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ColdJ

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22 minutes ago, Mukita12 said:

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

That's a good idea.

I can't really take videos of mine because that'd be nearly life-threatening to everyone who views it (due to the atrocious set up and frame rates of course).

I did conduct a dogfight against my other fighters and this plane won every single time incredibly fast which gives me good confidence. 

It also destroyed a whole bomber formation instantly which is also incredible as my "bombers" are literally flying warships

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@HyperDraco I finally remembered what the third non standard part is. It is the intakes. I had made long stretched ones as the real life version has them. so here is the config. Put this in NMB/Parts/Type-AdvancedFlanker/ as Advanced-F14-Intake.cfg

Spoiler

 

PART
{

    name = TypeF14Intake
    module = Part
    author = Bingo, ColdJ
    scale = 1
    rescaleFactor = 1

    // --- node definitions ---
    node_attach = 0.0, 0.0, 0.0, 0.0, 0.0, 0.0
    node_stack_bottom01 = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0
    // --- editor parameters ---
    TechRequired = supersonicFlight
    entryCost = 14000
    cost = 2680
    category = Aero
    subcategory = 0
    title = NMB-Type-Advanced F14 Intake grey
    manufacturer = Kerbal Battle Field
    description = An F-14 intake.

    attachRules = 1,1,1,1,1

    // --- standard part parameters ---
    mass = 0.3
    dragModelType = default
    maximum_drag = 0.2
    minimum_drag = 0.2
    angularDrag = 1
    crashTolerance = 80
    breakingForce = 3200
    breakingTorque = 3200
    maxTemp = 3400
    fuelCrossFeed = True
    bulkheadProfiles = size1, srf
    tags = nmb intake cj F-14
   MODEL
    {
        model = NMB/Parts/Type-AdvancedFlanker/intake
           position = 0.0, 0.0, 0.0
           scale = 1.0, 1.5, 1.0
           rotation = 0, 0, 0
    }
    MODULE
    {
        name = ModuleResourceIntake
        resourceName = IntakeAir
        checkForOxygen = true
        area = 0.006
        intakeSpeed = 15
        intakeTransformName = intake
        machCurve
        {
            key = 0 0.9 0 0
            key = 1 1.1 0 0
            key = 1.5 0.92 -0.1608955 -0.1608955
            key = 3 0.75 -0.4034287 -0.4034287
            key = 5 0.03 0 0
        }
    }

    RESOURCE
    {
        name = IntakeAir
        amount = 1.0 // dummy value
        maxAmount = 1.0
    }
    MODULE
            {
                name = TweakScale
                type = free
    }

}

 

 

 

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1 minute ago, ColdJ said:

@HyperDraco I finally remembered what the third non standard part is. It is the intakes. I had made long stretched ones as the real life version has them. so here is the config. Put this in NMB/Parts/Type-AdvancedFlanker/ as Advanced-F14-Intake.cfg

  Hide contents

 

PART
{

    name = TypeF14Intake
    module = Part
    author = Bingo, ColdJ
    scale = 1
    rescaleFactor = 1

    // --- node definitions ---
    node_attach = 0.0, 0.0, 0.0, 0.0, 0.0, 0.0
    node_stack_bottom01 = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0
    // --- editor parameters ---
    TechRequired = supersonicFlight
    entryCost = 14000
    cost = 2680
    category = Aero
    subcategory = 0
    title = NMB-Type-Advanced F14 Intake grey
    manufacturer = Kerbal Battle Field
    description = An F-14 intake.

