Ace_Of_Spades Posted June 7, 2015 Share Posted June 7, 2015 does the current version work with 1.0.2? or do you have to update it? If the later how far along the process if at all are you? Quote Link to comment Share on other sites More sharing options...
Gryphon Posted June 8, 2015 Share Posted June 8, 2015 (edited) does the current version work with 1.0.2? or do you have to update it? If the later how far along the process if at all are you?It doesn't really work with 1.0.2 at this time. There's an unofficial ModuleManager patch that at least corrects the nodes, but not the modules. Nertea is working on an excellent new version of all the parts that looks even more awesome. Edited June 8, 2015 by Gryphon clarity Quote Link to comment Share on other sites More sharing options...
Ace_Of_Spades Posted June 8, 2015 Share Posted June 8, 2015 It doesn't really work with 1.0.2 at this time. There's an unofficial ModuleManager patch that at least corrects the nodes, but not the modules. Nertea is working on an excellent new version of all the parts that looks even more awesome.Thank you very much for the clarification. Quote Link to comment Share on other sites More sharing options...
Captain Sierra Posted June 8, 2015 Share Posted June 8, 2015 What does 30% larger mean for the cargo bay internals? would a 3m part fit now? They look great, although the cockpit seems kinda long. I hope that doesn't mean you have to redo the IVA, they're so much work...30% means your effective area is about 3.25m diameter. You have an additional 0.75m total to work with. Whether or not thats enough space to fit my tanker rovers is as of yet unclear. The IVA was already about 30% too big, which was part of the reasoning behind that choice. I'd love to see it go even bigger but you're starting to get into the realm of stuff that probably shouldnt be done in KSP with that. Quote Link to comment Share on other sites More sharing options...
Yokito Zumi Posted June 9, 2015 Share Posted June 9, 2015 MKIV is one of those things that needs to be in the stock game, because its so much more useful than MK3 is for cargo. Quote Link to comment Share on other sites More sharing options...
DiamondHawk427 Posted June 10, 2015 Share Posted June 10, 2015 WHEN IS THIS COMING FOR KSP 1.0?? oops, i forgot caps Quote Link to comment Share on other sites More sharing options...
Yokito Zumi Posted June 11, 2015 Share Posted June 11, 2015 WHEN IS THIS COMING FOR KSP 1.0?? oops, i forgot capswhen its ready. patience. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 12, 2015 Share Posted June 12, 2015 MKIV is one of those things that needs to be in the stock game, because its so much more useful than MK3 is for cargo.why not look at OPT until the MKIV is ready? Quote Link to comment Share on other sites More sharing options...
Kerbas_ad_astra Posted June 12, 2015 Share Posted June 12, 2015 why not look at OPT until the MKIV is ready?OPT is great for wide cargo (which is a lot of things, to be fair -- rovers especially), but even the K fuselage can barely hold a 2.5m cylinder, and 3.75m is right out. I'm looking forward to the enlarged Mk IV so that I can carry things that are tall as well as wide. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 12, 2015 Share Posted June 12, 2015 (edited) Would you like an enlarged cargo bay? It's not difficult to do, I could whip up a few different variations on the length pretty quickly. It's actually only copying a cfg file and changing 2 lines.If so, just PM me. I can either do it as a new mod, or just get the files to you.I just looked at OPT. I'm not sure it's necessary to make an enlarged bay, you can simply stack multiple bays on top of each other.A shorter one may be desired, however. Edited June 12, 2015 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
Kerbas_ad_astra Posted June 12, 2015 Share Posted June 12, 2015 Would you like an enlarged cargo bay? It's not difficult to do, I could whip up a few different variations on the length pretty quickly. It's actually only copying a cfg file and changing 2 lines.If so, just PM me. I can either do it as a new mod, or just get the files to you.I just looked at OPT. I'm not sure it's necessary to make an enlarged bay, you can simply stack multiple bays on top of each other.A shorter one may be desired, however.I don't want longer or shorter cargo bays, I want thicker ones. Maybe this image will get across what I want:The K cargo bay is on the left. It's 3.1 meters thick -- enough to accomodate a 2.5 m Rockomax tank, but not the 3.75 m tank. On the right, I have a Mark IV cargo bay, scaled up by 30% (as Nertea has indicated is the plan), which can hold a 3.75 m tank (though it's a bit tight -- 35% or 40% may be a little better).And that's why I'm eagerly awaiting the Mark IV update, even though I already have OPT installed. Quote Link to comment Share on other sites More sharing options...
