Woopert Posted April 26, 2014 Share Posted April 26, 2014 Excellent work! That's really cool and neat! Would you be willing to include some of the craft in the OP album, with the pack? Link to comment Share on other sites More sharing options...
smunisto Posted April 26, 2014 Share Posted April 26, 2014 Did anyone manage to implement FAR with the MK2 ext. Link to comment Share on other sites More sharing options...
I.O.M. Posted April 26, 2014 Share Posted April 26, 2014 Absolutely beautiful! I can't wait to see the final release version. Do you have plans on updating the VLADMIR engine? Link to comment Share on other sites More sharing options...
Justin Kerbice Posted April 26, 2014 Share Posted April 26, 2014 Finally done with the Inline Cokpit!!!what can I say ? Really nice Porkjet, and your tex are very good, I like them a lot ! Link to comment Share on other sites More sharing options...
ZodiusInfuser Posted April 26, 2014 Share Posted April 26, 2014 Finally done with the Inline Cokpit!!!It's a thing of beauty, Porkjet!! Link to comment Share on other sites More sharing options...
Starwaster Posted April 26, 2014 Share Posted April 26, 2014 Finally done with the Inline Cokpit!!!http://i.imgur.com/G6fR0eW.jpghttp://i.imgur.com/TKCYHKH.jpgDownload should be ready in a few minutes after I post this:https://www.dropbox.com/s/xkaelclfjzzoicn/SpaceplanePlus.zipgood job on the lighting. But... the first Mk2 cockpit doesn't do that, does it? Will it get an upgrade? Link to comment Share on other sites More sharing options...
ZodiusInfuser Posted April 26, 2014 Share Posted April 26, 2014 good job on the lighting. But... the first Mk2 cockpit doesn't do that, does it? Will it get an upgrade?The first Mk2 cockpit also needs a door texture on the back. Link to comment Share on other sites More sharing options...
Starwaster Posted April 26, 2014 Share Posted April 26, 2014 The first Mk2 cockpit also needs a door texture on the back.okay...... Link to comment Share on other sites More sharing options...
comham Posted April 26, 2014 Share Posted April 26, 2014 That's absolutely astounding quality!exceedingly minor rivet-counting gripe: the placement of the "RCS nozzle" texture bits, right against the cockpit glass? Not a lot of space for the fuel feed inside, surely? It'd stand a risk of leaking into the cockpit. Link to comment Share on other sites More sharing options...
Porkjet Posted April 26, 2014 Author Share Posted April 26, 2014 Thanks guys Yes the other cockpit and Crew cabin will get lights too.Excellent work! That's really cool and neat! Would you be willing to include some of the craft in the OP album, with the pack?Yes. When its finished.Did anyone manage to implement FAR with the MK2 ext.When its finished.Absolutely beautiful! I can't wait to see the final release version. Do you have plans on updating the VLADMIR engine?Yes, I will release it in a seperate propulsion mod along with some other things in the not so near future.That's absolutely astounding quality!exceedingly minor rivet-counting gripe: the placement of the "RCS nozzle" texture bits, right against the cockpit glass? Not a lot of space for the fuel feed inside, surely? It'd stand a risk of leaking into the cockpit.Haha I was waiting for someone to point that out. Those bits aren't really ment to be RCS nozzles, tho they pretty much look like they were. I just put them there cos they look cool. I was going to make properly placed RCS nozzles on the cockpits, but since you're placing the RCS blocks seperately and in very different positions depending on your craft those nozzles in the texture would just be fake anyway. I really wanted them as a design element tho, and I thought there also needs to be some kind of openings for maybe scientific instruments and cameras. When this is all finished and I'm done with the IVA's I'll add Raster Prop camera monitors all around the cockpit to get you a nice view despite the quite small windows, and those 'RCS nozzle' looking things are gonna be the camera positions. Not sure if it makes a lot of sense to make them look that way, but it doesnt really matter to me, it just needs to look AS IF it made any sense... haha. All those greeble details on the big spaceships in Star Wars probably arent ment to do anything by the designers but they kinda look important. Same goes for all the grooves and plates on my textures, they're supposed to add fake complexity to the ships and don't really have any meaning, but they make the overall appearance a bit more realistic. Link to comment Share on other sites More sharing options...
smunisto Posted April 26, 2014 Share Posted April 26, 2014 Yes. When its finished.I remember you have mentioned this before. However you have to agree that until you implement FAR compatibility the parts, while amazing, are not usable.I tried removing the winglet code and changing "winglet" to "part" as a basic override, but they still don't play well with FAR.It is sad to see such a great pack incompatible with FAR for an extended period of time. Link to comment Share on other sites More sharing options...
