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Everything posted by blackheart612

  1. Airplane Plus Powerful stockalike parts for aircraft enthusiasts. Feedbacks would be helpful. And if you have time, please take the Poll: Click here to vote on what part do you want to be added Download at: Spacedock · Curseforge Want to support me? You can on either of these: PATREON User Patches: Tweakscale Compatibility RPM Compatibility AJE Compatibility F-16 Cockpit RPM Remotetech Config Community Tech Tree Sound Issue Workaround is under "Issues" Below If you want assist in hovering, I recommend this mod I'm using Craft Files (Click Image): Release 22-24: Release 20: Old Files: Extra Images: Old Part Selection Images: -- Collection of Aircraft Photos: Old Album: -- APU in Action: Huey in Action: Machbuster Video: Extra: Demonstration of the Tilt-Rotor function, assisted VTOL landing and New Diagonal Gear Other videos: Latest Changelog: Installation: Remove old folder if there's an old installation. Copy the GameData folder into your root folder. -Included in the pack are AirplanePlus and Firespitter folders. It also packs ModuleManager* *I do not own these mods, I merely packed them in for Airplane Plus to be functional and avoid linking downloads for dependencies. Big thanks to their Authors. FAQ: License: *I only take credit on my parts. Firespitter and Modulemanager which are included in the pack are made by different authors with their own licenses. Most performance configs powered by @Tanner Rawlings Shout out and big thanks to @acc for doing a test run back then. @kiwinanday helped a lot on producing important info in reconfiguring performance, thanks a lot!
  2. Release 26 Well, I'm responding here, finally. I'd like to preface that I've had ISP problems for a while, locally, a fiber wire has been cut and my ISP has been trying to fix it. I've had no connection for 3 total days, 2 of them are consecutive, and 3 somewhere after in the span of the entire week. Sporadic outages are included in between. I can play a little bit of online games but it's unstable, and it's quite slow so I can't do much. I could chat on most sites due to the fact that it doesn't take much bandwidth. Now it's a little better. @SparkyFox Wrote me a plug-in that will make a category for AirplanePlus in the Part Catalog default categorization and noticed the issue while testing @Captain Planet and I figured out it was Firespitter. This is now fixed along with a lot of updates on part back-end mechanics. I've slapped in the variant of Lotus because I saw it while developing. Here's the changelog: Completely Reworked K1710 "Whirlwind" Engine - now with a total of 6 variants* *Last 3 variants will include Mk3 version of the first 3 Added J-56 "Lotus" High-Bypass Turbofan Engine variant removing the pylons - Fixed Size 1 100-KE Auxiliary Power Engine having wrong attachment points Fixed Size 2 Non-Commercial Cockpit textures Updated all Auxiliary Power Engine wrong Center of Mass Updated J-34 "Chevron" High-Bypass Turbofan Engine wrong Center of Mass Updated all hollow parts and hollow parts with animated doors' Drag Cubes for better Aero Updated Firespitter to fix issue where choosing any other categorization except default will break the part catalog There's not much to show off, this is like I said, more of a back-end update. I encountered an emissive problem during my development. It worked for me on my tests but please update me when it's having issues. And remind me of issues I forgot to fix, or tell me if there are new ones. I was piling up with debt of fix these when I was adding parts, glad I could finally get them done. Hope you all enjoy... the fixes. :')
  3. Grounded Modular Vehicles Makes it possible to make cars, trucks, vans as how you want them with modular parts. NOW WITH STOCK PART VARIANT SWITCH! Feedbacks would be helpful. Download at: Spacedock · Curseforge Interested in supporting the development? Just click any of the two if you want to! PATREON CRAFT FILES Features: Integrated with career, vehicles at the start of the tree No plug-in dependency (Will always be up to date!) Articulating Hitch for trailers Science! Based on KSP's vehicles itself. Changelog: Installation: Remove old folder if there's an old installation. Copy the GameData folder into your root folder. License:
  4. Thanks for the heads up. I don't test them so I wouldn't know. I dashed it out for now. Anyway, I'll just be releasing one part on the next release, it's not even new, it'll be an experimental revision of the very first part of APP, which is K1710, it's rebuilt almost from the ground up, it generally looks the same but the changes should be visible. I want the next release to be not a patch but major but I also wanted to be able to release as soon as I can because I wanted to fix some stuff like the wrong position of the S1 APU. Here are some testing shots. As I stated earlier, I moved my dev stuff to a portable hard drive (which took a while to set up) so I'm using a less potato set up now. I don't know if the subtle differences on the engine vs the rest of my parts are obvious but I at least see it. Experiments on Mk3 version of this engine. I didn't change the textures so no special texture for an Mk3 version, which I am sad about but this was a late idea which I forgot, managed to add still (I'm thinking of revising the textures again but Im not sure). This made the K1710 have a whooping 6 mesh variant (3 non-Mk3s and other half is Mk3) The bulkhead texture is changed, I'm ambivalent about it. I like it and not at the same time. I'll think of a better design if ever something comes up, I might change it. The Mk3 is currently blank, I have no designs in mind. But the part is mostly done. It's like I'm making 6 engines in one. Warhawk variant close up. Complete with specular and normal maps (it's subtle but I'm using bump shaders again, or at least for the first time in APP)
  5. The answer is I don't know - because I haven't tested it yet. It may or may not work. I've thought of this before, animating the rover wheels as if they were landing gears, but I needed more info than what I knew. If you look around, nobody else is really paying attention to stock wheels. At least especially before, that's why Grounded was made, it was also a study of another type of wheel. Only time will tell if I find my way back to wheels. Right now, it won't work the way I set it up before. I've tested it and the mirroring is getting in the way. I'm basically just maintaining my old works as the version progresses (because there's a fair amount of them now and I continue to add more recently). If I get through the rework, I might just get into it.