    attachRules = 1,1,1,1,1

    // --- standard part parameters ---
    mass = 0.3
    dragModelType = default
    maximum_drag = 0.2
    minimum_drag = 0.2
    angularDrag = 1
    crashTolerance = 80
    breakingForce = 3200
    breakingTorque = 3200
    maxTemp = 3400
    fuelCrossFeed = True
    bulkheadProfiles = size1, srf
    tags = nmb intake cj F-14
   MODEL
    {
        model = NMB/Parts/Type-AdvancedFlanker/intake
           position = 0.0, 0.0, 0.0
           scale = 1.0, 1.5, 1.0
           rotation = 0, 0, 0
    }
    MODULE
    {
        name = ModuleResourceIntake
        resourceName = IntakeAir
        checkForOxygen = true
        area = 0.006
        intakeSpeed = 15
        intakeTransformName = intake
        machCurve
        {
            key = 0 0.9 0 0
            key = 1 1.1 0 0
            key = 1.5 0.92 -0.1608955 -0.1608955
            key = 3 0.75 -0.4034287 -0.4034287
            key = 5 0.03 0 0
        }
    }

    RESOURCE
    {
        name = IntakeAir
        amount = 1.0 // dummy value
        maxAmount = 1.0
    }
    MODULE
            {
                name = TweakScale
                type = free
    }

}

 

 

 

I'll get to it soon, thanks

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Hi. This is my Chriggen F28. My own design. Extremely maneuverable. Flys any way up and will maintain height. Very powerful yaw. Don't turn too hard or you are flying backwards. Requires the motorized landing gear and Mk10 weight, I put the configs up for further back in the thread. NMB Cockpit. Kerbonov drop tanks and BD Armory SaturnAL31 engines. Rest is stock.

Availabe here. https://kerbalx.com/ColdJ/ColdJ-F-28-Chriggen-Up

kFB3DNm.pngTypuv2f.pngon9NJRD.pngnJpRiYh.png

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So i already did a demonstration video for the F-15 however, i make a couple of mistake. Firstly and foremost. I had have less Airspeed and higher altitude than the Optimal one, also my approach towards the target building (VAB and SPH) wasn't sufficient which mean of all the 4 MK83 JDAM that i've dropped. Only 2 went near to the target and it miss because of the previously mentioned sufficient angle of Approach. But i'll still send the video if you guys wanted to

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2 minutes ago, Mukita12 said:

But i'll still send the video if you guys wanted to

I'm sure HyperDraco would love to see your vid. I don't know why people are always blowing up their own homes. you should build a craft and put it out in the field to target I reckon.

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1 minute ago, ColdJ said:

 

I'm sure HyperDraco would love to see your vid. I don't know why people are always blowing up their own homes. you should build a craft and put it out in the field to target I reckon.

I will. I'll probably use the Radar Emplacement from my F-16 SEAD demonstration video

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4 hours ago, ColdJ said:

I'm sure HyperDraco would love to see your vid. I don't know why people are always blowing up their own homes. you should build a craft and put it out in the field to target I reckon.

Oh yes I would, you know my habits about blowing up the SPH and VAB with every weapon I can use only too well.

 

4 hours ago, Mukita12 said:

I will. I'll probably use the Radar Emplacement from my F-16 SEAD demonstration video

Alright, take your time, looking forward to some more destruction.

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1 hour ago, Mouhand said:

Hi i see you guys are comfortable with editing so i am wondering if you can help me?  Is there a solution to make parts disappear from the cockpit view! 

The only way is to move the part that is in front of the cockpit far enough back that you are inside it's mesh. The game doesn't render the inside of a mesh and so it appears invisible. Nothing else will make it see through. That is why the cockpit view in my Hypersonic entry Smalantive can see everything, because the cockpit is within the adapters mesh.

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52 minutes ago, ColdJ said:

The only way is to move the part that is in front of the cockpit far enough back that you are inside it's mesh. The game doesn't render the inside of a mesh and so it appears invisible. Nothing else will make it see through. That is why the cockpit view in my Hypersonic entry Smalantive can see everything, because the cockpit is within the adapters mesh.

I know this technique well but this time I want to respect the positions of the crew in the cockpit of the f18 and in this case it will be difficult to do, even if I managed to do it for the first pilot the second will always have a part in front of him! 

