L0ck0n Posted January 2, 2023 Author Share Posted January 2, 2023 New version 0.5.2 - updated MiG-29 and F-16 cockpits. On 12/31/2022 at 12:01 PM, NippyFlippers said: The S-Duct does have problems. For some reason it does not supply engines with intake air, no matter what I try. Anybody else? ill look into it in next update. Quote Link to comment Share on other sites More sharing options...
L0ck0n Posted January 2, 2023 Author Share Posted January 2, 2023 Also: Uploaded F-16 to KerbalX https://kerbalx.com/ColdWarAerospace/CWA-F-16 Quote Link to comment Share on other sites More sharing options...
L0ck0n Posted January 2, 2023 Author Share Posted January 2, 2023 On 12/31/2022 at 12:01 PM, NippyFlippers said: The S-Duct does have problems. For some reason it does not supply engines with intake air, no matter what I try. Anybody else? Ok, its fixed now - new version 0.5.3 Quote Link to comment Share on other sites More sharing options...
NippyFlippers Posted January 2, 2023 Share Posted January 2, 2023 9 hours ago, L0ck0n said: Ok, its fixed now - new version 0.5.3 Great to hear. Quote Link to comment Share on other sites More sharing options...
Wolfosito Posted January 11, 2023 Share Posted January 11, 2023 Hey, I was playing around in blender and modelled a MiG-23 Cockpit using the Size 1 Mk3 shape you use in your mod Though you might be interested in taking a look at it Left to do is texturing and the actual getting it into the game which is all beyond my knowledge, so here it is if you want it Would love helping with the mod Quote Link to comment Share on other sites More sharing options...
Dioso Posted January 15, 2023 Share Posted January 15, 2023 On 1/11/2023 at 8:11 PM, Wolfosito said: Hey, I was playing around in blender and modelled a MiG-23 Cockpit using the Size 1 Mk3 shape you use in your mod Though you might be interested in taking a look at it Left to do is texturing and the actual getting it into the game which is all beyond my knowledge, so here it is if you want it Would love helping with the mod wow thats actually amazing, would love to see it finished. Quote Link to comment Share on other sites More sharing options...
ColdJ Posted January 16, 2023 Share Posted January 16, 2023 @Wolfosito Quote Link to comment Share on other sites More sharing options...
MashAndBangers Posted January 27, 2023 Share Posted January 27, 2023 Don't mind me, just living the Dream Quote Link to comment Share on other sites More sharing options...
L0ck0n Posted February 19, 2023 Author Share Posted February 19, 2023 New version - 0.6 - blackhawk update: revamped blackhawk cockpit, new cargo/crew modules, landing gear, revamped engines/heli rotor. Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted February 20, 2023 Share Posted February 20, 2023 Oh, heck. That looks fantastic. Quote Link to comment Share on other sites More sharing options...
Dioso Posted February 24, 2023 Share Posted February 24, 2023 Hey, Could you try to make the Yak-141 Cockpit and some parts for it? Quote Link to comment Share on other sites More sharing options...
TrackerAerospace Posted March 5, 2023 Share Posted March 5, 2023 With the addition of F-16 landing gear, and with the cockpit update, I felt it was fitting to revamp my F-16… Once again, thanks for the quality parts! Next I’ll be replacing the gear on my C-141 Quote Link to comment Share on other sites More sharing options...
Perapsis Posted March 11, 2023 Share Posted March 11, 2023 Is it possible to add TURD [Textures Unlimited Recoloring Depot] Support to this? It'd be really awesome to be able to color these parts. Quote Link to comment Share on other sites More sharing options...
KlunkWorks Posted March 15, 2023 Share Posted March 15, 2023 On 1/2/2023 at 8:29 AM, L0ck0n said: Ok, its fixed now - new version 0.5.3 Hey, first post here. Excellent work with your parts!!! As to the S duct intake, unless i'm missing something, it seems to still have an issue. If installed in the correct (forward facing direction) the status shows nominal, and the intake will flow the base number of units at the minimum airspeed, however as the speed of the craft increases, the intake air speed never changes. If you install the intake on a craft and then rotate it 180 degrees in the y axis so that the open (front) end faces the rear of the craft, it performs the way one would expect if it were installed normally, ie. status = nominal + intake airspeed increases with craft speed. I'm not sure if it's possible to change the orientation of the intake transform in the cfg, but if it is I don't know how lol. In full disclosure, I'm using this part on an F-16, and the "intake" on the cockpit functions correctly so it's not really an issue for me lol, but if one wanted to use it without the F-16 cockpit it would be an issue. It's possible to make it work by increasing the intake area to... large numbers, but that just feels, idk dirty lol Thanks for making this stuff! Quote Link to comment Share on other sites More sharing options...