SCurry13 Posted April 26, 2014 Share Posted April 26, 2014 I have not seen something this good in a long time.This is definitely capable of giving B9 Aerospace the biggest run for its money of any mod in existence.Fantastic. Link to comment Share on other sites More sharing options...
Deathsoul097 Posted April 26, 2014 Share Posted April 26, 2014 (edited) Yay, the updates return! DL-ing newest SP parts, and that inline cockpit looks amazing PJ, you really outdo yourself man.I remember you have mentioned this before. However you have to agree that until you implement FAR compatibility the parts, while amazing, are not usable. (Not true. They are perfectly useable stock.)I tried removing the winglet code and changing "winglet" to "part" as a basic override, but they still don't play well with FAR. (Depending on the parts, such as wings, FAR needs special modules specified. This may be why you would have problems doing that.)It is sad to see such a great pack incompatible with FAR for an extended period of time.Yeah well, the majority of users don't use FAR, so it isn't as much of a priority as finishing the pack at this point. this is after all, a STOCK EXPANSION of the plane parts, not a FAR pack. I understand where you're coming from, but that's what I understand to be going on. Edited April 26, 2014 by Deathsoul097 Link to comment Share on other sites More sharing options...
Woopert Posted April 27, 2014 Share Posted April 27, 2014 Yes. When its finished.Sorry Porkjet, I didn't mean to rush you. I just liked that cool Blackbird look to it!! Link to comment Share on other sites More sharing options...
StEligius Posted April 27, 2014 Share Posted April 27, 2014 Happy birthday to us! The new space plane parts are awesome! Thanks! Link to comment Share on other sites More sharing options...
Deathsoul097 Posted April 27, 2014 Share Posted April 27, 2014 Okay, Porkjet, I don't know what you did, but you are amazing! After I installed the plane expansion I got a framerate increase, as massive one. I have no idea why, or how, and the fact I am running nearly 20 mods now, if not more, shouldn't help, but it happened. Thank you.Seriously, WTF? Link to comment Share on other sites More sharing options...
Fraz86 Posted April 27, 2014 Share Posted April 27, 2014 (edited) FAR support:@PART[mk2Cockpit_Standard]{ @module = Part !dragCoeff = DELETE !deflectionLiftCoeff = DELETE}@PART[mk2Cockpit_Inline]{ @module = Part !dragCoeff = DELETE !deflectionLiftCoeff = DELETE}@PART[mk2CrewCabin]{ @module = Part !dragCoeff = DELETE !deflectionLiftCoeff = DELETE}@PART[mk2_1m_Adapter]{ @module = Part !dragCoeff = DELETE !deflectionLiftCoeff = DELETE}@PART[mk2_1m_AdapterLong]{ @module = Part !dragCoeff = DELETE !deflectionLiftCoeff = DELETE}@PART[mk2_1m_Bicoupler]{ @module = Part !dragCoeff = DELETE !deflectionLiftCoeff = DELETE}@PART[mk2FuselageL_long]{ @module = Part !dragCoeff = DELETE !deflectionLiftCoeff = DELETE}@PART[mk2Fuselage_LFO]{ @module = Part !dragCoeff = DELETE !deflectionLiftCoeff = DELETE}@PART[mk2CargoBayS]{ @module = Part !dragCoeff = DELETE !deflectionLiftCoeff = DELETE}@PART[mk2CargoBayL]{ @module = Part !dragCoeff = DELETE !deflectionLiftCoeff = DELETE}@PART[deltaWingX]{ @module = Part @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 @dragCoeff = 0 @deflectionLiftCoeff = 0 MODULE { name = FARWingAerodynamicModel MAC = 2.16 //Mean chord length in meters e = 0.75 //Drag per lift, lower equals more drag MidChordSweep = 26 //Angle of line from mid root chord to mid tip chord b_2 = 3.76 //Root to tip in meters TaperRatio = 0.08 //Ratio of tip chord to root chord }}@PART[structuralWing1]{ @module = Part @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 @dragCoeff = 0 @deflectionLiftCoeff = 0 MODULE { name = FARWingAerodynamicModel MAC = 2.16 //Mean chord length in meters e = 0.75 //Drag per lift, lower equals more drag MidChordSweep = 44 //Angle of line from mid root chord to mid tip chord b_2 = 1.88 //Root to tip in meters TaperRatio = 0.08 //Ratio of tip chord to root chord }}@PART[wingStrake]{ @module = Part @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 @dragCoeff = 0 @deflectionLiftCoeff = 0 MODULE { name = FARWingAerodynamicModel MAC = 2.16 //Mean chord length in meters e = 0.75 //Drag per lift, lower equals more drag MidChordSweep = 62 //Angle of line from mid root chord to mid tip chord b_2 = 0.94 //Root to tip in meters TaperRatio = 0.08 //Ratio of tip chord to root chord }}@PART[structuralWing2]{ @module = Part @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 @dragCoeff = 0 @deflectionLiftCoeff = 0 MODULE { name = FARWingAerodynamicModel MAC = 1.16 //Mean chord length in meters e = 0.75 //Drag per lift, lower equals more drag MidChordSweep = 13 //Angle of line from mid root chord to mid tip chord b_2 = 3.76 //Root to tip in meters TaperRatio = 0.16 //Ratio of tip chord to root chord }}@PART[wingConnector1]{ @module = Part @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 @dragCoeff = 0 @deflectionLiftCoeff = 0 MODULE { name = FARWingAerodynamicModel MAC = 4 //Mean chord length in meters e = 0.75 //Drag per lift, lower equals more drag MidChordSweep = 0 //Angle of line from mid root chord to mid tip chord b_2 = 1.88 //Root to tip in meters TaperRatio = 1 //Ratio of tip chord to root chord }}@PART[wingConnector2]{ @module = Part @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 @dragCoeff = 0 @deflectionLiftCoeff = 0 MODULE { name = FARWingAerodynamicModel MAC = 2 //Mean chord length in meters e = 0.75 //Drag per lift, lower equals more drag MidChordSweep = 0 //Angle of line from mid root chord to mid tip chord b_2 = 3.76 //Root to tip in meters TaperRatio = 1 //Ratio of tip chord to root chord }}@PART[elevon1]{ @module = Part @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 @dragCoeff = 0 @deflectionLiftCoeff = 0 @ctrlSurfaceRange = 0 @ctrlSurfaceArea = 0 MODULE { name = FARControllableSurface MAC = 0.5 e = 0.9 nonSideAttach = 1 maxdeflect = 20 MidChordSweep = 0 b_2 = 1.8 TaperRatio = 1 }}@PART[elevon2]{ @module = Part @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 @dragCoeff = 0 @deflectionLiftCoeff = 0 @ctrlSurfaceRange = 0 @ctrlSurfaceArea = 0 MODULE { name = FARControllableSurface MAC = 0.62 e = 0.9 nonSideAttach = 1 maxdeflect = 20 MidChordSweep = -4 b_2 = 1.8 TaperRatio = 0.67 }}@PART[elevon3]{ @module = Part @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 @dragCoeff = 0 @deflectionLiftCoeff = 0 @ctrlSurfaceRange = 0 @ctrlSurfaceArea = 0 MODULE { name = FARControllableSurface MAC = 0.86 e = 0.9 nonSideAttach = 1 maxdeflect = 20 MidChordSweep = -4 b_2 = 1.8 TaperRatio = 0.75 }} Edited April 27, 2014 by Fraz86 Link to comment Share on other sites More sharing options...