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Hi @HyperDraco

3 custom configs to add so you can get the f18

The first goes in ColdWarAerospace/Parts/Size1Mk3/  

Create a file called Size1Mk3StrctrlCosmetic.cfg

Copy and paste this in.

Spoiler

 

PART
{
    name = Size1Mk3.StructuralCJ
    module = Part
    author = L0ck0n, ColdJ
    rescaleFactor = 1
    node_stack_top = 0.0, 1.0, 0.0, 0.0, 1.0, 0.0
    node_stack_bottom = 0.0, -1.0, 0.0, 0.0, -1.0, 0.0
    node_attach = 0.0, 0.0, -0.625, 0.0, 0.0, 1.0, 1
    TechRequired = generalConstruction
    entryCost = 2500
    cost = 350
    category = Structural
    subcategory = 0
    title = Size1Mk3 Structural Fuselage Cosmetic
    manufacturer = CW Aerospace Division
    description = A standard fuselage. Carries no fuel; is there merely as a structural element. As such, it's lighter and more solid due to reinforcements. Cosmetic for sculpting.
    attachRules = 1,1,1,1,0
    mass = 0.0
    dragModelType = none
    maximum_drag = 0.0
    minimum_drag = 0.0
    angularDrag = 0
    crashTolerance = 15
    breakingForce = 50
    breakingTorque = 50
    maxTemp = 2000 // = 3000
    fuelCrossFeed = True
    bulkheadProfiles = size1, srf
    tags = CWA ColdWarAerospace fuselage cosmetic cj

    MODEL
    {
        model = ColdWarAerospace/Parts/Size1Mk3/Size1Mk3_Structural
    }

    MODULE
    {
        name = TweakScale
        type = stack
        defaultScale = 1.25

    }

}

 

Then in NearFutureAeronautics/Parts/Nacelle/

create nfa-cosmetic-radial-1.cfg  and paste in

Spoiler

 

PART

{

    name = nfa-cosmetic-radial-1

    module = Part

    author = Chris Adderley, ColdJ


    MODEL

    {

        model = NearFutureAeronautics/Parts/Nacelle/nfa-intake-radial-1

    }


    rescaleFactor = 1


    node_attach = 0.0, 0.0, -0.4402473, 0.0, 0.0, 1.0, 2


    TechRequired = start

    entryCost = 0
    cost = 0
    category = Structural

    subcategory = 0

    title =  NearFutureAero cosmetic intake-radial-1
    manufacturer = #LOC_NearFutureAero_manufacturer_KVRoe

    description = NearFutureAero cosmetic intake-radial-1 for sculpting planes. Only for looks, no functional purpose.
    attachRules = 0,1,0,1,1


    tags = cosmetic cj

    // --- standard part parameters ---

    mass = 0.0

    dragModelType = none
    maximum_drag = 0.0

    minimum_drag = 0.0

    angularDrag = 0
    crashTolerance = 16

    breakingForce = 200

    breakingTorque = 200

    maxTemp = 2400

    bulkheadProfiles = srf


    MODULE
    {
        name = TweakScale
        type = stack_square
        defaultScale = 2.5
    }
    MODULE
    {
        name = ModulePartVariants
        baseVariant = WhiteAndGray
        VARIANT
        {
            name = GrayAndWhite
            displayName = Negative
            themeName = GrayAndWhite
            primaryColor = #adadad
            secondaryColor = #ffffff
            TEXTURE
            {
                mainTextureURL = NearFutureAeronautics/Parts/Nacelle/nfa-pod-1
            }
        }
        VARIANT
        {
            name = WhiteAndGray
            displayName = Positive
            themeName = WhiteAndGray
            primaryColor = #ffffff
            secondaryColor = #adadad
            TEXTURE
            {
                mainTextureURL = NearFutureAeronautics/Parts/Nacelle/nfa-pod-1
            }
        }
    }

}

 

And finally for the engines.

In Squad/Parts/Engines/jetEngines/

create

MilJetEnginAftrbrning.cfg  and paste in.