KlunkWorks Posted March 15, 2023 Share Posted March 15, 2023 (edited) Hate to be a bother, but after thinking about my last post, I just wanted to clarify the following: forgive me if you all are already ahead here, but it seems that by correctly registering the intake airspeed relative to the actual craft speed, the intake is able to appropriately scale the intakeatm delivery with mach number/mach curve. In it's current configuration, as of V0.6 from space dock - 3/14/23, the intake atm delivered by the S-duct, when installed "normally" only scales with the static atmospheric pressure (altitude). It's as if it's open to the air, but not getting flow. That's what I was getting at with suggesting rotating the intaketransform=intake1 by 180 degrees somehow, but idk if that's possible, or what that would entail. Currently I only know how to edit parts through cfg files. Just thought this might help diagnose... and also this should make 2/5 posts I need to fully use my account . Thanks again! will post some pics of builds once I'm allowed. The black hawk parts forced me to seriously build a helicopter after 6 years of KSP lol! Edited March 15, 2023 by KlunkWorks clarification Quote Link to comment Share on other sites More sharing options...
ColdJ Posted March 17, 2023 Share Posted March 17, 2023 On 3/15/2023 at 1:43 PM, KlunkWorks said: I'm not sure if it's possible to change the orientation of the intake transform in the cfg, but if it is I don't know how lol. Intake orientation is set inside the .mu model file when it is built in the 3d modeling program. If it has been put in backwards then it would need to be corrected in there and saved as a new model file. Only if the model has been given an animation that allows it to rotate, can the cfg file do anything about orientation. Quote Link to comment Share on other sites More sharing options...
KlunkWorks Posted March 17, 2023 Share Posted March 17, 2023 8 hours ago, ColdJ said: Intake orientation is set inside the .mu model file when it is built in the 3d modeling program. If it has been put in backwards then it would need to be corrected in there and saved as a new model file. Only if the model has been given an animation that allows it to rotate, can the cfg file do anything about orientation. Thanks for explaining! That's kinda what I suspected. I recently learned about the .mu extension for Blender and downloaded both, but I also recently spent the better part of 2 days getting proficient with GIMP for texture edits, so I'm not in a hurry to crash course modeling at the moment lol. One day... Also your 1.25mDoor was the perfect part for the hatch/airlock on my flying saucer lol. Quote Link to comment Share on other sites More sharing options...
ColdJ Posted March 21, 2023 Share Posted March 21, 2023 @KlunkWorks When you are ready to tackle modeling in blender (Though I find the fork of blender, BforArtists, easier) then peruse my thread to make things a bit easier. Quote Link to comment Share on other sites More sharing options...
XJ9 Jenny Posted May 19, 2023 Share Posted May 19, 2023 (edited) Hello, module author, this module is very nice.But there are some bugs in this module.The Pegasus engine of this module cannot follow the rotation axis of Breaking Ground Expansion DLC.I hope you can solve these problems or provide vertical takeoff and landing mode for the engine.thank you. Edited May 19, 2023 by Starhawk Message reverted to English version by moderator Quote Link to comment Share on other sites More sharing options...
ColdJ Posted May 20, 2023 Share Posted May 20, 2023 10 hours ago, XJ9 Jenny said: Hello, module author, this module is very nice.But there are some bugs in this module.The Pegasus engine of this module cannot follow the rotation axis of Breaking Ground Expansion DLC.I hope you can solve these problems or provide vertical takeoff and landing mode for the engine.thank you. Hello there. Knowing the way that Breaking Ground servos work, any part attached to the outside of one should rotate. It may be that you have accidentally attached the engine to something around or behind the servo, rather than the servo itself. All rotation is handled by the DLC, parts packs have no bearing on what happens. If you are unsure, then maybe you could put a picture or 2 of your creation here so that we can see what might of happened. Quote Link to comment Share on other sites More sharing options...
