Mukita12 Posted May 18, 2021 Share Posted May 18, 2021 A-10 Warthog Replica. (I named it A-12 on the game because i use this for a military RP) Spoiler F-15 Replica (Well technically it's @BahamutoD's FJ-105 that i rearmed but still it looks cool) Spoiler F-16 Replica (My first ever self-made replica) Spoiler Quote Link to comment Share on other sites More sharing options...
Mouhand Posted May 18, 2021 Share Posted May 18, 2021 the f/a18 in action, sry i not have time to do a nice and clean video Quote Link to comment Share on other sites More sharing options...
HyperDraco Posted May 18, 2021 Share Posted May 18, 2021 Update x (I lost track): I have built the greatest multirole fighter to ever come out of Draconic Industries's hangars. I just sunk a whole damn Aircraft carrier with all 10 missiles (4 Cruise, 4 Sidewinders, 2 Tomahawk or optionally 2 Exocets but I can fit more armaments), the GAU-8 Cannon, and is still somehow extremely mavouerable. I might just pit it against @Mouhand's great F/A-18 if he allows me to, just to see if my Draconic Athena II (lots of variants but of course I will use the most powerful variant) might come out on top (or crash and die within 20 seconds which is more likely). Quote Link to comment Share on other sites More sharing options...
Mouhand Posted May 18, 2021 Share Posted May 18, 2021 12 minutes ago, HyperDraco said: Update x (I lost track): I have built the greatest multirole fighter to ever come out of Draconic Industries's hangars. I just sunk a whole damn Aircraft carrier with all 10 missiles (4 Cruise, 4 Sidewinders, 2 Tomahawk or optionally 2 Exocets but I can fit more armaments), the GAU-8 Cannon, and is still somehow extremely mavouerable. I might just pit it against @Mouhand's great F/A-18 if he allows me to, just to see if my Draconic Athena II (lots of variants but of course I will use the most powerful variant) might come out on top (or crash and die within 20 seconds which is more likely). it's brand new why you wanna destroy it ? sure you don't need my permission,I haven't tested them with AI but i would like to see that Quote Link to comment Share on other sites More sharing options...
ColdJ Posted May 18, 2021 Author Share Posted May 18, 2021 I have a reasonable amount of jets built up but I am trickling them out so that others get to have their creations seen too. Love what all of you have been putting up. All my jets are fully balanced and functional and can be used by BD armory. This is a F16XL. It was a prototype that wasn't put in to production but was given to NASA to trial various technologies and wing configurations. It uses my Marlin Afterburning Turbojet that I created for my SAAB single engine Jet Fighters. More oomf. Using 2 at once voids your warranty. Spoiler Spoiler Quote Link to comment Share on other sites More sharing options...
Mukita12 Posted May 19, 2021 Share Posted May 19, 2021 8 hours ago, Mouhand said: the f/a18 in action, sry i not have time to do a nice and clean video Hey i saw this last night on Kerbal X Quote Link to comment Share on other sites More sharing options...
Max von Kerman Posted May 19, 2021 Share Posted May 19, 2021 My f16 fighter jet Quote Link to comment Share on other sites More sharing options...
Mukita12 Posted May 19, 2021 Share Posted May 19, 2021 7 minutes ago, Max von Kerman said: My f16 fighter jet Nice, I have a suggestion. Try replacing the Rudder with a small delta wing with either Elevon 2 or 3. Quote Link to comment Share on other sites More sharing options...
Max von Kerman Posted May 19, 2021 Share Posted May 19, 2021 k ill try Quote Link to comment Share on other sites More sharing options...
HyperDraco Posted May 19, 2021 Share Posted May 19, 2021 Update for @Mouhand:I am GO for craft download and I need to figure out how it'll work with BDAc's AI systems. Then, I'll tack some realistic armament and see how it performs. Then they fight. If @ColdJ allows me, I'd like to download one of his craft to see how they'd fare too. I'm sure I'm coming pretty much dead last but we'll see if a couple of hardpoints and a few more missiles can remedy that. Quote Link to comment Share on other sites More sharing options...
Mukita12 Posted May 19, 2021 Share Posted May 19, 2021 16 hours ago, Mukita12 said: A-10 Warthog Replica. (I named it A-12 on the game because i use this for a military RP) Reveal hidden contents I have added Armament on the A-10 and recorded myself a demonstration of an Attack sequences Quote Link to comment Share on other sites More sharing options...
ColdJ Posted May 19, 2021 Author Share Posted May 19, 2021 2 hours ago, HyperDraco said: Update for @Mouhand:I am GO for craft download and I need to figure out how it'll work with BDAc's AI systems. Then, I'll tack some realistic armament and see how it performs. Then they fight. If @ColdJ allows me, I'd like to download one of his craft to see how they'd fare too. I'm sure I'm coming pretty much dead last but we'll see if a couple of hardpoints and a few more missiles can remedy that. Ok I am either going to have to strip 1 down or give you the config file details for my chines. Let me check my F-14. I think it just needs Airplane Plus and Mk2 expansion and Tweakscale and NMB and BD Armory but you obviously have that. I will Check and see and If so I will upload it to Kerbal X. It performs very well and is really good for carrier landings. Quote Link to comment Share on other sites More sharing options...