 

Spoiler

 

PART
{
    name = JaguarMilSpec
    module = Part
    author = Porkjet, ColdJ
    //mesh = turboJet.mu
    MODEL
    {
        model = Squad/Parts/Engine/jetEngines/turboJet
        texture = Jet Engines, Squad/Parts/Engine/JetEngines/Jet_Engines
    }
    //MODEL
    //{
    //    model = Squad/Parts/Engine/jetEngines/turbineInside
    //    scale = 0.95, 1.0, 0.95
    //}
    rescaleFactor = 1
    node_stack_top = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0
    CoMOffset = 0.0, 1.2, 0.0
    TechRequired = supersonicFlight
    entryCost = 9000
    cost = 4000
    category = Engine
    subcategory = 0
    title = Military Spec J-406 "Puma" Afterburning Turbofan
    manufacturer = CJ Aerospace Division
    description = A high performance jet engine with a variable geometry thrust vectoring nozzle and an afterburner for extra thrust. A Military spec upgrade to the J-404. Used for modern F/A jets.
    attachRules = 1,0,1,0,0
    mass = 1.4
    // heatConductivity = 0.06 // half default
    skinInternalConductionMult = 4.0
    emissiveConstant = 0.8 // engine nozzles are good at radiating.
    dragModelType = default
    maximum_drag = 0.2
    minimum_drag = 0.2
    angularDrag = 2
    crashTolerance = 7
    maxTemp = 3000 // = 3600
    bulkheadProfiles = size1
    tags = fighter jet Puma
    MODULE
    {
        name = MultiModeEngine
        primaryEngineID = Dry
        secondaryEngineID = Wet
        carryOverThrottle = True
        autoSwitchAvailable = False
        primaryEngineModeDisplayName = #autoLOC_6001896 //#autoLOC_6001896 = Dry
        secondaryEngineModeDisplayName = #autoLOC_6001895 //#autoLOC_6001895 = Wet
    }
    MODULE
    {
        name = ModuleEnginesFX
        engineID = Dry
        thrustVectorTransformName = thrustTransform
        exhaustDamage = True
        ignitionThreshold = 0.1
        minThrust = 0
        maxThrust = 110
        heatProduction = 15
        useEngineResponseTime = True
        engineAccelerationSpeed = 0.6
        engineDecelerationSpeed = 0.6
        useVelocityCurve = False
        flameoutEffectName = flameout
        powerEffectName = power_dry
        //runningEffectName = running_thrust
        engageEffectName = engage
        disengageEffectName = disengage
        spoolEffectName = running_dry
        engineSpoolIdle = 0.05
        engineSpoolTime = 2.0
        EngineType = Turbine
        exhaustDamageMultiplier = 5
        clampPropReceived = True
        PROPELLANT
        {
            name = IntakeAir
            ignoreForIsp = True
            ratio = 30
        }
        PROPELLANT
        {
            name = LiquidFuel
            resourceFlowMode = STAGE_STACK_FLOW_BALANCE
            ratio = 0.9
            DrawGauge = True
        }
        atmosphereCurve
        {
            key = 0 9000 0 0
        }
        // Jet params
        atmChangeFlow = True
        useVelCurve = True
        useAtmCurve = True
        flowMultCap = 1.1
        machLimit = 2.0
        machHeatMult = 15.0
        velCurve
        {
            key = 0 1 0.8571427 0.8571427

