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TOSJEC Two-Seater Mk1 Jet Cockpit


Naten

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Inspired by the ALCOR, I am now developing a sort of "two-seater" cockpit for jets, fighter or otherwise. I hope to implement various works into it, such as RPM and Firespitter IVA props.

I do not know how to do IVA's. I need help, modders! D:

Yep, yep yep

I don't know how. :(

Firstly, how am I supposed to model it? Two separate models, or the same model with both internal and external placed?

Also, how do I "hollow out" the inside, so to speak? That's one of my biggest problems. How do I get the polygons facing inwards, and how do I get stuff lined up, etc, etc

Can I simply make the model have an "internal" area, then make a windshield over it, then build the IVA inside? Will that work? :D

I will post updates as soon as possible. Thanks. :)

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I don't know too much, but I do know that the IVA and the exterior are completely separate models. However, you might want to work on them together in order to make sure the IVA fits inside the exterior and the windows line up.

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Hi this is how i do it, first make the external model , and make sure you're completely happy with it , how it looks in game etc, sometimes its good to to grab a std internal space and drop that in via the cfg , once happy, I cut off the parts of the pod that would not be seen or needed for the internal view, so for your cockpit this'd be the pointy nose and any extension behind the cockpit area, you'll need to cap these ends otherwise when you view the internal it will be transparent, you dont really need glass attached to the internal view, unless of course you want some window tint.

once all thats done , you simply select and highlight all the external polys, the shell, and flip the uvs to the back face , well it's that easy with max dont know about blender or others, now hopefully you have a basic internal. The real trick is making sure as already mentioned that the parts line up, this can be a little tricky if your exterior doesnt have it's origin in the center of the cockpit but a bit of fiddling will sort it out.

Then its just a matter of putting the interior parts in the correct layers, its the layers in unity that enable things to be visible or invisible in camera views , and let items be used for or by kerbals.

It took a while for me to work this all out for myself, but if you search out all of the various posts on IVA's there's enough info to mash together and come to some basic understanding, unfortunately it's not all in one glorious step by step tutorial.

Hope this helps a bit, however if you find you cant work it out after repeated attempts bung me the model files and i'll do it for you no worries.

Edited by SpannerMonkey(smce)
typos format
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