HyperDraco Posted May 19, 2021 Share Posted May 19, 2021 10 minutes ago, ColdJ said: Ok I am either going to have to strip 1 down or give you the config file details for my chines. Let me check my F-14. I think it just needs Airplane Plus and Mk2 expansion and Tweakscale and NMB and BD Armory but you obviously have that. I will Check and see and If so I will upload it to Kerbal X. It performs very well and is really good for carrier landings. Thank you, currently running the first showdown as this is typed out Yikes turns out his plane has a bunch of mods I don't have (overlooked due to my own incompetence) So now I guess I do this run later, Upgrades have to made to the Athena Quote Link to comment Share on other sites More sharing options...
ColdJ Posted May 19, 2021 Author Share Posted May 19, 2021 5 minutes ago, HyperDraco said: Thank you, currently running the first showdown as this is typed out Ok. This will take a while. The best result so far has been 3 unrecognised parts on Kerbal X. I have some family things to do then I will load up my Modded game. Only takes 10 minutes to load in. And then see what I can homogenise for kerbal X. Won't be as pretty but will perform. Quote Link to comment Share on other sites More sharing options...
HyperDraco Posted May 19, 2021 Share Posted May 19, 2021 33 minutes ago, ColdJ said: Ok. This will take a while. The best result so far has been 3 unrecognised parts on Kerbal X. I have some family things to do then I will load up my Modded game. Only takes 10 minutes to load in. And then see what I can homogenise for kerbal X. Won't be as pretty but will perform. That's great, thanks. Take your time. You must be running a good build, mine only takes 20. Quote Link to comment Share on other sites More sharing options...
ColdJ Posted May 19, 2021 Author Share Posted May 19, 2021 6 hours ago, HyperDraco said: You must be running a good build, mine only takes 20. ROFL Quote Link to comment Share on other sites More sharing options...
HyperDraco Posted May 19, 2021 Share Posted May 19, 2021 (edited) A friendly update for @ColdJ Please arm your F-14 Tomcat with every weapon under the sun because I somehow made my Athena II SGI go from carrying 14 weapons to uh... 40... Don't ask how or why, it just can. Here's a rough run down (from memory so these may be a bit off, pardon me for that): 14 Sidewinders 6 of those Subsonic Cruise Missiles 4 of those Supersonic Cruise Missiles 12 of those Anti-Tank rockets 2 PAC-3 Interceptor Missiles (or optionally 2 Genie Nuclear rockets) and 2 Tomahawk Missiles. oh and a small tiny GAU-8 with 4,800 rounds. It shames the A-10 in the firepower department which is a sentence I thought I'd never say. Edited May 19, 2021 by HyperDraco I am speed Quote Link to comment Share on other sites More sharing options...
ColdJ Posted May 19, 2021 Author Share Posted May 19, 2021 @HyperDraco At the moment I am just trying to make them useable by you. Nothing like reviewing to realise how many separate mods you used to build a jet. This compounded by how many personally configured parts I have created in a slap dash spread through the folders manner. Opt, ColdWar, NMB,NFA,SXT,Quiztech.Airplane Plus,Aviation Cockpits, and my powered landing gear and cosmetic parts are all found in 1 of my planes. I will try to find the simplist and give you the configs here to copy and paste into config files I get you to create. But I may have to end up doing a mod pack to cover everything. I am stripping out all the BD Armory. You will have to set them up the way you want. Is easier for me and you will get them the way you like. If I ever get to you being able to use my NMB bombay models (F22 raptor, F35 lightning II and J20 Mighty Dragon) I will also have to give you my JANAAM missiles (which I somehow fluked getting my BD Armory to recognise) and my Sidewinder Bs. Made so I could fit missiles neatly in when the bays are closed. Quote Link to comment Share on other sites More sharing options...
HyperDraco Posted May 19, 2021 Share Posted May 19, 2021 9 minutes ago, ColdJ said: @HyperDraco At the moment I am just trying to make them useable by you. Nothing like reviewing to realise how many separate mods you used to build a jet. This compounded by how many personally configured parts I have created in a slap dash spread through the folders manner. Opt, ColdWar, NMB,NFA,SXT,Quiztech.Airplane Plus,Aviation Cockpits, and my powered landing gear and cosmetic parts are all found in 1 of my planes. I will try to find the simplist and give you the configs here to copy and paste into config files I get you to create. But I may have to end up doing a mod pack to cover everything. I am stripping out all the BD Armory. You will have to set them up the way you want. Is easier for me and you will get them the way you like. If I ever get to you being able to use my NMB bombay models (F22 raptor, F35 lightning II and J20 Mighty Dragon) I will also have to give you my JANAAM missiles (which I somehow fluked getting my BD Armory to recognise) and my Sidewinder Bs. Made so I could fit missiles neatly in when the bays are closed. That'll be a great help. I used to have a relative who flew the Tomcat for a while (he lived in the States while I don't) so I could consult him on how it felt and how the loadout should be. If memory serves me right, it was a Vulcan cannon with 10 or 11 hardpoints which I should be able to faithfully replicate onto your craft. And as for the configs, I'll do what you've said as it seems to be the easiest method for the both of us. So far my plane uses Airplane Plus (as does nearly everything I make that moves), NMB, OPT, ColdWar, SXT, BDAc, NAS, Tweakscale, Procedural Parts, NKD, Near Future Electronics and that's it from my memory. I tried making a different plane using the NMB Bomb bay and they were pretty usable except for the fact I was a dimwit and crammed it full of fuel tanks and armament which left about no space for the actual payload. Quote Link to comment Share on other sites More sharing options...