Starwaster Posted April 27, 2014 Share Posted April 27, 2014 FAR support:@PART[mk2Cockpit_Standard]{ @module = Part !dragCoeff = DELETE !deflectionLiftCoeff = DELETE}@PART[mk2Cockpit_Inline]{ @module = Part !dragCoeff = DELETE !deflectionLiftCoeff = DELETE}@PART[mk2_1m_Adapter]{ @module = Part !dragCoeff = DELETE !deflectionLiftCoeff = DELETE}@PART[mk2_1m_AdapterLong]{ @module = Part !dragCoeff = DELETE !deflectionLiftCoeff = DELETE}@PART[mk2_1m_Bicoupler]{ @module = Part !dragCoeff = DELETE !deflectionLiftCoeff = DELETE}@PART[mk2FuselageL_long]{ @module = Part !dragCoeff = DELETE !deflectionLiftCoeff = DELETE}@PART[mk2Fuselage_LFO]{ @module = Part !dragCoeff = DELETE !deflectionLiftCoeff = DELETE}@PART[mk2CargoBayS]{ @module = Part !dragCoeff = DELETE !deflectionLiftCoeff = DELETE}@PART[mk2CargoBayL]{ @module = Part !dragCoeff = DELETE !deflectionLiftCoeff = DELETE}@PART[deltaWingX]{ @module = Part @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 @dragCoeff = 0 @deflectionLiftCoeff = 0 MODULE { name = FARWingAerodynamicModel MAC = 2.16 //Mean chord length in meters e = 0.75 //Drag per lift, lower equals more drag MidChordSweep = 26 //Angle of line from mid root chord to mid tip chord b_2 = 3.76 //Root to tip in meters TaperRatio = 0.08 //Ratio of tip chord to root chord }}@PART[structuralWing1]{ @module = Part @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 @dragCoeff = 0 @deflectionLiftCoeff = 0 MODULE { name = FARWingAerodynamicModel MAC = 2.16 //Mean chord length in meters e = 0.75 //Drag per lift, lower equals more drag MidChordSweep = 44 //Angle of line from mid root chord to mid tip chord b_2 = 1.88 //Root to tip in meters TaperRatio = 0.08 //Ratio of tip chord to root chord }}@PART[wingStrake]{ @module = Part @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 @dragCoeff = 0 @deflectionLiftCoeff = 0 MODULE { name = FARWingAerodynamicModel MAC = 2.16 //Mean chord length in meters e = 0.75 //Drag per lift, lower equals more drag MidChordSweep = 62 //Angle of line from mid root chord to mid tip chord b_2 = 0.94 //Root to tip in meters TaperRatio = 0.08 //Ratio of tip chord to root chord }}@PART[structuralWing2]{ @module = Part @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 @dragCoeff = 0 @deflectionLiftCoeff = 0 MODULE { name = FARWingAerodynamicModel MAC = 1.16 //Mean chord length in meters e = 0.75 //Drag per lift, lower equals more drag MidChordSweep = 13 //Angle of line from mid root chord to mid tip chord b_2 = 3.76 //Root to tip in meters TaperRatio = 0.16 //Ratio of tip chord to root chord }}@PART[wingConnector1]{ @module = Part @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 @dragCoeff = 0 @deflectionLiftCoeff = 0 MODULE { name = FARWingAerodynamicModel MAC = 4 //Mean chord length in meters e = 0.75 //Drag per lift, lower equals more drag MidChordSweep = 0 //Angle of line from mid root chord to mid tip chord b_2 = 1.88 //Root to tip in meters TaperRatio = 1 //Ratio of tip chord to root chord }}@PART[wingConnector2]{ @module = Part @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 @dragCoeff = 0 @deflectionLiftCoeff = 0 MODULE { name = FARWingAerodynamicModel MAC = 2 //Mean chord length in meters e = 0.75 //Drag per lift, lower equals more drag MidChordSweep = 0 //Angle of line from mid root chord to mid tip chord b_2 = 3.76 //Root to tip in meters TaperRatio = 1 //Ratio of tip chord to root chord }}@PART[elevon1]{ @module = Part @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 @dragCoeff = 0 @deflectionLiftCoeff = 0 @ctrlSurfaceRange = 0 @ctrlSurfaceArea = 0 MODULE { name = FARControllableSurface MAC = 0.5 e = 0.9 nonSideAttach = 1 maxdeflect = 20 MidChordSweep = 0 b_2 = 1.8 TaperRatio = 1 }}@PART[elevon2]{ @module = Part @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 @dragCoeff = 0 @deflectionLiftCoeff = 0 @ctrlSurfaceRange = 0 @ctrlSurfaceArea = 0 MODULE { name = FARControllableSurface MAC = 0.62 e = 0.9 nonSideAttach = 1 maxdeflect = 20 MidChordSweep = -4 b_2 = 1.8 TaperRatio = 0.67 }}@PART[elevon3]{ @module = Part @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 @dragCoeff = 0 @deflectionLiftCoeff = 0 @ctrlSurfaceRange = 0 @ctrlSurfaceArea = 0 MODULE { name = FARControllableSurface MAC = 0.86 e = 0.9 nonSideAttach = 1 maxdeflect = 20 MidChordSweep = -4 b_2 = 1.8 TaperRatio = 0.75 }}To delete, you only need to put a ! in front of the variable name. !dragCoeff !deflectionLiftCoeff Link to comment Share on other sites More sharing options...
