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F-104 Starfighter v2.0 pre-release


Guest Space Cowboy

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Fellow pilots,

I have finished a completely revised F-104. I will be removing my old version off the Spaceport shortly, when I upload this. The link for that is here:

http://kerbalspaceprogram.com/f-104c/

This is an almost complete overhaul, plus many new features and new (to my knowledge) functions to the Kerbal world: operating and functional leading and trailing edge flaps, and an all moving horizontal stabilizer for trim. These control surfaces were created using both Procedural Dynamics pWing and the old Damned Robotics hinges.

I will include a version without the tip tanks, and also one with underwing and belly tanks. Finally there will be a NF-104 version with limited space capability.

4qu8.jpg

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One of my last tweaks will be wing lift, so you can put all thse weapons on. I think I have three CFG files with this that modify other people's MODs. Engine, wing, and size and contents of the tip tanks. I plan to use the FLAG mod and put a strip of flags on here representing the orignal mod developers . Respect

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Gonna take a break I am burnt out and been neglecting my family somewhat. I don't have enough control. I am not going to release something bad.

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The Elysian Empire Sparrow Missle with blue trim steered the final looks of the plane (it's been rescaled to 6). I have a pic of the first time I put them on ... they look so good I temporarily moved the tip tanks under the wing.

ols.png

58r.png

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Forum: http://forum.kerbalspaceprogram.com/showthread.php/17081-0-17-RedStar-co-op-Airplane-parts-v0-4-1

Download link: https://docs.google.com/file/d/0By0AKjfh8r6YbjJ0THg1Nk11c0U/edit?usp=sharing

Not fully compatible with current version - some parts don't appear, among other strange things that happen. But the cockpit and nosecone work without a problem. Place them into your PARTS folder, not GAMEDATA.

Edited by Guest
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Significant progress after most of two days way from it. The all moving stabilizer concept has been abandoned until a pWing control surface becomes available. I made ailerons and elevators with custon lift factors. The balance seems to be between pitch authority and roll stability. The seperate elevators (don't gor there - that's probably WHY Kelly Johnson had a one piece ...!) cause a big issue when commanding a roll, if they've been assigned too much lift. Basically, the elevators must generat less lift than the ailerons, for the ailerosn to dominate in a roll command. The stock parts are equal, and a much smaller value. I am still testing. The base of the vertical stab was changed to a non painted (not blue ... stock) pWing, after I figured you could have more than one unique textured pWing in a craft. I also replaced the ventral strake on the bottom, which actually was a winglet that was mostly embedded (who knows what problems that may have caused) with another stock paint pWing. I don't know why I didn't do it first. Much better. I messed a lot with a little cheater winglet I have made - a modded Tiavero's Pizza winglet. I am able to put it way up on the nose and then flip it inverted to hide it. I am able to position the COL precisely with that. Finally I strutted the heck out of the landing gear to get it to track straight down the runway reliably. I think the nose wheel needs it because it's still not holding. I de-rated the engine to stock but it's simply not enough. I was not able to climb straight up with all stores jettissoned. However, I think I need to de-fuel my main tank. That might be the single biggest mistake I have not fixed yet. Finally, I replaced the upper non moving rudder with the stock paint pWing. I may revisit the rudder and simply de-rate it's lift, it was causing some seriously horrible yawing moments when you commanded a roll, but at the time I just put a smaller control surface and then a static pWing for the top half. For realistic looks the whole rudder need to be moving. I am gong to remove the rudder I have, and the pWing above it, and scale a Tiavero's control surface and de-rate it's lift. Got an 8 item to do list for tomorrow, many are cosmetic including tail fin and fuselage detailing.

Forgot to mention I toned down the blue color a little. This is actually a color I painted a pickup years ago.

jit.png

Edited by Guest
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Mobiuspatchmk3.png

http://images1.wikia.nocookie.net/__cb20071201210746/acecombat/images/a/a1/Mobiuspatchmk3.png

Also, I may have to adjust the design to accept a carrier landing mechanism to help it land on carriers. I have an idea I might suggest to EnterElysium for World War K. It involves a foreign ace assisting the Elysian Naval Air Forces against Styx Conglomerate aircraft, ala Ace Combat 4.

Edited by Fox62
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Once I release it it's not mine anymore. I would love to see a tail hook implemented. It most definitley needs DYJ's machine gun as well. I may do that actually for the stock plane. The rest of what you said sounded extremely cool but is outside my knowledge envelope. The other thing it REALLY needs (besides all moving stab) is a landing chute. Can't have everything now, but I know someone's trying to work on it.

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