  6. It's kind of KSP's fault. No slant gears in KSP is the rule. There are a few work arounds and there will be quirks. Such as that. Also I moved to least potato setup. Hooray. I'm just trying out the programs now that it's moved. I revised the K1710 almost from scratch. Almost. That cowling is animated now for the Warhawk variant. The intakes are now changed for the Ascender variant, the exhausts are just like the real deal. It still looks ugly due to bulkheads, though.
  7. Are you certian AirplanePlus is the problem? First time I've heard of this issue, I have no idea how to replicate it either. Is APP the only mod installed? Collective is what makes the craft go up and down. There is always thrust, but the blades get oriented from 15 to -15 depending on your input. If it's positive, it's oriented to go up. Negative is down. Hovering automates the management of collective to (almost) negate the vertical movement. AA doesn't work well with this, I've tested this, at least recently. TCA is already covered, APP has custom FS configs, it's not recognized by TCA and will never be, because it's more work for such a small problem (I'm the only one using these FS modules). Alright, helicopters, Usually you'd have the main rotor, providing lift on the aircraft's center of mass. Unfortunately, in KSP (Because I don't know VTOL flight mechanics irl), with perfectly centered CoT and CoM, whenever you put too much "power" on a vtol, it will nose up and do a somersault in no time. Of course there are many factors to this, but that's straying away now. That's the gist of it. - Airplane Plus rotors can definitely get to 3000m (+), I assure you, I've tested it (because at some point I tested the ceiling limit for oxygen deprived helos like Huey),. Whether or not you hit your absolute ceiling is due to your power to weight ratio. If you're using the L K53 "Valkyrie" (Huey rotors), it's tested to be able to haul up to 4.8t weight, including the craft itself. The closer you are to this, needless to say, you're going to have a lower ceiling. The HUE-1 Chieftain on KerbalX weighs at 3.28t(/4.8t), it's capable of reaching 3000m, but it requires a very small AoA. Basically, if you want to go up, you shouldn't move forward. Moving on, that isn't the most ideal case. The rotors really are limited by me, due to a few factors: First, they are limited to their unwritten bulkhead. Basically, the rotors are Mk1, Size 1.5, Size 2, and Mk3, and their power increase accordingly. Second, they are ridiculously efficient with built-in hovering. In fact, the K73 "Beluga" can carry up to 12t under it, including the aircraft's weight. Third, they are categorized based on their real life counterparts, as said, the K73 "Beluga" is based from the S-64 Skycrane. It's pretty heavy duty. Fourth, this is the least considered but still affecting factor, I don't want them to ascend too fast. Because it looks ridiculous, and it helps in preventing somersaults. Regarding the speed, yes, they are actually slow. About 3/5 or 2/3 of a real life helicopter. But seriously, a helicopter is actually slow in real life too. (50-60m/s - as fast as early APP engines). Increasing power will really affect the weight capacity. I'm worried that Hueys can suddenly lift rocket tanks and such, which should not be. - Anyway, I acknowledge that FS hovering isn't perfect. There are better ones out there, but it's free to be used from FS and it works. It's not the major dependency of this mod, a lot of APP is intertwined with FS, which is why it's better to use all the features I can, at least I think so.
  8. I actually can't replicate this. Is Airplane Plus the only mod installed? I'm trying my best to get out of the smaller bulkheads. We'll see
  9. lmao It's still working though, this one has no plugins so no need of updating at all unless Squad decides to change the game itself (like wheels). I'll still update it though, I just prioritized AirplanePlus. I'll fix things then.
  10. blackheart612

    Guess Who Will Reply Next?