ColdJ Posted May 19, 2021 Author Share Posted May 19, 2021 Ok I hope that I have got it so that apart from NMB,Tweakscale,Airplane Plus,Possibly SXT, The Saturn engines from BD and the M2H tailboom that I think belong to one of those and coldwar aerospace. The following config files should once put in a folder in the gamedata folder, should mean the F-14 can be loaded in your game. I am giving you first both my motorized landing gear that use Squad. Create a text document called MotorizedLandingGearSmall, paste the following in and save as .cfg rather than .txt Spoiler PART { name = MotorizedSmallGearBay module = Part author = Porkjet scale = 1.0 rescaleFactor = 1.0 node_attach = 0.00, 0.00, 0.00, 0.0, 1.0, 0.0, 1 TechRequired = landing entryCost = 3800 cost = 600 category = Ground subcategory = 0 title = LY-11 Small Motorized Landing Gear manufacturer = #autoLOC_501653 //#autoLOC_501653 = LightYear Tire Company description = High performance retractable landing gear. Comes with shock absorber, steering, built-in spotlights and now a small motor for taxi-ing. attachRules = 1,1,1,1,1,0,0,0 //mass = 0.01 mass = 0.055 thermalMassModifier = 4.0 // heatConductivity = 0.06 emissiveConstant = 0.95 dragModelType = default maximum_drag = 0.3 minimum_drag = 0.2 angularDrag = 1 maxTemp = 2600 crashTolerance = 50 breakingForce = 50 breakingTorque = 100 // PhysicsSignificance = 1 // I think this should have mass bulkheadProfiles = srf tags = #autoLOC_500986 //#autoLOC_500986 = aero (air aircraft ground plane retract roll takeoff taxi wheel EFFECTS { deploy { AUDIO { channel = Ship clip = Squad/Sounds/elev_start volume = 0 0 volume = 1 0.5 pitch = 0.95 } AUDIO_LOOP { channel = Ship clip = Squad/Sounds/elev_loop volume = 0 0 volume = 1 0.5 pitch = 0.75 } } deployed { AUDIO { channel = Ship clip = Squad/Sounds/elev_stop volume = 0 0 volume = 1 0.5 pitch = 0.75 } } retract { AUDIO { channel = Ship clip = Squad/Sounds/elev_stop volume = 0 0 volume = 1 0.5 pitch = 1.0 } AUDIO_LOOP { channel = Ship clip = Squad/Sounds/elev_loop volume = 0 0 volume = 1 0.5 pitch = 0.75 } } retracted { AUDIO { channel = Ship clip = Squad/Sounds/elev_start volume = 0 0 volume = 1 0.5 pitch = 0.95 } } } MODEL { model = Squad/Parts/Wheel/LandingGear/GearSmall } MODULE { name = ModuleWheelBase wheelColliderTransformName = WheelCollider wheelTransformName = WheelPivot wheelType = MOTORIZED // setting this to true will override the radius and center parameters FitWheelColliderToMesh = False radius = 0.18 center = 0,0,0 mass = 0.040 groundHeightOffset = 1.15 TooltipTitle = #autoLOC_502079 //#autoLOC_502079 = Retractable Landing Gear TooltipPrimaryField = #autoLOC_6004046 //#autoLOC_6004046 = Retractable Motorized } MODULE { name = ModuleWheelSuspension baseModuleIndex = 0 suspensionTransformName = SuspensionPivot maximumLoad = 10.0 suspensionDistance = 0.12 suspensionOffset = 0.0 targetPosition = 0.0 springRatio = 12 damperRatio = 2.0 } MODULE { name = ModuleWheelSteering baseModuleIndex = 0 caliperTransformName = SteeringPivot steeringResponse = 2 steeringCurve { key = 0 30 key = 10 9 key = 30 2 } } MODULE { name = ModuleWheelBrakes baseModuleIndex = 0 maxBrakeTorque = 4 brakeResponse = 1 statusLightModuleIndex = 4 } MODULE { name = ModuleStatusLight lightMeshRendererName = BrakeIndicator lightMatPropertyName = _EmissiveColor colorOn = #ff4433 colorOff = #000000 } MODULE { name = ModuleWheelDeployment baseModuleIndex = 0 animationTrfName = Small animationStateName = LandingGearSmallDeploy deployedPosition = 1 deployTargetTransformName = deployTgt TsubSys = 1.0 useStandInCollider = True slaveModules = 8 fxDeploy = deploy fxRetract = retract fxDeployed = deployed fxRetracted = retracted } MODULE { name = FXModuleConstrainPosition // match rotation of the upper scissor link to the steered section matchRotation = true matchPosition = false CONSTRAINFX { targetName = SteeringPivot moversName = SteeringActuator } } MODULE { name = FXModuleLookAtConstraint // scissor links CONSTRAINLOOKFX { targetName = anchor2 rotatorsName = link1 } CONSTRAINLOOKFX { targetName = anchor1 rotatorsName = link2 } } MODULE { name = ModuleTestSubject environments = 15 useStaging = False useEvent = True } MODULE { name = ModuleLight lightName = Spotlight useAnimationDim = True lightBrightenSpeed = 2.5 lightDimSpeed = 2.5 