Yokito Zumi Posted June 13, 2015 Share Posted June 13, 2015 why not look at OPT until the MKIV is ready?Maybe because OTP is full of bees, Isnt optimized completely for 1.0.2 and The K Kargo ramp doesnt even work. as well as it not having DDS textures, its unfinished, and im waiting until its more stable. Quote Link to comment Share on other sites More sharing options...
megatiger78 Posted June 15, 2015 Share Posted June 15, 2015 OPT? what is OPT? Quote Link to comment Share on other sites More sharing options...
salsathegeek Posted June 15, 2015 Share Posted June 15, 2015 Orbital Portal Technologies. It's a spaceplane parts park that has some pretty cool wings and form-factors. Quote Link to comment Share on other sites More sharing options...
Gryphon Posted June 16, 2015 Share Posted June 16, 2015 (edited) I've created a preliminary Module Manager config for updating the original (and current, for now) Mark IV parts to 1.0.2. I used the node information from the config created by Morgan, posted back a couple pages in this thread. I have added the bulkheadprofiles settings, removed the ModuleLiftingSurface modules (because apparently stock doesn't need it now), and updated the engine efficiency, max thrust, heat production, and IntakeAir ratio of engines, to match the updates to stock engines. For the Scimitar, I used the same velCurve and atmCurve as the stock RAPIER.The bulkhead profile name I used is "mk4a," to avoid conflict with Nertea's upcoming replacement Mark IV parts, which he posted about recently.I also have the following caveats:I don't have prior experience with part configs or MM config files.I did not attempt to create a velCurve or atmCurve for the Yellowjacket. (That's the KSP 1.0 way of characterizing engine performance through the flight envelope.)I have not added custom drag cubes, though they might be appropriate for some parts, especially for the intakes.I have not tested this with stock aerodynamics. It might be OK, though.I have done basic testing of this config with FAR, which appears to voxelize correctly. I successfully flew a SSTO Mk IV craft on a suborbital flight.So, please let me know if you have any issues with this. (Also, don't bug Nertea about it.) If it works for you with stock aero, please let me know that, too. If you have improvements, please add those, too.Dropbox link@PART[mk4nose]{@node_stack_bottom = 0.0, -0.1029968, 0.0, 0.0, -1.0, 0.0, 1@fuelCrossFeed = True@bulkheadProfiles = size1@thermalMassModifier = 4.0@emissiveConstant = 0.95}@PART[mk4cockpit]{@TechRequired = heavyAerodynamics@node_stack_bottom = 0.0, -1.655971, 0.00, 0.0, -1.0, 0.0, 3bulkheadProfiles = size1, mk4a@MODULE[ModuleScienceExperiment] { usageReqMaskInternal = 5 usageReqMaskExternal = -1 }!MODULE[ModuleLiftingSurface]}@PART[mk4crew-1]{@node_stack_bottom = 0.0, -1.070255, 0.00, 0.0, -1.0, 0.0, 3bulkheadProfiles = mk4a !MODULE[ModuleLiftingSurface]}@PART[mk4drone-1]{@node_stack_bottom = 0.0, -0.1362425, 0.00, 0.0, -1.0, 0.0, 3bulkheadProfiles = mk4a@MODULE[ModuleSAS] SASServiceLevel = 3}@PART[mk4cargo-1]{@node_stack_bottom = 0.0, -1.070835, 0.00, 0.0, -1.0, 0.0, 3bulkheadProfiles = mk4a !MODULE[ModuleLiftingSurface]}@PART[mk4cargo-2]{@node_stack_bottom = 0.0, -3.236155, 0.00, 0.0, -1.0, 0.0, 3@node_stack_bottom2 = 0.0, -3.236155, 0.00, 0.0, -1.0, 0.0, 3bulkheadProfiles = mk4a !MODULE[ModuleLiftingSurface]}@PART[mk4cargo-tail-1]{@node_stack_bottom = 0.0, -1.057139, 0.00, 0.0, -1.0, 0.0, 3bulkheadProfiles = mk4a !MODULE[ModuleLiftingSurface]}@PART[mk4scimitar]{@node_stack_bottom = 0.0,-0.8541491, 0.0, 0.0, -1.0, 0.0, 1bulkheadProfiles = size1 @MODULE[ModuleEnginesFX]:HAS[#engineID[AirBreathing]] { powerEffectName = power_open @maxThrust = 220 @heatProduction = 60 @useVelocityCurve = False !velocityCurve @PROPELLANT[IntakeAir] { @ratio = 15 } atmChangeFlow = True useVelCurve = True useAtmCurve = True velCurve { key = 0 1 0 0.08333334 key = 0.2 0.98 0.42074 0.42074 key = 0.7 1.8 2.290406 2.290406 key = 1.4 4.00 3.887193 3.887193 key = 3.75 8.5 0 0 key = 4.5 7.3 -2.831749 -2.831749 key = 5.5 3 -5.260566 -5.260566 key = 6 0 -0.02420209 0 } atmCurve { // higher thrust at altitude than even TRJ key = 0 0 0 0 key = 0.018 0.09 7.914787 7.914787 key = 0.08 0.3 1.051923 1.051923 key = 0.35 0.5 0.3927226 0.3927226 key = 1 1 1.055097 0 } }}@PART[mk4yellowjacket]{bulkheadProfiles = srf @MODULE[ModuleEnginesFX] { powerEffectName = power_open @maxThrust = 70 @heatProduction = 80 @useVelocityCurve = True @PROPELLANT[IntakeAir] { @ratio = 12 } }}@PART[mk4adapter-1]{@node_stack_bottom = 0.0, -1.071142, 0.00, 0.0, -1.0, 0.0, 3bulkheadProfiles = mk4a, size2, size1 !MODULE[ModuleLiftingSurface]}@PART[mk4adapter-2]{@node_stack_bottom = 0.0, -1.071142, 0.00, 0.0, -1.0, 0.0, 3bulkheadProfiles = mk4a, size2 !MODULE[ModuleLiftingSurface]}@PART[mk4fuselage-1]{@node_stack_bottom = 0.0, -1.070255, 0.00, 0.0, -1.0, 0.0, 3bulkheadProfiles = mk4a !MODULE[ModuleLiftingSurface]}@PART[mk4fuselage-lfo-1]{@node_stack_bottom = 0.0, -1.071142, 0.00, 0.0, -1.0, 0.0, 3bulkheadProfiles = mk4a !MODULE[ModuleLiftingSurface]}@PART[mk4fuselage-2]{@node_stack_bottom = 0.0, -3.224699, 0.00, 0.0, -1.0, 0.0, 3bulkheadProfiles = mk4a !MODULE[ModuleLiftingSurface]}@PART[mk4fuselage-lfo-2]{@node_stack_bottom = 0.0, -3.224699, 0.00, 0.0, -1.0, 0.0, 3bulkheadProfiles = mk4a !MODULE[ModuleLiftingSurface]}@PART[mk4mono-1]{@node_stack_bottom = 0.0, -0.5355678, 0.00, 0.0, -1.0, 0.0, 3bulkheadProfiles = mk4a !MODULE[ModuleLiftingSurface]}@PART[mk4tail-1]{@node_stack_bottom = 0.0, -1.071142, 0.00, 0.0, -1.0, 0.0, 3bulkheadProfiles = mk4a !MODULE[ModuleLiftingSurface]}@PART[mk4tail-2]{@node_stack_bottom = 0.0, -1.655971, 0.00, 0.0, -1.0, 0.0, 3bulkheadProfiles = size1, mk4a !MODULE[ModuleLiftingSurface]}@PART[mk4pod-1]{@node_stack_bottom01 = 0.6215577, -2.638397, 0.00, 0.0, -1.0, 0.0, 1@node_stack_bottom02 = -0.6215577, -2.638397, 0.00, 0.0, -1.0, 0.0, 1bulkheadProfiles = size1, srf}@PART[mk4pod-2]{@node_stack_bottom01 = 0.0, -2.638397, 0.00, 0.0, -1.0, 0.0, 1@node_stack_bottom02 = 1.234182, -2.638397, 0.00, 0.0, -1.0, 0.0, 1@node_stack_bottom03 = -1.234182, -2.638397, 0.00, 0.0, -1.0, 0.0, 1bulkheadProfiles = size1, srf}@PART[mk4nose-docking]{@node_stack_bottom = 0.0, 0.0828281, 0.0, 0.0, -1.0, 0.0, 1bulkheadProfiles = size1}@PART[mk4intake-radial-2]{@node_stack_bottom01 = 0.0, -1.462815, 0.2439967, 0.0, -1.0, 0.0,1bulkheadProfiles = srf}Dropbox linkI don't know if I need this last bit, but just in case:LicensingThe contents of this file are distributed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License (http://creativecommons.org/licenses/.../4.0/legalcode).You are free to share and adapt the materials only for non-commercial purposes and when providing appropriate attribution. Any derivatives must be distributed under the same license. Edited June 21, 2015 by Gryphon addings the links (thanks Nertea!) Quote Link to comment Share on other sites More sharing options...