XJ9 Jenny Posted May 20, 2023 Share Posted May 20, 2023 8 hours ago, ColdJ said: 嗨,你好。了解 Breaking Ground 伺服器的工作方式后,连接到舵机外部的任何部件都应旋转。可能是您不小心将发动机连接到舵机周围或后面的东西上,而不是舵机本身。所有旋转都由DLC处理,零件包与发生的情况无关。如果您不确定,那么也许您可以在此处放置您的创作的一两张图片,以便我们可以看到可能发生的事情。 https://postimg.cc/N9bVPSQy https://postimg.cc/5QJPbMm9 Hi, I got your reply, although you said that all rotations are handled by DLC, parts packs have nothing to do with what happens. But, I'm sorry, I think it's better to send you two gif image links, I hope this link is useful, the game language is Chinese, but I don't think it will affect much. Hope you can watch the gif and can solve my problem, thank you. Quote Link to comment Share on other sites More sharing options...
ColdJ Posted May 20, 2023 Share Posted May 20, 2023 2 hours ago, XJ9 Jenny said: Hi, I got your reply, although you said that all rotations are handled by DLC, parts packs have nothing to do with what happens. But, I'm sorry, I think it's better to send you two gif image links, I hope this link is useful, the game language is Chinese, but I don't think it will affect much. Hope you can watch the gif and can solve my problem, thank you. Hi. I could see that they were working in the hangar. The image was too hard to see when you were airborne to see if they rotated. I assume you had set a limited range of motion for the servos and assigned a key to toggle them from one position to another. Also that you hadn't attached them using the mirror mode, as this would cause the opposite sides to move in opposite directions. eg the left swings towards the back while the right swings towards the front. Each servo needs to be attached separately and adjusted in the pop up individually. Be aware that if you don't get the thrust balance between the front and rear engines correct that you will tip the nose up quite hard as you seemed to do in the gif. This is because the rear tail planes are causing drag as you go up. So you need the front engines to be set at a lower thrust than the rear so the drag and front dip balance the craft when rising or lowering. I will give you a link to my Harrier mod on Spacedock, it has a prebuilt model included that you can look at to get an idea of how to balance. Also I made engines that have the servo built in, so they are just one part. You still need Breaking Ground for them to be able to turn but it means less parts needed to get what you are trying to build. https://spacedock.info/mod/2863/Harrier Jump Jet Parts Pack Hope this helps. Quote Link to comment Share on other sites More sharing options...
kerbmario Posted May 20, 2023 Share Posted May 20, 2023 On 1/11/2023 at 5:11 PM, Wolfosito said: Hey, I was playing around in blender and modelled a MiG-23 Cockpit using the Size 1 Mk3 shape you use in your mod Though you might be interested in taking a look at it Left to do is texturing and the actual getting it into the game which is all beyond my knowledge, so here it is if you want it Would love helping with the mod I'd love if someone here put textures up, I'm too bad at texturing to make it look decent. Excited when this gets into the mod. Quote Link to comment Share on other sites More sharing options...
XJ9 Jenny Posted May 21, 2023 Share Posted May 21, 2023 9 hours ago, ColdJ said: Hi. I could see that they were working in the hangar. The image was too hard to see when you were airborne to see if they rotated. I assume you had set a limited range of motion for the servos and assigned a key to toggle them from one position to another. Also that you hadn't attached them using the mirror mode, as this would cause the opposite sides to move in opposite directions. eg the left swings towards the back while the right swings towards the front. Each servo needs to be attached separately and adjusted in the pop up individually. Be aware that if you don't get the thrust balance between the front and rear engines correct that you will tip the nose up quite hard as you seemed to do in the gif. This is because the rear tail planes are causing drag as you go up. So you need the front engines to be set at a lower thrust than the rear so the drag and front dip balance the craft when rising or lowering. I will give you a link to my Harrier mod on Spacedock, it has a prebuilt model included that you can look at to get an idea of how to balance. Also I made engines that have the servo built in, so they are just one part. You still need Breaking Ground for them to be able to turn but it means less parts needed to get what you are trying to build. https://spacedock.info/mod/2863/Harrier Jump Jet Parts Pack Hope this helps. Oh sorry I didn't say it all, I was going to show the problem after takeoff but forgot about the thrust balance so I didn't work on the shaft until the plane was fully landed so you see the second gif Finally, thank you, and thank you for providing me with another mod. Quote Link to comment Share on other sites More sharing options...
Marlous Posted May 22, 2023 Share Posted May 22, 2023 Does this mod not have LiftWing.1? I downloaded a craft from kerbalX. This craft requires LiftWing.1 from coldwaraerospace. I installed coldwaraerospace and still showed “missing LiftWing.1” Quote Link to comment Share on other sites More sharing options...
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