            key = 0.35 1.3 0.5054945 0.5054945

            key = 1 1.4 0.1169232 0.1169232

            key = 1.5 1.44 0.06000006 0.06000006

            key = 2 1.46 -1.13 -1.13

            key = 2.2 1 -2.15 -2.15

            key = 2.7 0 -2 -2

        }
        atmCurve
        {
            key = 0 0 1.111111 1.111111

            key = 0.072 0.08 1.218821 1.218821
            key = 0.17 0.31 2.986795 2.986795

            key = 0.34 0.9 2.323529 2.323529

            key = 1 1 0 0

        }
    }
    MODULE
    {
        name = ModuleEnginesFX
        engineID = Wet
        thrustVectorTransformName = thrustTransform
        exhaustDamage = True
        ignitionThreshold = 0.1
        minThrust = 0
        maxThrust = 180
        heatProduction = 75
        useEngineResponseTime = True
        engineAccelerationSpeed = 0.8
        engineDecelerationSpeed = 0.8
        useVelocityCurve = False
        flameoutEffectName = flameout
        //powerEffectName = running_wet
        runningEffectName = power_wet
        engageEffectName = engage
        disengageEffectName = disengage
        spoolEffectName = running_wet
        engineSpoolIdle = 0.05
        engineSpoolTime = 2.0
        EngineType = Turbine
        exhaustDamageMultiplier = 20
        clampPropReceived = True
        PROPELLANT
        {
            name = IntakeAir
            ignoreForIsp = True
            ratio = 11
        }
        PROPELLANT
        {
            name = LiquidFuel
            resourceFlowMode = STAGE_STACK_FLOW_BALANCE
            ratio = 0.9
            DrawGauge = True
        }
        atmosphereCurve
        {
            key = 0 4000 0 0
        }
        // Jet params
        atmChangeFlow = True
        useVelCurve = True
        useAtmCurve = True
        flowMultCap = 1.1
        machLimit = 2.5
        machHeatMult = 15.0
        // Setout is Speed in mach, thrust multiplyer, tangent in, tangent out.

        velCurve
        {
            key = 0 1 1.162791 1.162791

            key = 0.43 1.5 1.195431 1.195431

            key = 1 2.2 1.064035 1.064035

            key = 2 3.1 1.15 1.15

            key = 2.5 3.8 -5.1 -5.1

            key = 2.75 0.9 -7.6 -7.6

            key = 3 0 -3.6 -3.6

        }
        atmCurve
        {
            // less linear because AB has a big ram effect at high speed at high alt.
 Setout is density, thrust multiplyer, tangent in, tangent out.
            // 1 is sea level, 0.34 is 8000m, 0.07 is 20000m, 0 is space
            key = 0 0 1.977216 1.977216

            key = 0.07066164 0.1397133 3.073964 3.073964

            key = 0.205 0.7 1.566838 1.566838

            key = 0.34 0.56 -0.1851851 -0.1851851

            key = 1 1 0.6666667 0.6666667

        }
    }

    MODULE
    {
        name = FXModuleAnimateThrottle
        animationName = TurboJetNozzleDry
        responseSpeed = 0.05
        layer = 1
        dependOnEngineState = True
        dependOnThrottle = True
        engineName = Dry
        weightOnOperational = True
    }
    MODULE
    {
        name = FXModuleAnimateThrottle
        animationName = TurboJetNozzleWet
        responseSpeed = 0.08
        layer = 2
        dependOnEngineState = True
        dependOnThrottle = True
        engineName = Wet
        weightOnOperational = True
    }
    MODULE
    {
        name = FXModuleAnimateThrottle
        animationName = TurboJetHeat
        responseSpeed = 0.0005
        layer = 3
        dependOnEngineState = True
        engineName = Wet
    }
    MODULE
    {
        name = ModuleGimbal
        gimbalTransformName = Gimbal
        gimbalRange = 10
         gimbalResponseSpeed = 8
         useGimbalResponseSpeed = true
    }

    MODULE
    {
        name = FXModuleConstrainPosition
        matchRotation = false
        matchPosition = true
        CONSTRAINFX
        {
            targetName = NozzlePoint
            moversName = Nozzle
        }
    }

