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About blackheart612

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    Aerospace Engineer

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  1. I'll get to this once Im free. Thanks. The compatibility patches are really mostly user made, as I can't spare the time to do them myself. Firespitter has a fenestron rotor, actually. I had planned to make them previously, but it got me thinking and the reason I didn't make them at the time was half that it exists on FS already, and half that it was complicated for me to understand at that time. But I used the fenestron to study how tail rotors work for the fs module.
  2. ...I forgot about this. But I updated the missing textures after you contacted me, github has it right though (I checked my local copy), I think I mistakenly put the wrong files on the zip. So busy on other things I forget stuff and become confused I'm thankful people where know what to do and just answer how to temporarily fix the problems.
  3. As I've said before, I've tested the parts and haven't encountered the mentioned problems. I tested them again just to be sure and looked at some of the parts mentioned and it had textures. Curious case if it really is restock though, I don't know how it will affect my textures but it's another mod for sure.
  4. FS actually has fenestrons. I think that's one of the reasons why I didn't make one, aside from the fact that it was probably a lot of stuff to do under the hood due to the amount of blades. I studied the FS fenestrons though. On a side note, I saw jacksepticeye has AirplanePlus installed in his recent video. That's pretty cool!
  5. I assume it's the obvious polygon edges? This is actually a problem for structures like these when it's shortened like this, as far as I remember. I at least tried what I can do about this and found no fix back when I was looking at it. I'm self taught on blender so I may be missing something but to my knowledge, this is a known issue and I can't fix it so far.
  6. I've tested it on my steam copy now, fixed the issues and the CF34 too. Everything's working as intended now. Sorry for multiple updates with incomplete fixes, I wasn't able to test before. I've updated it again, but now I guarantee it loaded and I was able to play on my latest version!
  7. Hmmm, is missing textures a result of the new DXT5 requirement? I do remember tending to this way back when but that's if my memory serves me right. So all the payload parts for you gets drag when it's closed?
  8. Hmmm, is it not the engines having different thrusts? I feel like KSP sometimes have problems with the mirroring mechanism and the thrusts are opposite on each side. It's been a while since it came up on my tests though, but then again I don't use the engine unless Im changing something on it or Im using it on career mode. - Also, I've updated to proper 1.8.1 I used both github and patch that was uploaded here detailed in the changelog: DDS conversion of some of the files to DXT5 ( @klgraham1013 ) Fixes on modulecargobay and bulkheadprofiles for payload parts* ( @Jognt ) *Mk1 Passenger Door *Mk1 Nose Trunk CRG-NT *Mk1 Junior Cargo Bay CRG-50-0 I left it uploading earlier while I was away so Im only able to update a few hours after I have uploaded. But there's the fixes! Don't forget to post here if there are more, or contribute on github if you want, the license is changed now too so it's more lenient.
  9. Oops, I just realized I may or may not have made a boo-boo. Am I supposed to close them? I have no idea what to do after I've checked them. Please inform me of what I should do if I made a mistake. Thanks for the changes regardless by the way. If I did it wrong, I'll confirm it on your next pull request.
  10. To be honest I thought initially that mbm -> dds conversion was already DXT5 but I guess I was wrong. I haven't updated it yet, I was recovering my github first of all before this because I had my compromised email address used for my username. I've now recovered my github and I uploaded AirplanePlus. I hope everything's in there. If anything needs change that I can do on github, tell me as I'm new and have absolutely no idea. I know a little bit now after reading around. Here is the github link, I also updated the OP for now with this: I will find the time to test everything Would you mind if I used this as a patch for the main? I'll give you credit on the change log of course. One more thing, I've switched the license to CC BY-NC-SA 4.0, which is reflected in the OP.
  11. I was out of country for an entire week so I had no chance to check at all. I figured I'm indeed getting quite busy and there seem to have a lot of minor changes needed. I'm going to have to take time to learn github for everybody's convenience now especially with the scale of the mods compared to before. I'm sorry if I wasn't too up to date especially since had to organize stuff when I returned too so it took some time. That said, I allow patches like these here just upload them for everybody for now while I figure out stuff on github since I have no idea currently. I'll get to it as soon as I can. There's still a back log of post I couldn't read it seems.
  12. KSP doesn't simulate each blade as a wing that propels the aircraft forward, unless you're using robotic parts with no sounds. "Simulate" is key, in reality, like neistridlar said, it's just Mach Speed * Thrust Multiplier, aside from Atmospheric Pressure * Thrust Multiplier. KSP Jet Engines have spool time so they can delay this effect but they behave the same way. The props of course have basically no spool time needed for reasons already obvious, this just means that when your speed slows down, the engine immediately adjusts the thrust multiplier that "keep your speed". When the mechanic is supposed to be normal power thrust at lower speeds such as take off, and weaker as the speed is less efficient for the blades, this also means slowing down while going up gives you higher power in that same curve. If the engines are powerful enough, it will keep the speed. This can't be done on earlier era engines. If you use KAX you'll know its engines are simulating it better because it's not powerful enough to "keep your speed" when at high angles of attack.
  13. I'm not necessarily inactive, I check the forums everytime I can. I'm just trying to earn money on the side by drawing 2D art commissions. Like I've already said before. I've already one fixing the slat issue but trying to find the time to fix the wrongly referenced decal textures.
  14. Ill check this out. I can't like you guys' post to affirm or thank you but thanks for answering the more common questions as usual
  15. No parts were removed in any update, only changed one and it's not an He 111 cockpit, perhaps you've mistaken it to be from this mod?