod gives these wings ? Edited February 12, 2019 by Briso Link to comment Share on other sites More sharing options...
commanderbunbun Posted February 14, 2019 Share Posted February 14, 2019 On 12/1/2018 at 4:58 AM, Violet_Wyvern said: Which mod has those intakes? Link to comment Share on other sites More sharing options...
Kernowden Kerbin Posted February 27, 2019 Author Share Posted February 27, 2019 On 1/4/2019 at 12:26 AM, o24UK42o said: How does the trajectory estimation in cannon mode work (the FA-18C Cockpit)? I do realize that it is a WIP, I'm just curious (and really excited!) is magic Link to comment Share on other sites More sharing options...
Nauvran Posted February 28, 2019 Share Posted February 28, 2019 the F22 bombbay doesnt seem to work with the BDA AI, AI simply cant open the cargobay. Which really sucks sine the bombbay is so awesome Link to comment Share on other sites More sharing options...
Kernowden Kerbin Posted March 1, 2019 Author Share Posted March 1, 2019 15 hours ago, Nauvran said: the F22 bombbay doesnt seem to work with the BDA AI, AI simply cant open the cargobay. Which really sucks sine the bombbay is so awesome are you sure? Link to comment Share on other sites More sharing options...
Nauvran Posted March 5, 2019 Share Posted March 5, 2019 On 3/1/2019 at 11:21 AM, Kernowden Kerbin said: are you sure? Yes. Link to comment Share on other sites More sharing options...
Ryugi Posted April 30, 2019 Share Posted April 30, 2019 (edited) I noticed only one of the engines has a Tweakscale Module included in the part file (the Type-117S). Is this intended, or just a minor oversight? And, would you be opposed to me adding the Tweakscale Module to other relevant part files (like the other engine, flanker intakes things like that)? I realize your license allows me to edit and redistribute things as I please, but I wanted to ask if you were okay with that before I went linking anything or mucking about in part files. Edited May 1, 2019 by Ryugi Link to comment Share on other sites More sharing options...
Svm420 Posted May 1, 2019 Share Posted May 1, 2019 I am having an issue with the 3.2 release of the mod. Any craft using the Type22 bombbay spawns 1km in the air and this message is spammed in my log. The the best case. Worst case it causes a NAN cascade that requires I restart the game to fix Spoiler Failed to create Convex Mesh from source mesh "". Source mesh is likely have too many smooth surface regions. Please reduce the surface smoothness of the source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width sufficiently for this mesh. Link to comment Share on other sites More sharing options...
Ryugi Posted May 2, 2019 Share Posted May 2, 2019 So, with @Kernowden Kerbin's blessing, I added "Free" Tweakscale module functionality to the other parts that were lacking it, most notably the Flanker Intake and the Type30 engine. Just a part edit, so it should still be compatible with KSP 1.6.1 & KSP 1.7.0. Download Link: Snag it from my Google Drive Just click the little download button in the upper right and overwrite existing NMB files in your GameData Folder as per usual. Link to comment Share on other sites More sharing options...
VoidCosmos Posted May 25, 2019 Share Posted May 25, 2019 Nice mod!!! Link to comment Share on other sites More sharing options...
Svm420 Posted May 26, 2019 Share Posted May 26, 2019 @Stone Blue Would you consider trying to fix the bomb bay for the F22? It has the same spawning 1000m in the air as quiztech and OPT. Its the only proper F22 bomb bay. Link to comment Share on other sites More sharing options...
BOBBER Posted May 26, 2019 Share Posted May 26, 2019 Hey, so until yesterday I had been playing with this mod with no problems (ksp 1.7). This morning i installed a bunch of mods, and since they were causing my game to crash I deleted everything and loaded up my backup gamedata folder, but for some reason now nmb makes my game crash. Any suggestions? Link to comment Share on other sites More sharing options...
VoidCosmos Posted May 26, 2019 Share Posted May 26, 2019 6 hours ago, Svm420 said: @Stone Blue Would you consider trying to fix the bomb bay for the F22? It has the same spawning 1000m in the air as quiztech and OPT. Its the only proper F22 bomb bay. Same here. Try using the world stabilizer mod. Link to comment Share on other sites More sharing options...
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