    Yes, I haven't abandoned it. It's should still work on the current version. @damonvv I apparently need to tag someone.
  11. Probably not, at least right now it's probably not going to happen. That's an old version, due to overlapping audios when you start and stop immediately, I decided to shorten the sounds, and yes, it will keep spinning until it eventually stops, the sounds aren't connected to the animation and I try my best to match them on most engines. Confirmed. I think this is a model problem that can be fixed by nodes but I'd prefer to fix it with unity if I did (not at this very moment). Sorry about this I exaggerated them a bit, yeah. I made the exhaust the size of the entire muffler instead to keep the general shape. Though the top of the cone is supposed to taper down, I didn't, due to imitation of stock tail ends, I just tapered the bottom gently instead. Edit: @GaponeDetails?
  12. @panzerknack That is exactly the case I was talking about, yes. And @neistridlar is right, having a duplicate part is the only way, and having it flipped other side. @Bottle Rocketeer 500 On the current patch? It shouldn't have any difference now... I need to check it again. @buddysWorld Yeah, it looks like the Mk3, which will be developed sooner or later, it's just a matter of time. Also, thanks to the mod who edited my OP, it's back to normal now.
  13. Release 25 I updated. Finally. But I encountered same problem when I edited the OP as when I last updated Grounded too. I just put in an image and youtube link. I'll need to report the OP. Until then, I apologize for any inconvenience, if you are inconvenienced. I'll post the video and screenshot here. It's not a huge update, most of the time inbetween was waiting, but here it is. Here's the changelog: Added Size 2 Non-Commercial Cockpit based on C-130 Hercules Added Size 1 100-KE Auxiliary Power Engine based on Honeywell RE-100 and RE-220 APUs Added Size 1.5 220-KE Auxiliary Power Engine based on Honeywell RE-220 APU Added Size 2 131-9K Auxiliary Power Engine based on Honeywell 131-9A APU - Fixed issue where obsolete texture paths on landing gears cause NREs Fixed issue where Kerbal Standard has a missing title Fixed some landing gears having omitted aerodynamic changes when deployed/undeployed - Updated for 1.6.x Screenshots: Here's the APU in action, the electricity isn't actually used to power the gears, APUs have small thrust in it. The APU is really mostly experimental. If any drastic change is needed, don't be afraid to put it in here. I hope you all enjoy, I'm not so sure if the update is needed since the pack works regardless anyway. But here it is. I'll go report the OP now.
  14. That matchRotation is a mechanic for animation and gear retracting, it has nothing to do with the entire part's attachment. Also, whatever flipping, or sinking, jumping of aircraft due to landing gear is not my fault but Squad's constant overhauling of the wheels and physics. I'm testing dev version of APP on 1.6 with old mods right now, and I can conclude (and mostly predict as I use only PRE) that any physics easing mod will fix it, such as World Stabilizer or from the Physics Range Extender. Regarding "sidegear" forcing only one orientation, you may take it for granted but I've studied that technique for years (not really, months probably). It's a legendary Squad dev magic, I only imparted such knowledge with few people... because only few people ask. But it's used to mirror parts properly - let me elaborate: If you put parts mirrored in SPH w/o this special config, it will attach the same thing on the other side as if it was rotated 180 degrees. This means the "bottom" part will face opposite side on the bulkhead [ ^Ov ] the arrows represent the orientation of the "bottom" which could be wheels as an example. At least the config fixes this by locking the bottom down, and the front forward, only mirroring the sides, thus it always faces the same direction regardless of rotation. About the 1.6 version, despite my constant lethargy and denial of the fact that I just can't make top notch quality content, I'm almost there Here, I'll show one picture.
  15. This is just not possible if you want the hovering to be implemented with it, sadly. Firespitter can only handle one rotor in the center of mass to be able to hover properly.
  16. @TMasterson5I've updated the OP, tweakscale compatibility is now linked to your OP. Also, yes! I'm quite happy the cockpit I left here a few posts ago is working right for kerbal scale. Testing is going good. Got 3 more parts in, just need to texture the IVA and config works will be next. In actuality, that cockpit isn't as good as the 3 new parts I'm going to add because it was made in 2018 where it was subject to my practice of improving polygons. No teasers yet, You'll all know once the parts are ready to be released. Believe, it's under development (unless you're on a certain discord channel which must not be named).
  17. I've not been too active during that waiting time on 1.5, but now I'll be developing slowly. Earlier releases I could output stuff in a week or so. Textures weren't a problem, especially models. Now I'm trying to reduce Ngons, trying to have better UVs, etc. I'm planning to use normals too, we'll see, really. I'm in the middle of development right now so I don't have much visual teasers yet. I'm just a self taught modeler and these things, I learn as I develop my mods, especially this one, and it's great.