resourceAmount = 0.01 animationName = LandingGearSmallSpotlight useResources = True } MODULE { name = ModuleWheelDamage baseModuleIndex = 0 stressTolerance = 5600 impactTolerance = 2000 deflectionMagnitude = 10 deflectionSharpness = 2.0 slipMagnitude = 15 slipSharpness = 2.0 explodeMultiplier = 1.0 } MODULE { name = ModuleDragModifier dragCubeName = Deployed dragModifier = 2 } MODULE { name = ModuleDragModifier dragCubeName = Retracted dragModifier = 0.5 } MODULE { name = ModuleGenerator isAlwaysActive = true OUTPUT_RESOURCE { name = ElectricCharge rate = 0.1 } } MODULE { name = ModuleWheelMotor baseModuleIndex = 0 maxRpm = 21 driveResponse = 2 torqueCurve { key = 0 1.0 0 0 key = 10 0.66 0//20 0.66 0 key = 30 0.14 0 0//40 0.14 0 0 key = 34 0 0 0//44 0 0 0 } } MODULE { name = ModulePartVariants baseVariant = WhiteAndGray VARIANT { name = GrayAndWhite displayName = Negative themeName = GrayAndWhite primaryColor = #adadad secondaryColor = #ffffff TEXTURE { mainTextureURL = Squad/Parts/Wheel/LandingGear/LandingGear } } VARIANT { name = WhiteAndGray displayName = Positive themeName = WhiteAndGray primaryColor = #ffffff secondaryColor = #adadad TEXTURE { mainTextureURL = Squad/Parts/Wheel/LandingGear/LandingGearold } } } MODULE { name = TweakScale type = stack defaultScale = 1.25 } } Then do 1 called MotorizeLandingGearMedium and do same. Spoiler PART { name = MotorizedGearSmall module = Part author = Porkjet scale = 1.0 rescaleFactor = 1.0 node_attach = 0.00, 0.00, 0.00, 0.0, 1.0, 0.0, 1 TechRequired = advLanding entryCost = 4800 cost = 700 category = Ground subcategory = 0 title = LY-36 Motorized Medium Landing Gear manufacturer = #autoLOC_501653 //#autoLOC_501653 = LightYear Tire Company description = High performance retractable landing gear. This bigger version features two large tires to support big and heavy planes. The longer assembly allows for improved ground clearance. Now with motor for Taxi-ing. attachRules = 1,1,1,1,1,0,0,0 //mass = 0.01 mass = 0.25 thermalMassModifier = 4.0 // heatConductivity = 0.06 emissiveConstant = 0.95 dragModelType = default maximum_drag = 0.3 minimum_drag = 0.2 angularDrag = 1 maxTemp = 2600 crashTolerance = 50 breakingForce = 50 breakingTorque = 100 // PhysicsSignificance = 1 // I think this should have mass bulkheadProfiles = srf tags = #autoLOC_500983 //#autoLOC_500983 = aero (air aircraft ground plane retract roll takeoff taxi wheel EFFECTS { deploy { AUDIO { channel = Ship clip = Squad/Sounds/elev_start volume = 0 0 volume = 1 0.5 pitch = 0.9 } AUDIO_LOOP { channel = Ship clip = Squad/Sounds/elev_loop volume = 0 0 volume = 1 0.5 pitch = 0.65 } } deployed { AUDIO { channel = Ship clip = Squad/Sounds/elev_stop volume = 0 0 volume = 1 0.5 pitch = 0.8 } } retract { AUDIO { channel = Ship clip = Squad/Sounds/elev_stop volume = 0 0 volume = 1 0.5 pitch = 0.9 } AUDIO_LOOP { channel = Ship clip = Squad/Sounds/elev_loop volume = 0 0 volume = 1 0.5 pitch = 0.65 } } retracted { AUDIO { channel = Ship clip = Squad/Sounds/elev_start volume = 0 0 volume = 1 0.5 pitch = 0.9 } } } MODEL { model = Squad/Parts/Wheel/LandingGear/GearMedium //scale = 1, 1, 1 } MODULE { name = ModuleWheelBase wheelColliderTransformName = WheelCollider wheelTransformName = WheelPivot wheelType = MOTORIZED // setting this to true will override the radius and center parameters FitWheelColliderToMesh = False radius = 0.25 center = 0,0.0,0 mass = 0.080 groundHeightOffset = 1.72 TooltipTitle = #autoLOC_502079 //#autoLOC_502079 = Retractable Landing Gear TooltipPrimaryField = #autoLOC_6004046 //#autoLOC_6004046 = Retractable Motorized } MODULE { name = ModuleWheelSuspension baseModuleIndex = 0 suspensionTransformName = SuspensionPivot maximumLoad = 30.0 suspensionDistance = 0.2 suspensionOffset = 0.0 targetPosition = 0.0 // 0-1 scalar - determines the 'at rest' position of the wheel along the suspension travel springRatio = 14 damperRatio = 1.0 // boostRatio = 0.65 } MODULE { name = ModuleWheelSteering baseModuleIndex = 0 caliperTransformName = SteeringPivot steeringResponse = 2 steeringCurve { key = 0 40 key = 10 9 key = 30 2 } } MODULE { name = ModuleWheelBrakes baseModuleIndex = 0 maxBrakeTorque = 8 brakeResponse = 1 statusLightModuleIndex = 7 } MODULE { name = ModuleWheelDeployment baseModuleIndex = 0 animationTrfName = Medium animationStateName = LandingGearMediumDeploy deployedPosition = 1 deployTargetTransformName = deployTgt TsubSys = 1.0 useStandInCollider = True slaveModules = 8 fxDeploy = deploy fxRetract = retract fxDeployed = deployed fxRetracted = retracted } MODULE { name = FXModuleConstrainPosition // match rotation of the upper scissor link to the steered section matchRotation = true matchPosition = false CONSTRAINFX { targetName = SteeringPivot moversName = SteeringActuator } } MODULE { name = FXModuleLookAtConstraint // scissor links CONSTRAINLOOKFX { targetName = anchor2 rotatorsName = link1 } CONSTRAINLOOKFX { targetName = anchor1 rotatorsName = link2 } } MODULE { name = ModuleStatusLight //lightObjName = StatusLight lightMeshRendererName = BrakeIndicator lightMatPropertyName = _EmissiveColor colorOn = #ff4433 colorOff = #000000 } MODULE { name = ModuleTestSubject environments = 15 useStaging = False useEvent = True } MODULE { name = ModuleLight lightName = Spotlight useAnimationDim = True lightBrightenSpeed = 2.5 lightDimSpeed = 2.5 resourceAmount = 0.02 animationName = LandingGearMediumSpotlight useResources = True } MODULE { name = ModuleWheelDamage baseModuleIndex = 0 stressTolerance = 9000 impactTolerance = 3000 deflectionMagnitude = 10 deflectionSharpness = 2.0 slipMagnitude = 15 slipSharpness = 2.0 explodeMultiplier = 1.0 } MODULE { name = ModuleDragModifier dragCubeName = Deployed dragModifier = 2 } MODULE { name = ModuleDragModifier dragCubeName = Retracted dragModifier = 0.5 } MODULE { name = ModuleWheelMotor baseModuleIndex = 0 maxRpm = 21 driveResponse = 2 torqueCurve { key = 0 1.0 0 0 key = 10 0.66 0//20 0.66 0 key = 30 0.14 0 0//40 0.14 0 0 key = 34 0 0 0//44 0 0 0 } } MODULE { name = ModuleGenerator isAlwaysActive = true OUTPUT_RESOURCE { name = ElectricCharge rate = 0.1 } } MODULE { name = TweakScale type = stack defaultScale = 1.25 } MODULE { name = ModulePartVariants baseVariant = WhiteAndGray VARIANT { name = GrayAndWhite displayName = Negative themeName = GrayAndWhite primaryColor = #adadad secondaryColor = #ffffff TEXTURE { mainTextureURL = Squad/Parts/Wheel/LandingGear/LandingGear } } VARIANT { name = WhiteAndGray displayName = Positive themeName = WhiteAndGray primaryColor = #ffffff secondaryColor = #adadad TEXTURE { mainTextureURL = Squad/Parts/Wheel/LandingGear/LandingGearold } } } } These include a part variant module for colour, as you don't have the alternate just make sure they are set to positive if they look dull grey all over and you will get the regular texture. Next is my version of Cold War Aerospace's Mk0 weight. It essential in the design as the plane will want to flip backwards without it. name the config Balance_Weight_Mk10.cfg and then copy and paste and save this. Spoiler PART { name = Balance_Weight_Mk10 module = Part author = L0ck0n rescaleFactor = 1 node_stack_top = 0.0, 0.2, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -0.2, 0.0, 0.0, -1.0, 0.0 node_attach = 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 1 TechRequired = aviation entryCost = 500 cost = 100 category = Utility subcategory = 0 title = Balance Weight Mk10 manufacturer = CW Aerospace Division description = A dense small balance weight, use it to balance your vehicle. attachRules = 1,1,1,1,0 mass = 0.50 dragModelType = none maximum_drag = 0.0 minimum_drag = 0.0 angularDrag = 0 crashTolerance = 40 breakingForce = 50 breakingTorque = 50 maxTemp = 2000 // = 3000 thermalMassModifier = 2.0 fuelCrossFeed = True bulkheadProfiles = size0, srf tags = CWA ColdWarAerospace Weight balance ballast MODEL { model = ColdWarAerospace/Parts/Utility/Balance_Weight_Mk0/Balance_Weight_Mk0 } RESOURCE { name = Scrap metal amount = 500 maxAmount = 500 } MODULE { name = TweakScale type = free } //DRAG_CUBE //{ //cube = Default,0.32,0.0719,0.4076,0.32,0.0719,0.4076,0.3054,0.08869,0.1976,0.3054,0.08869,0.1976,0.32,0.07189,0.4076,0.32,0.0719,0.4076, 0,0,0, 0.625,0.6,0.625 //} } If you have Cold War then you have their resource file. Without it the weight won't function. I think that this is all this plane requires on top off the other mods. Kerbal X says 3 parts not recognised so let me know if I missed something, I will check back in in around 12 hours time. https://kerbalx.com/ColdJ/ColdJ-F-14-Tomcat-UPP @HyperDraco @Mouhand Quote Link to comment Share on other sites More sharing options...