    MODULE
    {
        name = ModuleAlternator
        engineName = Wet
        outputName = #autoLOC_6001892 //#autoLOC_6001892 = Alternator (Wet)
        RESOURCE
        {
            name = ElectricCharge
            rate = 5.5
        }
    }
    MODULE
    {
        name = ModuleAlternator
        engineName = Dry
        outputName = #autoLOC_6001893 //#autoLOC_6001893 = Alternator (Dry)
        RESOURCE
        {
            name = ElectricCharge
            rate = 3.5
        }
    }
    MODULE
    {
        name = ModuleSurfaceFX
        thrustProviderModuleIndex = 1
        fxMax = 0.6
        maxDistance = 25
        falloff = 2
        thrustTransformName = thrustTransform
    }
    MODULE
    {
        name = ModuleSurfaceFX
        thrustProviderModuleIndex = 2
        fxMax = 0.6
        maxDistance = 25
        falloff = 2
        thrustTransformName = thrustTransform
    }
    MODULE
    {
        name = TweakScale
        type = stack
        defaultScale = 1.25
    }
    EFFECTS
    {        

        running_dry
        {
            PREFAB_PARTICLE
            {
                prefabName = fx_smokeTrail_light
                transformName = smokePoint
                emission = 0.0 0.0
                emission = 0.05 0.0
                emission = 0.075 0.25
                emission = 1.0 1.25
                speed = 0.0 0.25
                speed = 1.0 1.0
                localOffset = 0, 0, 1
                localRotation = 1, 0, 0, -90
            }
            AUDIO
            {
                channel = Ship
                clip = sound_jet_low
                volume = 0.0 0.0
                volume = 0.05 0.2
                volume = 1.0 0.4
                pitch = 0.0 0.2
                pitch = 0.05 0.4
                pitch = 1.0 0.5
                loop = true
            }
        }

        power_dry
        {
            AUDIO
            {
                channel = Ship
                clip = sound_jet_deep
                volume = 0.0 0.0
                volume = 0.05 0.6
                volume = 1.0 1.3
                pitch = 0.0 0.3
                pitch = 1.0 0.6
                loop = true
            }
        }
        running_wet
        {
            PREFAB_PARTICLE
            {
                prefabName = fx_smokeTrail_light
                transformName = smokePoint
                emission = 0.0 0.0
                emission = 0.05 0.0
                emission = 0.075 0.5
                emission = 1.0 1.25
                speed = 0.0 0.25
                speed = 1.0 1.0
                localOffset = 0, 0, 1
                localRotation = 1, 0, 0, -90
            }
            AUDIO
            {
                channel = Ship
                clip = sound_jet_low
                volume = 0.0 0.0
                volume = 0.05 0.2
                volume = 1.0 0.35
                pitch = 0.0 0.2
                pitch = 0.05 0.4
                pitch = 1.0 0.6
                loop = true
            }
        }
        power_wet
        {

            AUDIO
            {
                channel = Ship
                clip = sound_rocket_spurts
                volume = 0.0 0.0
                volume = 0.1 0.4
                volume = 1.0 1.0
                pitch = 0.0 0.5
                pitch = 0.33 0.8
                pitch = 1.0 1.5
                loop = true
            }
            MODEL_MULTI_PARTICLE
            {
                modelName = Squad/FX/afterburner_shock
                transformName = smokePoint
                emission = 0.0 0.0
                emission = 0.05 0.05
                emission = 0.33 0.1
                emission = 1.0 1.0
                speed = 0.0 0.0
                speed = 0.05 0.05
                speed = 0.33 0.16
                speed = 1.0 1.0
                energy = 0.0 1.5
                energy = 0.33 1.0
                energy = 1.0 1.0
            }
        }
        engage
        {
            AUDIO
            {
                channel = Ship
                clip = sound_vent_medium
                volume = 1.0
                pitch = 2.0
                loop = false
            }
        }
        disengage
        {
            AUDIO
            {
                channel = Ship
                clip = sound_vent_soft
                volume = 1.0
                pitch = 2.0
                loop = false
            }
        }
        flameout
        {
            PREFAB_PARTICLE
            {
                prefabName = fx_exhaustSparks_flameout_2
                transformName = smokePoint
                oneShot = true
            }
            AUDIO
            {
                channel = Ship
                clip = sound_explosion_low
                volume = 1.0
                pitch = 2.0
                loop = false
            }
        }
    }
}