  18. I think it was for DMP? I uhhh, I haven't tested the mod on 1.6 as I'm working for an actual patch for this one. Also, I was asking about what people are trying to carry on such huge planes jokingly I haven't even entered Mk3 size yet. I want to but aaah, I want to improve everything existing. Squad is already doing it.
  19. What on Kerbin are people trying to carry? Anyway, I do have parts to come on the next update that I'm determined to work on after the holidays pass. Though, I'm thinking of pausing part additions for now to revisit everything. Not balancing, but fixing, revamping, possibly. I'm still thinking on it, though.
  20. Oh, good god. At least they don't break mods every single update. Thanks for this though, at least I'm not gonna wait indefinitely knowing that they're gonna do this.
  21. Is this referring to the really old dev parts I made? I couldn't think of a better way of implementing 2.5m sized seaplane parts so that's a little bit on the negative side. But finally, KSP is in a new version. Hope this one stays. Just need to make one more model for the next release. Though I still need to texture and import them after that.
  22. DECAL STICKERS DOWNLOAD SPACEDOCK Thank your sponsors by placing their logo on your craft! These stickers are highly customizable and can be placed almost anywhere! It doesn't depend on your mission flag so you can have as many sponsors as you like. It also comes on different sizes but compressed into one part thanks to Firespitter: Sticker Mini is 0.625 sized with both vertical and horizontal versions as well as a flat one. Sticker Upsized is a generally just a bigger sticker. Sticker Type A has a bigger flat version as well as 1.25, 2.50 and 3.75 and is strictly attached to a horizontal tank. *It needs to be rotated as the orientation is wrong in order to preserve correct mirror in sph Sticker Type B has size 1.25, 2.50, and 3.75 and is strictly attached to a vertical tank Sizes 1.25, 2.50 and 3.75 meant how wide the sticker is, they all come in same sizes but the bigger the tank is, the wider it's needed to be so it's adjusted by you in right click menu. This idea suddenly came to mind when I made the Cargo Bay for my Airplane Plus mod. In fact, the Sticker Type A mesh is derived from it. How to use (you probably won't look at this anyway because you think you know already, and you're probably right): Current Variant shows the size you chose for the Sticker. Flat is flat, Size 1 sticks perfectly to 1.25, Size 2 to 2.50, Size 3 for 3.75. Type A means Horizontal and Type B means Vertical. There is also the Sticker Mini and Sticker Upsized The "Current Variant" Below it is the sticker's name. To change it, simply change the shape. The "Variant" is the texture it has from the stock Part Variant Switcher. This will contain the name of the Texture. How to add custom decals: -Add this below another one of these in the configs: VARIANT { name = Custom 1 displayName = Custom 1 themeName = Custom 1 primaryColor = #adafad secondaryColor = #adafad TEXTURE { mainTextureURL = blackheart/Flags/Custom1 } } -Add your image in blackheart/Flags and name it Custom1 (can be .png, .tga, or ,.dds) -Done Note: To add more, copy another one below it, change the name to Custom2 if you put a Custom2 in the blackheart/Flags folder. Note: You can change the "name =", "displayname =", and "themeName =" to anything you want, make sure your file name is correct in blackheart/Flags folder. License: GPL It's just a few simple mesh. Firespitter and Module Manager have their own license and isn't covered by mine. Additional: I just added a few mesh parts, the textures I used are 1pixel placeholders. All textures are referred to squad's folder so there shouldn't be significant performance hits. Just a lightweight add-on.
  23. If only Kerbals weren't so wide
  24. It's not impossible, it's just more roundabout in doing things. Grounded mostly either only has textures switched or the textures switch with the mesh. It's just more intuitive right now to use FS, because it's mesh and texture are independent from each other in switching. I'd switch to stock part variant even if it's just a little more complicated if almost the entire arsenal of engines weren't dependent on Firespitter, the sounds, the engine configurations. Aside from the fact that the stock part variant switch will take a longer time to make, contrary to FS, just check the ModulePartVariants, compare them to both FStextureSwitch2 and FSmeshSwitch. The entire two modules are shorter than a simple texture or partswitch from stock ModulePartVariants. Don't get me wrong, I made Grounded as it is because I am devoted to using the least plug-ins as I can. Just in APP, a lot of things are just to connected to FS, it's not just the texture and mesh switching. I'd break out of FS if I could either switch to a more reliable single plug-in to replace everything it does and I've been contacted by a few mod authors already about this - I explained and nothing still so far. If stock becomes more capable, perhaps one day it's capable to be plug-in free.
  25. Sure other sizes are possible, tweakscale would be a bit redundant though.