HyperDraco Posted May 20, 2021 Share Posted May 20, 2021 7 hours ago, ColdJ said: Ok I hope that I have got it so that apart from NMB,Tweakscale,Airplane Plus,Possibly SXT, The Saturn engines from BD and the M2H tailboom that I think belong to one of those and coldwar aerospace. The following config files should once put in a folder in the gamedata folder, should mean the F-14 can be loaded in your game. I am giving you first both my motorized landing gear that use Squad. Create a text document called MotorizedLandingGearSmall, paste the following in and save as .cfg rather than .txt Hide contents PART { name = MotorizedSmallGearBay module = Part author = Porkjet scale = 1.0 rescaleFactor = 1.0 node_attach = 0.00, 0.00, 0.00, 0.0, 1.0, 0.0, 1 TechRequired = landing entryCost = 3800 cost = 600 category = Ground subcategory = 0 title = LY-11 Small Motorized Landing Gear manufacturer = #autoLOC_501653 //#autoLOC_501653 = LightYear Tire Company description = High performance retractable landing gear. Comes with shock absorber, steering, built-in spotlights and now a small motor for taxi-ing. attachRules = 1,1,1,1,1,0,0,0 //mass = 0.01 mass = 0.055 thermalMassModifier = 4.0 // heatConductivity = 0.06 emissiveConstant = 0.95 dragModelType = default maximum_drag = 0.3 minimum_drag = 0.2 angularDrag = 1 maxTemp = 2600 crashTolerance = 50 breakingForce = 50 breakingTorque = 100 // PhysicsSignificance = 1 // I think this should have mass bulkheadProfiles = srf tags = #autoLOC_500986 //#autoLOC_500986 = aero (air aircraft ground plane retract roll takeoff taxi wheel EFFECTS { deploy { AUDIO { channel = Ship clip = Squad/Sounds/elev_start volume = 0 0 volume = 1 0.5 pitch = 0.95 } AUDIO_LOOP { channel = Ship clip = Squad/Sounds/elev_loop volume = 0 0 volume = 1 0.5 pitch = 0.75 } } deployed { AUDIO { channel = Ship clip = Squad/Sounds/elev_stop volume = 0 0 volume = 1 0.5 pitch = 0.75 } } retract { AUDIO { channel = Ship clip = Squad/Sounds/elev_stop volume = 0 0 volume = 1 0.5 pitch = 1.0 } AUDIO_LOOP { channel = Ship clip = Squad/Sounds/elev_loop volume = 0 0 volume = 1 0.5 pitch = 0.75 } } retracted { AUDIO { channel = Ship clip = Squad/Sounds/elev_start volume = 0 0 volume = 1 0.5 pitch = 0.95 } } } MODEL { model = Squad/Parts/Wheel/LandingGear/GearSmall } MODULE { name = ModuleWheelBase wheelColliderTransformName = WheelCollider wheelTransformName = WheelPivot wheelType = MOTORIZED // setting this to true will override the radius and center parameters FitWheelColliderToMesh = False radius = 0.18 center = 0,0,0 mass = 0.040 groundHeightOffset = 1.15 TooltipTitle = #autoLOC_502079 //#autoLOC_502079 = Retractable Landing Gear TooltipPrimaryField = #autoLOC_6004046 //#autoLOC_6004046 = Retractable Motorized } MODULE { name = ModuleWheelSuspension baseModuleIndex = 0 suspensionTransformName = SuspensionPivot maximumLoad = 10.0 suspensionDistance = 0.12 suspensionOffset = 0.0 targetPosition = 0.0 springRatio = 12 damperRatio = 2.0 } MODULE { name = ModuleWheelSteering baseModuleIndex = 0 caliperTransformName = SteeringPivot steeringResponse = 2 steeringCurve { key = 0 30 key = 10 9 key = 30 2 } } MODULE { name = ModuleWheelBrakes baseModuleIndex = 0 maxBrakeTorque = 4 brakeResponse = 1 statusLightModuleIndex = 4 } MODULE { name = ModuleStatusLight lightMeshRendererName = BrakeIndicator lightMatPropertyName = _EmissiveColor colorOn = #ff4433 colorOff = #000000 } MODULE { name = ModuleWheelDeployment baseModuleIndex = 0 animationTrfName = Small animationStateName = LandingGearSmallDeploy deployedPosition = 1 deployTargetTransformName = deployTgt TsubSys = 1.0 useStandInCollider = True slaveModules = 8 fxDeploy = deploy fxRetract = retract fxDeployed = deployed fxRetracted = retracted } MODULE { name = FXModuleConstrainPosition // match rotation of the upper scissor link to the steered section matchRotation = true matchPosition = false CONSTRAINFX { targetName = SteeringPivot moversName = SteeringActuator } } MODULE { name = FXModuleLookAtConstraint // scissor links CONSTRAINLOOKFX { targetName = anchor2 rotatorsName = link1 } CONSTRAINLOOKFX { targetName = anchor1 rotatorsName = link2 } } MODULE { name = ModuleTestSubject environments = 15 useStaging = False useEvent = True } MODULE { name = ModuleLight lightName = Spotlight useAnimationDim = True lightBrightenSpeed = 2.5 lightDimSpeed = 2.5 resourceAmount = 0.01 animationName = LandingGearSmallSpotlight useResources = True } MODULE { name = ModuleWheelDamage baseModuleIndex = 0 stressTolerance = 5600 impactTolerance = 2000 deflectionMagnitude = 10 deflectionSharpness = 2.0 slipMagnitude = 15 slipSharpness = 2.0 explodeMultiplier = 1.0 } MODULE { name = ModuleDragModifier dragCubeName = Deployed dragModifier = 2 } MODULE { name = ModuleDragModifier dragCubeName = Retracted dragModifier = 0.5 } MODULE { name = ModuleGenerator isAlwaysActive = true OUTPUT_RESOURCE { name = ElectricCharge rate = 0.1 } } MODULE { name = ModuleWheelMotor baseModuleIndex = 0 maxRpm = 21 driveResponse = 2 torqueCurve { key = 0 1.0 0 0 key = 10 0.66 0//20 0.66 0 key = 30 0.14 0 0//40 0.14 0 0 key = 34 0 0 0//44 0 0 0 } } MODULE { name = ModulePartVariants