Zapjohnny Posted June 16, 2015 Share Posted June 16, 2015 I've created a preliminary Module Manager config for updating the original (and current, for now) Mark IV parts to 1.0.2. I used the node information from the config created by Morgan, posted back a couple pages in this thread. I have added the bulkheadprofiles settings, removed the ModuleLiftingSurface modules (because apparently stock doesn't need it now), and updated the engine efficiency, max thrust, heat production, and IntakeAir ratio of engines, to match the updates to stock engines. For the Scimitar, I used the same velCurve and atmCurve as the stock RAPIER.The bulkhead profile name I used is "mk4a," to avoid conflict with Nertea's upcoming replacement Mark IV parts, which he posted about recently.I also have the following caveats:I don't have prior experience with part configs or MM config files.I did not attempt to create a velCurve or atmCurve for the Yellowjacket. (That's the KSP 1.0 way of characterizing engine performance through the flight envelope.)I have not added custom drag cubes, though they might be appropriate for some parts, especially for the intakes.I have not tested this with stock aerodynamics. It might be OK, though.I have done basic testing of this config with FAR, which appears to voxelize correctly. I successfully flew a SSTO Mk IV craft on a suborbital flight.So, please let me know if you have any issues with this. (Also, don't bug Nertea about it.) If it works for you with stock aero, please let me know that, too. If you have improvements, please add those, too.@PART[mk4nose]{@node_stack_bottom = 0.0, -0.1029968, 0.0, 0.0, -1.0, 0.0, 1@fuelCrossFeed = True@bulkheadProfiles = size1@thermalMassModifier = 4.0@emissiveConstant = 0.95}@PART[mk4cockpit]{@TechRequired = heavyAerodynamics@node_stack_bottom = 0.0, -1.655971, 0.00, 0.0, -1.0, 0.0, 3bulkheadProfiles = size1, mk4a@MODULE[ModuleScienceExperiment] { usageReqMaskInternal = 5 usageReqMaskExternal = -1 }!MODULE[ModuleLiftingSurface]}@PART[mk4crew-1]{@node_stack_bottom = 0.0, -1.070255, 0.00, 0.0, -1.0, 0.0, 3bulkheadProfiles = mk4a !MODULE[ModuleLiftingSurface]}@PART[mk4drone-1]{@node_stack_bottom = 0.0, -0.1362425, 0.00, 0.0, -1.0, 0.0, 3bulkheadProfiles = mk4a@MODULE[ModuleSAS] SASServiceLevel = 3}@PART[mk4cargo-1]{@node_stack_bottom = 0.0, -1.070835, 0.00, 0.0, -1.0, 0.0, 3bulkheadProfiles = mk4a !MODULE[ModuleLiftingSurface]}@PART[mk4cargo-2]{@node_stack_bottom = 0.0, -3.236155, 0.00, 0.0, -1.0, 0.0, 3@node_stack_bottom2 = 0.0, -3.236155, 0.00, 0.0, -1.0, 0.0, 3bulkheadProfiles = mk4a !MODULE[ModuleLiftingSurface]}@PART[mk4cargo-tail-1]{@node_stack_bottom = 0.0, -1.057139, 0.00, 0.0, -1.0, 0.0, 3bulkheadProfiles = mk4a !MODULE[ModuleLiftingSurface]}@PART[mk4scimitar]{@node_stack_bottom = 0.0,-0.8541491, 0.0, 0.0, -1.0, 0.0, 1bulkheadProfiles = size1 @MODULE[ModuleEnginesFX]:HAS[#engineID[AirBreathing]] { powerEffectName = power_open @maxThrust = 220 @heatProduction = 60 @useVelocityCurve = False !velocityCurve @PROPELLANT[IntakeAir] { @ratio = 15 } atmChangeFlow = True useVelCurve = True useAtmCurve = True velCurve { key = 0 1 0 0.08333334 key = 0.2 0.98 0.42074 0.42074 key = 0.7 1.8 2.290406 2.290406 key = 1.4 4.00 3.887193 3.887193 key = 3.75 8.5 0 0 key = 4.5 7.3 -2.831749 -2.831749 key = 5.5 3 -5.260566 -5.260566 key = 6 0 -0.02420209 0 } atmCurve { // higher thrust at altitude than even TRJ key = 0 0 0 0 key = 0.018 0.09 7.914787 7.914787 key = 0.08 0.3 1.051923 1.051923 key = 0.35 0.5 0.3927226 0.3927226 key = 1 1 1.055097 0 } }}@PART[mk4yellowjacket]{bulkheadProfiles = srf @MODULE[ModuleEnginesFX] { powerEffectName = power_open @maxThrust = 70 @heatProduction = 80 @useVelocityCurve = True @PROPELLANT[IntakeAir] { @ratio = 12 } }}@PART[mk4adapter-1]{@node_stack_bottom = 0.0, -1.071142, 0.00, 0.0, -1.0, 0.0, 3bulkheadProfiles = mk4a, size2, size1 !MODULE[ModuleLiftingSurface]}@PART[mk4adapter-2]{@node_stack_bottom = 0.0, -1.071142, 0.00, 0.0, -1.0, 0.0, 3bulkheadProfiles = mk4a, size2 !MODULE[ModuleLiftingSurface]}@PART[mk4fuselage-1]{@node_stack_bottom = 0.0, -1.070255, 0.00, 0.0, -1.0, 0.0, 3bulkheadProfiles = mk4a !MODULE[ModuleLiftingSurface]}@PART[mk4fuselage-lfo-1]{@node_stack_bottom = 0.0, -1.071142, 0.00, 0.0, -1.0, 0.0, 3bulkheadProfiles = mk4a !MODULE[ModuleLiftingSurface]}@PART[mk4fuselage-2]{@node_stack_bottom = 0.0, -3.224699, 0.00, 0.0, -1.0, 0.0, 3bulkheadProfiles = mk4a !MODULE[ModuleLiftingSurface]}@PART[mk4fuselage-lfo-2]{@node_stack_bottom = 0.0, -3.224699, 0.00, 0.0, -1.0, 0.0, 3bulkheadProfiles = mk4a !MODULE[ModuleLiftingSurface]}@PART[mk4mono-1]{@node_stack_bottom = 0.0, -0.5355678, 0.00, 0.0, -1.0, 0.0, 3bulkheadProfiles = mk4a !MODULE[ModuleLiftingSurface]}@PART[mk4tail-1]{@node_stack_bottom = 0.0, -1.071142, 0.00, 0.0, -1.0, 0.0, 3bulkheadProfiles = mk4a !MODULE[ModuleLiftingSurface]}@PART[mk4tail-2]{@node_stack_bottom = 0.0, -1.655971, 0.00, 0.0, -1.0, 0.0, 3bulkheadProfiles = size1, mk4a !MODULE[ModuleLiftingSurface]}@PART[mk4pod-1]{@node_stack_bottom01 = 0.6215577, -2.638397, 0.00, 0.0, -1.0, 0.0, 1@node_stack_bottom02 = -0.6215577, -2.638397, 0.00, 0.0, -1.0, 0.0, 1bulkheadProfiles = size1, srf}@PART[mk4pod-2]{@node_stack_bottom01 = 0.0, -2.638397, 0.00, 0.0, -1.0, 0.0, 1@node_stack_bottom02 = 1.234182, -2.638397, 0.00, 0.0, -1.0, 0.0, 1@node_stack_bottom03 = -1.234182, -2.638397, 0.00, 0.0, -1.0, 0.0, 1bulkheadProfiles = size1, srf}@PART[mk4nose-docking]{@node_stack_bottom = 0.0, 0.0828281, 0.0, 0.0, -1.0, 0.0, 1bulkheadProfiles = size1}@PART[mk4intake-radial-2]{@node_stack_bottom01 = 0.0, -1.462815, 0.2439967, 0.0, -1.0, 0.0,1bulkheadProfiles = srf}How do you add this to the game? Can you add a download? Quote Link to comment Share on other sites More sharing options...
