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ColdJ's Military Planes


ColdJ

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9 hours ago, Dioso said:

Could you make more planes? like soviet jets european jets

I may do, but this is a hobby I do in my spare time, so it won't be quickly.

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  • 2 months later...

Hey, your mod is really cool but I can't get the F-14 sweep mechanism ton work even with the help in the piece description, could you help me with this please? thanks in advance (I saw that I need the breaking ground expansion, and I have it )

 

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On 5/28/2024 at 4:05 AM, Eyletelt said:

Hey, your mod is really cool but I can't get the F-14 sweep mechanism ton work even with the help in the piece description, could you help me with this please? thanks in advance (I saw that I need the breaking ground expansion, and I have it )

If you already have Breaking ground installed then the pre made one in the folder should work, just remember to copy it into your saves craft folder. Then it will be available to choose. Remember to look in the custom controls to see the button that toggle is set to.

If doing it yourself, make sure you grab the custom servos I have in the mod. 2 in total. I usually pop them on the tail nodes first so I can set them up. If I remember correctly, set the one for the right wing as having a sweep from 0 to 50 degrees and the one for the left wing to 0 to -50 degrees. Add the right wing to the right, the left the left one. Go into custom controls and assign a toggle button to the 2 servos then pick up the now set up servo with wing attached and click the right to the right shoulder node and left to the left node.

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  • 2 weeks later...
  • 3 weeks later...
On 6/7/2024 at 6:24 AM, ColdJ said:

Any F.A.R users out there thar can comment if this mod works ok with that mod?

In my tests, it works fine. 

Also, nice mod. I look forward to any potential future jets. 

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2 hours ago, BoZo_Xo2 said:

In my tests, it works fine. 

Thank you for letting me know.

Just finishing some other projects at the moment. I will try to get something made within 2 months.

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  • 3 weeks later...
Posted (edited)

Flight testing has gone well. Still need to make landing gear and internals the find something older and flatter to build from the soviet line up, that won't take as long.

h7GBcIs.pngns1tTI2.pngUJEBqVn.png

Edited by ColdJ
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Finally got everything finished on the SU-57, Internal, landing gear with light and brake lights.. Think I will try a Mig 31 next.

tiQ0MTn.pngKdVBp38.pngj94gkJE.pngoyLUDp1.png

 

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Today I finished all but the internal on the Mig-31. Shouldn't be long before I can put out the Soviet supplement for My military planes.

JvnorX1.png

  Hide contents

xYrC6mT.png8FmJMqL.png796TqZC.pngdvn8OEM.png0JqAowj.png4XbNWfw.png

 

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Posted (edited)

Second Supplemental

Soviet

Released.

https://spacedock.info/mod/3684/ColdJ's Military Planes Soviet

Hi. Welcome to the Soviet supplement for ColdJ's Military Planes. An SU-57 Felon, 5th generation multirole fighter. And a Mig-31 Foxhound, much older but still in service today.

My original ColdJ's Military Planes is a dependency for this mod https://spacedock.info/mod/3576/ColdJ's%20Military%20Planes

There are mounting nodes on the wings and in the bomb bay of the SU-57 for the weapons rails found in the original mod. The Mig-31 has all it's weapons mounts built in. These planes have some improvements in their lights and stop lights that I didn't know how to make when the original was made. Enjoy.

ColdJs_Military_Planes_Soviet-1722827366

Appollogies. Version 1.0.0 was missing the craft files. Version 1.0.1 has been loaded with them.

Edited by ColdJ
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This mod doesn't work with F.A.R., but I don't know how to upload an image from my PC in order to show you why it doesn't work:unsure:.  

In a FAR-compatible aircraft, the center of lift is a ball without arrows. 

In FAR analysis, the Cl, Cd, Cm, L/D curves all generate from 0. The L/D curve quickly reaches a peak then drops. The Cl curves increases while the Cd curve increases slowly. The Cm curve drops slowly.

As for the control surfaces, you can set it as a flap or a spoiler and set the percentage of deflection.

Hope it helps you.

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Posted (edited)
1 hour ago, Siriscosmos said:

This mod doesn't work with F.A.R., but I don't know how to upload an image from my PC in order to show you why it doesn't work:unsure:.

Hi.

I don't build for F.A.R compatibility. Only for stock and trying to get the aircraft to look reasonably close to the real life one.

I have gotten a response previously that when tested with F.A.R that the mod actually does work with it.

On 6/29/2024 at 10:30 AM, BoZo_Xo2 said:
On 6/7/2024 at 9:24 PM, ColdJ said:

Any F.A.R users out there thar can comment if this mod works ok with that mod?

In my tests, it works fine. 