baseVariant = WhiteAndGray VARIANT { name = GrayAndWhite displayName = Negative themeName = GrayAndWhite primaryColor = #adadad secondaryColor = #ffffff TEXTURE { mainTextureURL = Squad/Parts/Wheel/LandingGear/LandingGear } } VARIANT { name = WhiteAndGray displayName = Positive themeName = WhiteAndGray primaryColor = #ffffff secondaryColor = #adadad TEXTURE { mainTextureURL = Squad/Parts/Wheel/LandingGear/LandingGearold } } } MODULE { name = TweakScale type = stack defaultScale = 1.25 } } Then do 1 called MotorizeLandingGearMedium and do same. Hide contents PART { name = MotorizedGearSmall module = Part author = Porkjet scale = 1.0 rescaleFactor = 1.0 node_attach = 0.00, 0.00, 0.00, 0.0, 1.0, 0.0, 1 TechRequired = advLanding entryCost = 4800 cost = 700 category = Ground subcategory = 0 title = LY-36 Motorized Medium Landing Gear manufacturer = #autoLOC_501653 //#autoLOC_501653 = LightYear Tire Company description = High performance retractable landing gear. This bigger version features two large tires to support big and heavy planes. The longer assembly allows for improved ground clearance. Now with motor for Taxi-ing. attachRules = 1,1,1,1,1,0,0,0 //mass = 0.01 mass = 0.25 thermalMassModifier = 4.0 // heatConductivity = 0.06 emissiveConstant = 0.95 dragModelType = default maximum_drag = 0.3 minimum_drag = 0.2 angularDrag = 1 maxTemp = 2600 crashTolerance = 50 breakingForce = 50 breakingTorque = 100 // PhysicsSignificance = 1 // I think this should have mass bulkheadProfiles = srf tags = #autoLOC_500983 //#autoLOC_500983 = aero (air aircraft ground plane retract roll takeoff taxi wheel EFFECTS { deploy { AUDIO { channel = Ship clip = Squad/Sounds/elev_start volume = 0 0 volume = 1 0.5 pitch = 0.9 } AUDIO_LOOP { channel = Ship clip = Squad/Sounds/elev_loop volume = 0 0 volume = 1 0.5 pitch = 0.65 } } deployed { AUDIO { channel = Ship clip = Squad/Sounds/elev_stop volume = 0 0 volume = 1 0.5 pitch = 0.8 } } retract { AUDIO { channel = Ship clip = Squad/Sounds/elev_stop volume = 0 0 volume = 1 0.5 pitch = 0.9 } AUDIO_LOOP { channel = Ship clip = Squad/Sounds/elev_loop volume = 0 0 volume = 1 0.5 pitch = 0.65 } } retracted { AUDIO { channel = Ship clip = Squad/Sounds/elev_start volume = 0 0 volume = 1 0.5 pitch = 0.9 } } } MODEL { model = Squad/Parts/Wheel/LandingGear/GearMedium //scale = 1, 1, 1 } MODULE { name = ModuleWheelBase wheelColliderTransformName = WheelCollider wheelTransformName = WheelPivot wheelType = MOTORIZED // setting this to true will override the radius and center parameters FitWheelColliderToMesh = False radius = 0.25 center = 0,0.0,0 mass = 0.080 groundHeightOffset = 1.72 TooltipTitle = #autoLOC_502079 //#autoLOC_502079 = Retractable Landing Gear TooltipPrimaryField = #autoLOC_6004046 //#autoLOC_6004046 = Retractable Motorized } MODULE { name = ModuleWheelSuspension baseModuleIndex = 0 suspensionTransformName = SuspensionPivot maximumLoad = 30.0 suspensionDistance = 0.2 suspensionOffset = 0.0 targetPosition = 0.0 // 0-1 scalar - determines the 'at rest' position of the wheel along the suspension travel springRatio = 14 damperRatio = 1.0 // boostRatio = 0.65 } MODULE { name = ModuleWheelSteering baseModuleIndex = 0 caliperTransformName = SteeringPivot steeringResponse = 2 steeringCurve { key = 0 40 key = 10 9 key = 30 2 } } MODULE { name = ModuleWheelBrakes baseModuleIndex = 0 maxBrakeTorque = 8 brakeResponse = 1 statusLightModuleIndex = 7 } MODULE { name = ModuleWheelDeployment baseModuleIndex = 0 animationTrfName = Medium animationStateName = LandingGearMediumDeploy deployedPosition = 1 deployTargetTransformName = deployTgt TsubSys = 1.0 useStandInCollider = True slaveModules = 8 fxDeploy = deploy fxRetract = retract fxDeployed = deployed fxRetracted = retracted } MODULE { name = FXModuleConstrainPosition // match rotation of the upper scissor link to the steered section matchRotation = true matchPosition = false CONSTRAINFX { targetName = SteeringPivot moversName = SteeringActuator } } MODULE { name = FXModuleLookAtConstraint // scissor links CONSTRAINLOOKFX { targetName = anchor2 rotatorsName = link1 } CONSTRAINLOOKFX { targetName = anchor1 rotatorsName = link2 } } MODULE { name = ModuleStatusLight //lightObjName = StatusLight lightMeshRendererName = BrakeIndicator lightMatPropertyName = _EmissiveColor colorOn = #ff4433 colorOff = #000000 } MODULE { name = ModuleTestSubject environments = 15 useStaging = False useEvent = True } MODULE { name = ModuleLight lightName = Spotlight useAnimationDim = True lightBrightenSpeed = 2.5 lightDimSpeed = 2.5 resourceAmount = 0.02 animationName = LandingGearMediumSpotlight useResources = True } MODULE { name = ModuleWheelDamage baseModuleIndex = 0 stressTolerance = 9000 impactTolerance = 3000 deflectionMagnitude = 10 deflectionSharpness = 2.0 slipMagnitude = 15 slipSharpness = 2.0 explodeMultiplier = 1.0 } MODULE { name = ModuleDragModifier dragCubeName = Deployed dragModifier = 2 } MODULE { name = ModuleDragModifier dragCubeName = Retracted dragModifier = 0.5 } MODULE { name = ModuleWheelMotor baseModuleIndex = 0 maxRpm = 21 driveResponse = 2 torqueCurve { key = 0 1.0 0 0 key = 10 0.66 0//20 