Gryphon Posted June 16, 2015 Share Posted June 16, 2015 How do you add this to the game? Can you add a download?My bad. It's pretty simple. Just create a text file named something.cfg. I used MkIV-A.cfgPaste the contents of that code window into the file. Put the file somewhere in or under your KSP GameData directory, and Module Manager will pick it up. (I put mine under GameData\MarkIVSystem\Patches, just because I won't lose track of it there, but you might be more comfortable with it right in the GameData directory.I'm not really set up to host the file somewhere, sorry. Quote Link to comment Share on other sites More sharing options...
Nertea Posted June 17, 2015 Author Share Posted June 17, 2015 Gryphon, I made a cfg and threw it on Dropbox for ya . Feel free to link it from your post. Quote Link to comment Share on other sites More sharing options...
Faile Posted June 18, 2015 Share Posted June 18, 2015 (edited) thanks for the cfg's folks, testing nowedit: now the cockpit is appearing again and comes into the SPH the right way forward, fuselage and tanks are still being loaded in "backwards", the @node_stack_bottom element is still needing tweaks? Edited June 18, 2015 by Faile tested Quote Link to comment Share on other sites More sharing options...
Nertea Posted June 21, 2015 Author Share Posted June 21, 2015 Mmkay, development of this is occurring in the WIP thread at the moment. It's shiny, go have a looksee . Quote Link to comment Share on other sites More sharing options...
Gryphon Posted June 21, 2015 Share Posted June 21, 2015 Gryphon, I made a cfg and threw it on Dropbox for ya . Feel free to link it from your post.Thanks! edited. Quote Link to comment Share on other sites More sharing options...
DiamondHawk427 Posted June 24, 2015 Share Posted June 24, 2015 1.0 update plz? Quote Link to comment Share on other sites More sharing options...
Captain Sierra Posted June 24, 2015 Share Posted June 24, 2015 1.0 update plz?See the WIP thread. Pack is currently in redesign since new Mk3 stuff partially invalidated it. New version will be able to lug 3.75m cans to space. Quote Link to comment Share on other sites More sharing options...
MarcAlain Posted July 24, 2015 Share Posted July 24, 2015 I can't wait for the update. It's looking great so far! Quote Link to comment Share on other sites More sharing options...
Nertea Posted July 25, 2015 Author Share Posted July 25, 2015 Here's our update, guys . I worked super hard on this, I hope you enjoy! Here are some new images to check things out:Javascript is disabled. View full albumChangelog (but really it's all new stuff if you haven't been following the dev versions) Remodel and retexture of all 1.x generation parts parts. Notable changes: Increase in size of approximately 25% for all parts Mk4 Cockpit and most adapters now have 1.25m attach nodes on each side to mount new shoulder pieces or standard 1.25m parts Adapters have been reworked to different sizes due to size increases Fuselages and cargo bays are now available in 1x, 2x and 4x sizes, with lengths matching Mk3 parts Most fuel-containing parts can now switch fuels in the VAB (usually between LF, LF/O, LF/MP and LF/O/MP) Service bay has been reworked, now carries less RCS fuel, but has openable hatches and is better for storage Many parts are now hollow to work better with cargo stowage Yellowjacket VTOL engine now has shroud, opens and closes when active/shutdown New Parts: KE-90 Turbofan Engine: 2.5m basic jet engine KE-4 Turbojet Engine: 2.5m high performance engine B.R.O.A.D.S.W.O.R.D Multimode Engine: 2.5m multimodal engine Advanced Precooler Heavy Engine Nacelle Heavy Engine Nacelle XL Large Turbofan Intake Advanced Shock Intake Mk4 Aerodynamic Shoulder Mk4 Shoulder Intake Mk4 Orbital Maneuvering Shoulder Mk4 Ventral Cargo Bays (3 sizes) Heavy RCS Blister Quote Link to comment Share on other sites More sharing options...
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