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DEAD THREAD - Historic Aircraft Pack No More


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-=UPDATE ONE=-

This is the first new aircraft - the modelling has just started but expect updates.

CAN YOU GUESS THE PLANE? - Its an obscure naval fighter built by Westland in the fifties! Served with distinction in the Suez Crisis.

Edited by MightyDarkStar
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file:///C:/Users/Michael/Pictures/Screenshots/Screenshot%20(2).pngfile:///C:/Users/Michael/Pictures/Screenshots/Screenshot%20(2).pnghttps://lh4.googleusercontent.com/-NhAewfD86ZA/U86G-QY9buI/AAAAAAAAAVM/4ZbX9Tkbwdw/w1026-h577-no/Screenshot+%25282%2529.png

-=UPDATE ONE=-

This is the first new aircraft - the modelling has just started but expect updates.

CAN YOU GUESS THE PLANE? - Its an obscure naval fighter built by Westland in the fifties! Served with distinction in the Suez Crisis.

Looking good so far. Just make sure you add the edgesplit modifier, it makes it look a lot better. And you can't just link from your computer. You'll have to upload it somewhere like you did for the last picture.

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Consider this scenario: I'm building a plane with a birdcage canopy. Like the A6M. Now, I want to use a Firespitter oblong fuselage. If the birdcage canopy is not *just* the canopy, but also a fuselage segment (as almost all currently-released cockpits are) then I will be forced to use whatever fuselage shape the cockpit maker decides to use (probably a round 1.25m fuselage). But if the canopy is *just* a canopy, and is surface-attachable, then I can surface-attach it on any fuselage I like.

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I love the concept and I am definitely going to keep an eye on this!

I don't know if this will help, but take a look at Kerbal Aircraft Expansion (KAX). It has a pretty nice air cooled piston engine, and a turboprop that can sub as a liquid cooled piston engine in aesthetics.

http://forum.kerbalspaceprogram.com/threads/76668-0-24-Kerbal-Aircraft-Expansion-%28KAX%29-v2-2-2-Hotfix

(There are several renditions of a few warbirds in it-- P-51D, P-38, F4U Corsair and a biplane made by Federally around the 50th page I think..... I was working on an A6M2 Zero for awhile, and I might pick that up again....)

Also, you might be able to get away with using procedural wings for some of the aircraft. (Might be harder if the plane's wings are blended into the fuselage--like the Me-163--, but maybe you could just create a part that models the wing-root?)

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  • 2 weeks later...
.....Well, the cockpits should have interchangeable canopies using the FS MeshSwitch (I hope) but it's just a cockpit module...

That would allow there to only be one part, but unless an IVA switcher came out that would completely mess up the IVA I think, as there can only be 1 IVA per part as far as I know.

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That would allow there to only be one part, but unless an IVA switcher came out that would completely mess up the IVA I think, as there can only be 1 IVA per part as far as I know.

yeah only 1 IVA per pod. you can use the generic 1 kerbal IVA from Squad. you can plan ahead a bit and make them share some IVAs, but probably not all of them.

Edited by nli2work
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  • 3 weeks later...

I have sort of got a plan for this now. With some inspiration from the awesome SpannerMonkey and Sfr's wonderful command pod mod which includes an all-in-one Po-2 biplane, the aircraft in this ...thing.... will be all-in-one models. I have an idea of how it works and it may be up soon.........probably not......

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seeing the retro-future planes mod it shouldn't be too difficult to make contra-props. I'll try to keep to my original intention of having interchangeable models as it would just be a whole model change using FS Mesh switch. Once I can make a decent all-in-one I'll have this pack up.

Sfr's Command Pod Mod Has an All-in-one Po-2 http://forum.kerbalspaceprogram.com/threads/24751-0-23-Version-0-05-sfr-Command-Pod-with-internal-parts-and-crew-visible-new-color/page7?p=1206133#post1206133

works fine in 24.2, this should give u an idea of what im on about. It also has three new command pods and a new version of the Firespitter fighter cockpit with opening and non-opaque canopy!

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Hiya, long tine no speaks i know, but I really should chime in here, I unfortunately agree with Nathan here, the one parters I've sent you to play with while great fun are severely compromise aerodynamically, if you study their behavior you find that with a couple of notable exceptions , they are only flying due to thrust and not any aerodynamic forces.

To get the best out of them you need to at least part off the main wings, tailplane, and vertical stabiliser.

I know this'll cause issues as the wings will not easily by attachable using stock symmetry mainly due to shape and position of attachment, the same issues that are present in the glider. I have some interest in some dev work on an upcoming mirror plugin that deals with this very effectively by reflecting the part to the other position, so that unsymmetrical designs don't end up with a wing with flaps fwd and a wing with flaps aft. check out the KerbalFoundries thread in the last 6 pages or so for details. And of course I'm always available to help with any issues.

Cheers

Spanner

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I suggest start with some parts for a plane, and expand from there. pWings are great, I'm totally sold on it. You just created the basics and no need to futz around with a dozen different wing pieces. plus it's fully FAR friendly. after that you do a cockpit; engine body; and a tailing fuselage. coupld landing gears and you are ready to fly.

this will help establish a set of texture sheets you can use for later parts.

I've been using the same textures for all the retrofuture parts so far.

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