 

 

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On 4/22/2021 at 2:56 AM, ColdJ said:

Hadn't realised how different in size the f22 raptor was to the F35 Lightning 2 till I built them.

yRWMPut.png

I'm sorry that I'm bringing up an old post, but how did you recolor the parts?

especially the Quiz tech parts

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9 hours ago, editor99 said:

I'm sorry that I'm bringing up an old post, but how did you recolor the parts?

especially the Quiz tech parts

Hi. I opened the texture file for each part in "paint.net" . I then inverted the colours of the stock parts. After that I either copied and pasted the wing edges from the original or used Overlay to paint in the parts I wanted to remain dark with "Bucket Fill." I "Save As" the new texture as the file name with a capital N at the end. e.g Wings.dds becomes WingsN.dds You can either then rename the original to e.g WingsOld.dds and the new texture to the original name or you can use Part Variant to be able to swap between normal and negative in the SPH/VAB. If you look at the config files I have left for HyperDraco earlier on in this thread you should find an example of how the part variant module is set out. It is a Squad module so works with most parts. Some mods like NMB don't work with it so I just create a copy of their cockpit and mesh in a new folder and with a new "name =" in the copied config, then have the same texture name in each folder but 1 is the negative and the other folder the positive. Oh and make sure you update the model pathway for the nmb situation. If your new folder has basicaly the same name with something like a 2 added to the end then it is easy to change. When you save *.dds files in paint.net make sure you set the output method as "BC3 (Linear, DXT5) If you ever convert a *.png to a *.dds or vice versa, make sure to flip them vertically as for some reason the texture maps are vertically reversed in comparison to each other. If you don't then when you load the model in game the textures will all be in the wrong places.

Edited by ColdJ
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@editor99 Had some time so hope this makes it easier.

In the folder structure QuizTechAeroContinued/Parts/Structural/Mk2_Adapters/

I added to their config files the part variant module so as an example I took Mk2-AdapterIntakes.cfg

And changed it to this.

Spoiler

 

PART

{

    
name = mk2-1AdapterIntakes

    module = Part

    author = Quiznos323


    MODEL

    {

        model = QuizTechAeroContinued/Parts/Structural/Mk2_Adapters/Mk2-1AdapterIntakes

    }

    rescaleFactor = 1


    node_stack_top = 0.0, .51, 0.0, 0.0, 1.0, 0.0

    node_stack_bottom = 0.0, -.46, 0.0, 0.0, -1.0, 0.0


    
node_attach = 0.0, 0.0, 0.7, 0.0, 0.0, -1.0, 1


    TechRequired = supersonicFlight

    entryCost = 12000

    cost = 550

    category = Propulsion

    subcategory = 0

    title = #LOC.quiz_mk2-1AdapterIntakes_title // #mk2-1AdapterIntakes_title = Mk2 to 1.25m Adapter With Intakes

    manufacturer = #LOC.quiz_mk2-1AdapterIntakes_manufacturer // #mk2-1AdapterIntakes_manufacturer = Quiztech Aerodynamics Division

    description = #LOC.quiz_mk2-1AdapterIntakes_description // #mk2-1AdapterIntakes_description = A shorter Mk2 to 1.25m adapter with the added benefit of built-in intakes..