0.66 0 key = 30 0.14 0 0//40 0.14 0 0 key = 34 0 0 0//44 0 0 0 } } MODULE { name = ModuleGenerator isAlwaysActive = true OUTPUT_RESOURCE { name = ElectricCharge rate = 0.1 } } MODULE { name = TweakScale type = stack defaultScale = 1.25 } MODULE { name = ModulePartVariants baseVariant = WhiteAndGray VARIANT { name = GrayAndWhite displayName = Negative themeName = GrayAndWhite primaryColor = #adadad secondaryColor = #ffffff TEXTURE { mainTextureURL = Squad/Parts/Wheel/LandingGear/LandingGear } } VARIANT { name = WhiteAndGray displayName = Positive themeName = WhiteAndGray primaryColor = #ffffff secondaryColor = #adadad TEXTURE { mainTextureURL = Squad/Parts/Wheel/LandingGear/LandingGearold } } } } These include a part variant module for colour, as you don't have the alternate just make sure they are set to positive if they look dull grey all over and you will get the regular texture. Next is my version of Cold War Aerospace's Mk0 weight. It essential in the design as the plane will want to flip backwards without it. name the config Balance_Weight_Mk10.cfg and then copy and paste and save this. Reveal hidden contents PART { name = Balance_Weight_Mk10 module = Part author = L0ck0n rescaleFactor = 1 node_stack_top = 0.0, 0.2, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -0.2, 0.0, 0.0, -1.0, 0.0 node_attach = 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 1 TechRequired = aviation entryCost = 500 cost = 100 category = Utility subcategory = 0 title = Balance Weight Mk10 manufacturer = CW Aerospace Division description = A dense small balance weight, use it to balance your vehicle. attachRules = 1,1,1,1,0 mass = 0.50 dragModelType = none maximum_drag = 0.0 minimum_drag = 0.0 angularDrag = 0 crashTolerance = 40 breakingForce = 50 breakingTorque = 50 maxTemp = 2000 // = 3000 thermalMassModifier = 2.0 fuelCrossFeed = True bulkheadProfiles = size0, srf tags = CWA ColdWarAerospace Weight balance ballast MODEL { model = ColdWarAerospace/Parts/Utility/Balance_Weight_Mk0/Balance_Weight_Mk0 } RESOURCE { name = Scrap metal amount = 500 maxAmount = 500 } MODULE { name = TweakScale type = free } //DRAG_CUBE //{ //cube = Default,0.32,0.0719,0.4076,0.32,0.0719,0.4076,0.3054,0.08869,0.1976,0.3054,0.08869,0.1976,0.32,0.07189,0.4076,0.32,0.0719,0.4076, 0,0,0, 0.625,0.6,0.625 //} } If you have Cold War then you have their resource file. Without it the weight won't function. I think that this is all this plane requires on top off the other mods. Kerbal X says 3 parts not recognised so let me know if I missed something, I will check back in in around 12 hours time. https://kerbalx.com/ColdJ/ColdJ-F-14-Tomcat-UPP @HyperDraco @Mouhand This is some incredible stuff you've done. We need to make new parts for this huh. So we basically create new part folders which are copies of the Small and Medium Landing gears and then modify the .cfg files of said copies to the ones you've provided right? If that's it then I should be able to do it when I'm free to play the game. Thank you @ColdJ Quote Link to comment Share on other sites More sharing options...
ColdJ Posted May 20, 2021 Author Share Posted May 20, 2021 (edited) 2 hours ago, HyperDraco said: We need to make new parts for this huh. So we basically create new part folders which are copies of the Small and Medium Landing gears and then modify the .cfg files of said copies to the ones you've provided right? They can be put in a folder you create or in the original folders that they are adaptions of. The config files state the pathways of the *.mu meshes they use so the game will look for the meshes to use based on the configed pathway. Don't modify the config files you already own, just create the files like I showed you and copy in the contents. Everything is already in the configs I gave you. Edited May 20, 2021 by ColdJ Quote Link to comment Share on other sites More sharing options...
HyperDraco Posted May 20, 2021 Share Posted May 20, 2021 31 minutes ago, ColdJ said: They can be put in a folder you create or in the original folders that they are adaptions of. The config files state the pathways of the *.mu meshes they use so the game will look for the meshes to use based on the configed pathway. Don't modify the config files you already own, just create the files like I showed you and copy in the contents. Everything is already in the configs I gave you. Alright, thanks. I'm new to this sort of stuff so It'll take trial and error until I nail it Quote Link to comment Share on other sites More sharing options...
HyperDraco Posted May 20, 2021 Share Posted May 20, 2021 Paging @ColdJ and @Mouhand Here it is, my creation: The Draconic Athena II SGI The Armament (It has since been further upgraded since this was taken): Quote Link to comment Share on other sites More sharing options...
Mukita12 Posted May 20, 2021 Share Posted May 20, 2021 I'm gonna make more demonstration video with my Aircraft tomorrow. It'll be the F-16 Replica doing SEAD mission or F-15 doing Strike Mission Just picked between the two of em Quote Link to comment Share on other sites More sharing options...
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