Fraz86 Posted April 27, 2014 Share Posted April 27, 2014 To delete, you only need to put a ! in front of the variable name. !dragCoeff !deflectionLiftCoeffThat very well may be the case, but I'm simply following instructions. To quote from ModuleManager's opening post:!foo = DELETE deletes foo completely. Link to comment Share on other sites More sharing options...
NathanKell Posted April 27, 2014 Share Posted April 27, 2014 It *may* be that confignode parsing has changed to no longer including ConfigNode.values with empty values, so you might have to switch from !foo to !foo = bar Link to comment Share on other sites More sharing options...
Starwaster Posted April 27, 2014 Share Posted April 27, 2014 That very well may be the case, but I'm simply following instructions. To quote from ModuleManager's opening post:!foo = DELETE deletes foo completely.It *may* be that confignode parsing has changed to no longer including ConfigNode.values with empty values, so you might have to switch from !foo to !foo = barSheesh am I that far behind???That ticks me off just enough to start posting in Comic Sans Link to comment Share on other sites More sharing options...
Justin Kerbice Posted April 27, 2014 Share Posted April 27, 2014 (edited) Another idea if you think is good (or many people would have it): a flat area under all fuselage/cockpit parts, in the center, to make landing gears attachment easier.My little contribution: a mini "B-2":download(the craft doesn't include Mechjeb case) Edited April 27, 2014 by Justin Kerbice Link to comment Share on other sites More sharing options...
smunisto Posted April 27, 2014 Share Posted April 27, 2014 FAR support:~snipI saw your post in the FAR thread. Thank you for doing this. Actually this morning I made about the same cfg, just tried making MM search parts by author, because I was too lazy to define them all by myself. Apparently "HAS:[#author[Porkjet]]" doesn't work though.You seem to have forgotten to include the Crew cabin in the cfg, I fixed this here:https://www.dropbox.com/s/0d713t5lgdtm65z/Fix%20for%20Spaceplane%20Plus.cfgAlso, the cargo bays probably need some additional definitions. They seem to shield things that are outside of them - like wings. Things directly stacked behind the cargo bay are not shielded though. To reproduce the issue just put a cockpit, cargo bay and another mk2 stack behind the cargo bay. Then put 2 wings on the side of no matter which stack part. The wings are shielded, the stacked parted after is not.Unfortunately I don't have enough knowledge with FAR cfgs to fix this. Link to comment Share on other sites More sharing options...
Naf5000 Posted April 27, 2014 Share Posted April 27, 2014 Would it be at all possible to give the lander base some suspension? It's a gorgeous and useful part, but good god is it bouncy. Link to comment Share on other sites More sharing options...
royying Posted April 27, 2014 Share Posted April 27, 2014 Another idea if you think is good (or many people would have it): a flat area under all fuselage/cockpit parts, in the center, to make landing gears attachment easier.My little contribution: a mini "B-2":http://i.imgur.com/npoH6nK.pngdownload(the craft doesn't include Mechjeb case)turn on the angle snap to attach landing gear Link to comment Share on other sites More sharing options...
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