Also, nice mod. I look forward to any potential future jets. 

So I am not sure why it wouldn't work with yours. My understanding is that F.A.R uses the shape of the meshes themselves to calculate the characteristics, so as my meshes are shaped very close to real world planes I would have thought they would work.

As to uploading pics from your PC. If you take a screenshot using F1 then go to the screenshots folder, you can upload it to imgur

https://imgur.com/upload

And then get the image link by clicking on the 3 white dots that turn up when you hover over your pic, then on "Get Share Links", then "BBcode (Forums)" copy link, paste that into the box that turns up when you click on  "Insert image from URL" , that is down on the bottom right of the comment pane here, then strip out the box brackets.

So "]img]https://i.imgur.com/pZTTgBl.png[/img[" becomes "https://i.imgur.com/pZTTgBl.png"

95% of everything I build is built for stock only because I don't like forcing people to need other mods to use mine. But I am happy for others to build patches so that there mods can work on mine if they so choose.

Edited by ColdJ
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Quote

BVJAlOk.png3Rq8kTI.png

1uZQFcj.png

MANY THANKS! Finally figured out how to use this forum. I think it will be great if your mod is fully compatible with FAR, I really want to try flying them in realistic aerodynamics. It's a great mod after all

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Yeah, it's true that the FAR analysis doesnt work, indicating a lack of true support. However, the jets are still very much flyable. FAR compatability should be achievable through some patches.

 

Side note: the F-16's model seems to be stretched by a factor of around 1.22x, length-wise, and shrunk 0.82x height-wise.

 img%5Dimg%5D

Current (Bottom) and Adjusted (Top):

 img%5D

Edited by BoZo_Xo2
adjusted info
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11 hours ago, Siriscosmos said:

I think it will be great if your mod is fully compatible with FAR, I really want to try flying them in realistic aerodynamics

If you or someone else wants to write a patch for them, I am fine with that. I personally won't change my mod to fit someone elses. Like I said, I build for stock so that the majority of users can play with it without having to get other mods to do it. I am wondering why you posted pics and statistics of a plane that is made from mostly stock pieces, not one of my planes?

I only have "All Rights Reserved" on my meshes, meaning that they cannot be used as a basis for someone to build off in a 3D editor, to make their own.

I get that a number of people like using FAR, but it is for more hardcore players who like the challenge of getting craft to work with it.

 

7 hours ago, BoZo_Xo2 said:

Yeah, it's true that the FAR analysis doesnt work, indicating a lack of true support. However, the jets are still very much flyable. FAR compatability should be achievable through some patches.

 

Side note: the F-16's model seems to be stretched by a factor of around 1.22x, length-wise, and shrunk 0.82x height-wise.

I built the F-16XL first and then created parts to allow the body to be used for an F-16C. Wikipedia states the XL is Length: 54 ft 2 in (16.51 m)

so the F-16C may have ended up slightly sleeker. When I build I go to wikipedia to get dimensions as a basis then try to get pics with many different angles of the plane, then I build a basic shape by eye and then refine, refine, refine and refine some more till I can live with the result. That SU-57 took me over 3 weeks to get to a point I was happy with.

I do this as hobby, don't ask for any money, build stuff I would like in my game, and then share so that others can enjoy them too.

Nothing I build is ever going to 100% accurate because I build by eye.

But hopefully it is close enough that people can have fun with it.

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3 hours ago, ColdJ said:

I built the F-16XL first and then created parts to allow the body to be used for an F-16C. Wikipedia states the XL is Length: 54 ft 2 in (16.51 m)

so the F-16C may have ended up slightly sleeker. When I build I go to wikipedia to get dimensions as a basis then try to get pics with many different angles of the plane, then I build a basic shape by eye and then refine, refine, refine and refine some more till I can live with the result. That SU-57 took me over 3 weeks to get to a point I was happy with.

I do this as hobby, don't ask for any money, build stuff I would like in my game, and then share so that others can enjoy them too.

Nothing I build is ever going to 100% accurate because I build by eye.

But hopefully it is close enough that people can have fun with it.

That makes total sense, please understand that I wasnt attacking your efforts. I understand the struggles that come with making these models and such, given that im also making some of my own. 

You're putting out some pretty neat content, and I'm pretty content with it.

Given that I cannot use your meshes, I simply wished to help by providing the dimensions that would more accurately resemble the standard F-16 body (should you wish to make it).

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16 hours ago, Siriscosmos said:

I think it will be great if your mod is fully compatible with FAR, I really want to try flying them in realistic aerodynamics. It's a great mod after all

I am lost, did you actually try flying them?

