blackheart612

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About blackheart612

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    Aerospace Engineer

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  1. @tjotimmy I'll try to upload when I see the chance @kevwedsd It's available still on 1.2.2. You just have to have the right Firespitter version, or there's an outdated old versions download in the download site links.
  2. @theonegalen I think you're right. I probably could dedicate some more time doing some spring cleaning with the configs first before adding more parts. I want to improve the IVAs even, once I'm back again, I'm certainly up for improvements this time around. Just wanna get some more inspiration and taking my time off for now playing some other games, doing some R&R (no worries, just like before). Important thing is it's at least compatible with 1.3 right now with all its flaws. By the way, I read a complaint back there about tweakscale not changing the power of the rotors, that might be a problem of tweakscale not recognizing FSEngine. Also, the complaint for the tail rotors not producing any actual thrust, I will look into as well once I'm back.
  3. @StevenRS11 It works exactly as you say. It's how FS implemented it and as far as I know, there's no limiting the collective pitch when in hover mode. @TMasterson5 They are powerful. Some parts are just faulty as it was very experimental. But the Beluga is very powerful. The Gemini is alright but I might buff it even more. Only the Hippo is probably the most faulty of them all. @theonegalen I'm hyping myself up for now, I'm running out of easy ideas cause I'm lazy at the moment. But there's a big chance that the guppy's cargo bay "cockpit" is impossible due to the fact that the IVA is most likely not movable when the cockpit moves, as well as you can't attach anything such as gears on that part, else it would not move. Anyway, I want to move on to one or a few Mk3 parts and Size 3 as well, but I'm trying to find more motivation right now. Still lazy like I said. I also want to keep on improving the IVAs.
  4. @Sebforce116 Isn't there a stock part similar to what you're talking about? There's a 3.75 to 2.5m fuel tank in... well, fuel tanks.
  5. Whether hovering or not is not the matter, when the blades are deployed, it encounters resistance as opposed to when it's not angled (zero throttle). It produces lift, but it reduces RPM. It's precisely because it's 15 or -15 is why it's limited in RPM but it's also the fastest response time. If you want to get full RPM, you should throttle 15 to 0 collective pitch instead of 15 to -15. This will make descent slower, slightly less responsive hovering, but you get full RPM, and it's possible by doing the hover method before this patch. (Diazo's vertical control plugin)
  6. @WereCat It's a side effect of what @RuBisCO wants, I haven't perfected it, nor am I hopeful that it's completely possible to be flawless, but cheesing out the tandem rotor look (aka, when switching out the engine meshes, the rotors' spin are opposite direction), technically, the hover does work, just unpredictably, most often it's just continually up or down. I may remove the opposite direction spinning direction when mesh switching due to this.
  7. @Inacio I think the github of firespitter had released a 1.2.2 with sounds fixed. Not sure if it's available still now.
  8. @TedwinKnockman66 I can confirm, the released rotor can't hold that much. Thanks for reporting, I'll fix it on my next release. I recommend using the Beluga, it's capable of 11.5t like I said, it should fly your craft. @WereCat I've tested the Gemini Rotors while I'm at it, and with tandem rotor configuration, it's capable of taking off with a recommended weight of at most 20t. You have to increase the rotor's RPM so that you can carry more. It's configured to be lower RPM as too much might flip the craft upside down. Anyway, I found out that I may have released it with a very long delay on the starting sounds due to changes on my startups. If people want the fix, I can upload a config here.
  9. @TedwinKnockman66 How heavy is your craft/is a screenshot here possible?
  10. And Tweakscale compatibility has been a thing that's discussed over and over, I do not prioritize external mods over the mod itself, that's why there are user patches on the OP. Which probably has what you need. Edit: I updated the OP to contain compatibility FAQs so that people need not to browse around to see if such questions are asked already. Anyway, if the Gemini Rotor indeed couldn't lift 7t, then I'll try fixing it soon. I didn't test it that much after all, there's a probability that it doesn't work as expected. @TedwinKnockman66 The default RPM is 200 for that rotor, try dragging it up to 600, not that it would reach it. But during the tests, it should be able to lift a bit more than 11.5t which is pretty heavy in my opinion. @RuBisCO I'd like to, but trust me, there's a lot of mesh copies involved and there's also some cheesing on the way FSengineBladed works. I only did it on the Gemini because it's supposed to be a tandem rotor and the top of the coaxial because it should be spinning in reverse, I wouldn't dare do it on the regular rotors.
  11. It doesn't produce 'thrust', the blades are spinning wings that generate lift. If you look at it, it will have 0 thrust but it will be able to lift a craft as long as it's light enough for the rotor.
  12. Just replace the Airplane Plus folder, don't replace Firespitter or Module Manager. It should work.
  13. Now updated for KSP 1.3!
  14. Release 16 So it's here, mostly experimental but works quite well. I'd like to know what people who like to use the rotorwings think. Expect the performance to be not very categorized or balanced. It's hard to operate with a different module, but this one's better when use in the game. Together with the new IVAs, it should improve how aircrafts handle even just a little bit. By the way, this is supposedly kind of half update to 1.3 and half an actual update. So the contents are quite small. Formal changelog which is also on the OP: Revised the way all helicopter rotors work, now with hovering (not for use with tandem rotors)* Revised most of the IVAs other than Size 2 cockpits that isn't Viewer's as well as Mk3 (includes click-able IVA props, working instrument display) Added Mk1 Inline Stabilizer for use with stabilizing VTOL aircrafts *Revision will likely break the way it worked before, thrust reversals are removed, the functions are changed, etc. -- Updated Firespitter to fix the sound only playing in one channel (working on lowering the volume of parts if I remember) Updated Firespitter also fixed the missing CoT when using rotorwings ---- I've also updated the OP, since the FS sounds are fixed, I've changed it into FAQs. Questions I encounter the most in this tried or important info. I'll update it if I remember more. I'm skipping the logos yet again as I plan to revise them suddenly ( @kiwinanday ) Anyway, I hope the new update's fun. --- A look at the new rotors. Also on OP @argentrolf The helicopter rotors are now revised, see if your woes get fixed. I don't know why your craft rolls, presumably a flight control plug-in misjudging the FSEngine. But if you're talking about pitching upward, it's likely because of having too much thrust, known problem of VTOLs for me, I put it in the FAQs just now. Edit: @TMasterson5
  15. Alright, small update. After testing the parts, I realized just how important SAS is. Not wanting to put it on the rotor itself, I made an Mk1 Stabilizer. It's weaker than the stock Advanced Stabilizer, lighter, and more expensive. Something that you don't really want to use unless you want the control and the aesthetics. Yes, it's a drone core with the drone removed and yes, the new engines can hover upside down.