    
// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision

    attachRules = 1,1,1,1,0


    // --- standard part parameters ---

    mass = 0.1

    dragModelType = override

    maximum_drag = 0.2
    minimum_drag = 0.1

    angularDrag = 2

    crashTolerance = 50

    breakingForce = 50

    breakingTorque = 50

    maxTemp = 3000

    fuelCrossFeed = True

    bulkheadProfiles = size1, srf, mk2


    tags = #LOC.quiz_mk2-1AdapterIntakes_tags // #mk2-1AdapterIntakes_tags = fueltank ?lfo liquid oxidizer propellant rocket adapter intakes

    
MODULE

    {

        name = ModuleLiftingSurface

    
    deflectionLiftCoeff = 0.15

        dragAtMaxAoA = 0.2

        dragAtMinAoA = 0.1

    }


    RESOURCE

    {

         name = LiquidFuel

         amount = 70

         maxAmount = 70

    }


    RESOURCE

    {

         name = Oxidizer

         amount = 85.5

         maxAmount = 85.5

    }


    RESOURCE

    {

        name = IntakeAir

         amount = 0.4

         maxAmount = 0.8

    }


    MODULE

    {

          name = ModuleResourceIntake

          resourceName = IntakeAir

          checkForOxygen = true

          area = 0.012

          intakeSpeed = 12

          intakeTransformName = intake

    }


    MODULE

    {

        name = FARBasicDragModel

        S = 6.48935555994434

        cosAngleCutoff = -0.987966451912854

        majorMinorAxisRatio = 1.66680010156629

        taperCrossSectionAreaRatio = 0.156552200642871

        CenterOfDrag = [-0.000200748443603516, 0.0701849758625031, -0.000661134719848633]

        ignoreAnim = False

        CdCurve

        {
        key = -1 0.01784322 0 0

            key = 0 0.3580914 0 0

            key = 1 0.01784322 0 0

        }

        ClPotentialCurve

        {

            key = -0.9879665 0 0.1467648 0

            key = -0.866 0.1100816 0.3877207 0.3877207

            key = 0 0 -0.1271151 -0.1271151

            key = 0.866 0.1100816 0 0

            key = 1 0 0.1467648 0.1467648

        }

        ClViscousCurve

        {

            key = -1 0 -0.6633643 -0.6633643

            key = -0.95 -0.03316822 -0.5958025 -0.5958025

            key = -0.866 -0.07754044 -0.3416393 -0.3416393

            key = -0.5 -0.1342843 0.05676537 0.05676537

            key = 0 0 0.2685686 0.2685686

            key = 0.5 0.1342843 0.05676537 0.05676537

            key = 0.866 0.07754044 -0.3416393 -0.3416393

            key = 0.95 0.03316822 -0.5282407 -0.5282407

            key = 1 0 0 0

        }

        CmCurve

        {

            key = -1 -0.01421215 -0.0284243 -0.0284243

            key = -0.5 -0.0284243 -0.0284243 -0.0284243

            key = 0 -0.04263645 0 0

            key = 0.5 -0.0284243 0.0284243 0.0284243

            key = 1 -0.01421215 0.0284243 0.0284243

        }

    }


    MODULE
    {
        name = ModulePartVariants
        baseVariant = WhiteAndGray
        VARIANT
        {
            name = GrayAndWhite
            displayName = Negative
            themeName = GrayAndWhite
            primaryColor = #adadad
            secondaryColor = #ffffff
            TEXTURE
            {
                mainTextureURL = QuizTechAeroContinued/Parts/Structural/Mk2_Adapters/Mk2adapters1mN
            }
        }
        VARIANT
        {
            name = WhiteAndGray
            displayName = Positive
            themeName = WhiteAndGray
            primaryColor = #ffffff
            secondaryColor = #adadad
            TEXTURE
            {
                mainTextureURL = QuizTechAeroContinued/Parts/Structural/Mk2_Adapters/Mk2adapters1m
            }
        }
    }
}

 

The Part variant module is right at the end so just scroll down to the bottom.

The following is the negative textutre I use I had to flip it and save as a png because imgur doesn't do dds. It will have a new name because imgur changes them. download it and rename it Mk2adapters1mN  The program will run it as a png or you can put it through paint.net flip it and save as a dds. The program has an easier time with dds images speed wise. Just don't leave 2 images with same name in the folder, doesn't matter the suffix. Because the game will load whatever it sees first, but sometimes it swaps when outside the SPH.

WjVhhyX.png

Edited by ColdJ
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