HyperDraco Posted May 20, 2021 Share Posted May 20, 2021 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 Quote Link to comment Share on other sites More sharing options...
ColdJ Posted May 20, 2021 Author Share Posted May 20, 2021 @HyperDraco It looks wicked. Like a better looking Euro Fighter, SAAB Gripen, Dasault Rafaelle. Quote Link to comment Share on other sites More sharing options...
HyperDraco Posted May 20, 2021 Share Posted May 20, 2021 1 hour ago, ColdJ said: @HyperDraco It looks wicked. Like a better looking Euro Fighter, SAAB Gripen, Dasault Rafaelle. Thank you, I'm proud of it and the fact that someone who makes really amazing crafts like you said it's good makes it better Quote Link to comment Share on other sites More sharing options...
ColdJ Posted May 20, 2021 Author Share Posted May 20, 2021 @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 } } Quote Link to comment Share on other sites More sharing options...
HyperDraco Posted May 20, 2021 Share Posted May 20, 2021 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 Quote Link to comment Share on other sites More sharing options...
ColdJ Posted May 21, 2021 Author Share Posted May 21, 2021 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 Quote Link to comment Share on other sites More sharing options...
HyperDraco Posted May 21, 2021 Share Posted May 21, 2021 Oh this is that craft I saw next to mine, very nice indeed. Quote Link to comment Share on other sites More sharing options...
Mukita12 Posted May 21, 2021 Share Posted May 21, 2021 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 Quote Link to comment Share on other sites More sharing options...
ColdJ Posted May 21, 2021 Author Share Posted May 21, 2021 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. Quote Link to comment Share on other sites More sharing options...
Mukita12 Posted May 21, 2021 Share Posted May 21, 2021 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 Quote Link to comment Share on other sites More sharing options...
HyperDraco Posted May 21, 2021 Share Posted May 21, 2021 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. Quote Link to comment Share on other sites More sharing options...
Mukita12 Posted May 21, 2021 Share Posted May 21, 2021 The F-15 demonstration is here. I'll send more demonstration Video after exam Quote Link to comment Share on other sites More sharing options...
HyperDraco Posted May 21, 2021 Share Posted May 21, 2021 1 hour ago, Mukita12 said: The F-15 demonstration is here. I'll send more demonstration Video after exam That's great, do you have a link for the craft on KerbalX? I want to dogfight it with mine Quote Link to comment Share on other sites More sharing options...
ColdJ Posted May 21, 2021 Author Share Posted May 21, 2021 https://kerbalx.com/ColdJ/Tiny-Tornado More later in a rush. Quote Link to comment Share on other sites More sharing options...
Mukita12 Posted May 22, 2021 Share Posted May 22, 2021 10 hours ago, HyperDraco said: That's great, do you have a link for the craft on KerbalX? I want to dogfight it with mine I can send the Dogfight version onto KerbalX Quote Link to comment Share on other sites More sharing options...
HyperDraco Posted May 22, 2021 Share Posted May 22, 2021 5 hours ago, Mukita12 said: I can send the Dogfight version onto KerbalX Please do Quote Link to comment Share on other sites More sharing options...
Mouhand Posted May 22, 2021 Share Posted May 22, 2021 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! Spoiler and also done with the blue angels Spoiler allbum https://imgur.com/a/51iSgNm kerblax https://kerbalx.com/Mouhand/FA18D-Hornet-Blue-Angels Quote Link to comment Share on other sites More sharing options...
ColdJ Posted May 22, 2021 Author Share Posted May 22, 2021 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. Quote Link to comment Share on other sites More sharing options...
Mouhand Posted May 22, 2021 Share Posted May 22, 2021 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! Quote Link to comment Share on other sites More sharing options...
ColdJ Posted May 22, 2021 Author Share Posted May 22, 2021 (edited) Now with no Airplane plus just Stock, DLC and Tweakscale. May I present. Tiny Tornado. The way the early Astronauts used to practice for Mun Landings. My first jet tipped prop VTOL craft. https://kerbalx.com/ColdJ/Tiny-Tornado Spoiler Edited May 22, 2021 by ColdJ Bloody merge mechanics Quote Link to comment Share on other sites More sharing options...
ColdJ Posted May 23, 2021 Author Share Posted May 23, 2021 Ok. so my F18 Super Hornet will never be as beautiful as @Mouhand's and I think something shifted when I was getting it fixed for @HyperDraco to have a chance to use but here it is. Quote Link to comment Share on other sites More sharing options...
ColdJ Posted May 23, 2021 Author Share Posted May 23, 2021 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 } } } } Quote Link to comment Share on other sites More sharing options...
editor99 Posted May 24, 2021 Share Posted May 24, 2021 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. I'm sorry that I'm bringing up an old post, but how did you recolor the parts? especially the Quiz tech parts Quote Link to comment Share on other sites More sharing options...
ColdJ Posted May 24, 2021 Author Share Posted May 24, 2021 (edited) 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 May 24, 2021 by ColdJ Quote Link to comment Share on other sites More sharing options...
ColdJ Posted May 24, 2021 Author Share Posted May 24, 2021 (edited) @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. Edited May 24, 2021 by ColdJ Quote Link to comment Share on other sites More sharing options...
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