Purely out of curiosity I installed the latest version of FAR continued to my 1.12.1 install. I tried every plane out and they all fly fine, if anything too well. I had to reduce thrust to about 45% as they all fly way too fast now under full thrust. Also landing takes alot more thought as slowing down requires basically stalling the planes first to get them down to a workable speed and I had to increase the brakes to 100% in the PAW. I had worried that maybe the F-14 with it's slight floppiness due to the wing servos might suffer, but no, it works fine too.

So I see no problem using my mod with FAR.

bRQESQQ.png

Spoiler

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14 minutes ago, BoZo_Xo2 said:

Given that I cannot use your meshes, I simply wished to help by providing the dimensions that would more accurately resemble the standard F-16 body (should you wish to make it).

I am happy with the F-16 as is. Once I finalise a model I don't like going back and fuddling with it. Though I may with some of my older mods where my skills were far less.

Though you can't use my meshes I can certainly give you tips to help with making your own if needed. Have you seen my thread?

Also I had just posted that I have tested all my planes using FAR and they all fly well. Though with FAR they have seem to have too little drag and go way too fast now.

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19 minutes ago, ColdJ said:

I am happy with the F-16 as is. Once I finalise a model I don't like going back and fuddling with it. Though I may with some of my older mods where my skills were far less.

Though you can't use my meshes I can certainly give you tips to help with making your own if needed. Have you seen my thread?

Sounds good. 

I believe I might've stumbled across the thread a while back but I'll have another look. Thanks.

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I get it, you never used FAR before. The pics were used to show you how this mod works in design phase, like the aerodynamic analysis etc. I know you only built your mod for stock users, and I respect that. 

Almost all stock planes can fly in FAR if designed reasonably. If your plane can fly, it doesn't mean your plane performs properly. I once built a plane with FAR-compatible parts. When I replaced the cockpit with a non FAR-compatible one, the plane performed in a completely different way in the air. It means whether a plane can fly in FAR doesn't prove it's fully FAR-compatible. 

Maybe your planes do perform properly in FAR, but I am not able to judge it, since the plane cannot show me a proper result in the FAR analysis. 

jJHT6te.png

Here is an example, the center of lift is a little bit in front of the center of mass. It shows the aircraft is static-unstable. A static-unstable aircraft is very agile and not flyable in this game, yet the plane is flyable and performs a little clumsy. This means the real center-of-lift of this plane in FAR is behind the center-of-mass, and the aircraft is static-stable. The incompatibility of the mod hides the real center-of-lift  from me.

Hope this help you understand FAR a little more.

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Posted (edited)
15 hours ago, Siriscosmos said:

Hope this help you understand FAR a little more.

Actually I understand FAR quite well, as I have read through the various documentation and tutorials.

The centre of lift FAR is showing is actually correct and I tested and proved it in my own setup. FAR is also analysing my craft fine, even though the tool is designed around calculating how a total shape made from shaped pieces finessed together would be if they were a single whole. As you know FAR calculates attributes from total mesh shape rather than the configed attributes. As my craft are close to real world shape/cross section, it works with it.

The problem you are actually having is a moving centre of mass. You may have noticed that just before you leave the SPH to load out into the world, that the centre of mass suddenly shifts on anything with a cockpit. This is a quirk with KSP that is calculating in the Kerbal mass to the craft.

In your pic you have missiles on the wings and their mass is moving the centre of mass of the craft back towards the centre of lift.

Now as I can't change COL or COP because of the way FAR operates, what we can do is change COM. There are a few ways to do this for your install. If you want a more permanent change, then pop into the body config and change to COM setting to this.

    CoMOffset = 0.0, 1.0, 0.0

This moves the COM 1 meter closer to the nose of the plane. Try it and you can always increase the number to move the centre of mass further forward. Don't get too carried away as the further forward you go the less pitch control you will have.

The second possibility is to go get my old Working Underwater Light mod which has adjustable weights in it which you can place ahead of the COM, inside the plane and adjust till you are happy with th COM.

https://spacedock.info/mod/2749/Working Underwater Lite

The final and crudest method. As FAR treats anything enclosed in the craft as not affecting drag. Is grab a stock piece with reasonable mass, fuel tank, structural etc and put it inside the front of the aircraft. This will pull the COM forward.

Spoiler

2KAXIvR.pnghGqgy6T.png

 

Edited by ColdJ
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This is the coolest military jet mod i ever seen for KSP! Unfortunately i left the gloomy and dark world of BDA users on Discord, wich means i cant fully test this mod as it should be (with weapons on it) :cool:

Anyways, in the remote case i want to come back to BDA, how can i make the bay doors in the F 22/35 open faster? The animation plays quickly in the Editor, but very slowly in flight.

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