Jump to content

AirShark

Members
  • Posts

    131
  • Joined

  • Last visited

Posts posted by AirShark

  1. On 12/28/2020 at 5:50 PM, Beetlecat said:

    I'm sure a lot of us would be interested! -- which parts/packs are you looking at of Eskandre's? 

    If it goes well, this could easily spin off into a community config pack. That's definitely what the TU author has in mind. :)

    Ah just the cockpits pack. I'll start with a custom config for Procedural Parts though just as a bit of a practice run, and take it up a notch it that goes well. 

  2. On 12/27/2020 at 1:20 AM, Beetlecat said:

    Pretty!

    I've not tinkered with this yet, but if you dig into the files, you'll see a pair of DDSs for each implemented part.  The part configs themselves seem a bit more involved --- some have part variants *and* recoloring options? :D

    Thanks! Wish me luck, I'm going to give this a try. I can share my work here if anyone is interested (that is if I can get something to work). 

  3. I'm loving this mod, I can't believe I have been sitting on it for so long without ever really using it! The downside is that I've now come to realize that I've got a lot of other mods that sadly have no TU profiles (Firespitter, MAD, Eskandre). Hopefully someday those can be made compatible with TU! 

    On a side note, is there a tutorial for making TU profiles for parts? I might try my hand at making some if I can be pointed to the right direction. 

    y1lsoxfjym761.png?width=2560&format=png&

  4. 19 hours ago, Nyarlathotep- said:

    A turboprop engine like what the Lear Fan's would probably fit this mod well.

    dd8921a5e4069466f3e16b8c73e3312b.jpg

    Well there is the Predator engine which is a pusher-type engine. Not exactly the same, but close.

     

    -

     

    On a side note, it would be nice to someday see a Fenestron tail rotor added to KSP, and a folding rotor blade like that found on the SH-60 or AW101 Merlin. 

  5. 15 hours ago, Lisias said:

    The output_log is not the ideal for me, I need the KSP.log. TweakScale and Module Manager logs there the information I need. I'll try to salvage what I can, sometimes I get lucky.

    Well, you got only one. Not bad:

    
    [TweakScale] INFO: WriteDryCost Concluded : 878 parts found ; 0 checks failed ; 0 parts with hotfixes ; 0 parts with issues overruled ; 1 Show Stoppers found; 9 Sanity Check failed; 456 unscalable parts.
    
    [TweakScale] ERROR: **FATAL** Part arrestingHook (Arresting Hook) has a fatal problem due having duplicated properties - see issue [#34]( https://github.com/net-lisias-ksp/TweakScale/issues/34 ).

    And I got lucky, it's an already known problem:

    
    [LOG 2019-10-13 22:32:46.838] Applying update TMasterson5/tweakscaleConfigPatch/@PART[arrestingHook] to TM5Misc/BHI/utility/arrestingHook/arrestingHook.cfg/PART
    [LOG 2019-10-13 22:32:46.889] Applying update TMasterson5/tweakscaleConfigPatch/@PART[arrestingHook] to TM5Misc/BHI/utility/arrestingHook/arrestingHook.cfg/PART
    [LOG 2019-10-13 22:32:56.859] Applying update FerramAerospaceResearch/_FARPartModule/@PART[*]:HAS[!MODULE[LaunchClamp]]:FOR[FerramAerospaceResearch] to TM5Misc/BHI/utility/arrestingHook/arrestingHook.cfg/PART
    [LOG 2019-10-13 22:32:57.369] Applying update FerramAerospaceResearch/_FARPartModule/@PART[*]:HAS[!MODULE[FARWingAerodynamicModel],!MODULE[FARControllableSurface]]:AFTER[FerramAerospaceResearch] to TM5Misc/BHI/utility/arrestingHook/arrestingHook.cfg/PART
    

    It's TMasterson5`s patches. I already have some history with it. The best line of action is to fix the patches, using :NEEDS[TweakScale] and preventing patching parts already patched with TweakScale. Just it, by itself, would had solved virtually all glitches I'm aware from it. 

    Some were already proposed to the maintainer, but I'm not following it. Since the thing is licensed under CC-BY-SA-NC-ND, I can't fix them myself. And this set is somewhat huge, so creating HotFixes for this one is, frankly, unfeasible!

    So, at least for now, it's best to do not use TMasterSon5's patches.

     

    Big jump? It's a Leap of Faith! :D Tons and tons of things changed from 1.3.1 to nowadays. You must be careful about the old Add'Ons you bring to 1.7. Some will work fine with none to few efforts (search about the bulkheadProfile patch for older parts), but the patches will be, probably, your headache. There're too many Add'Ons willing to use TweakScale on the field, and we are using few (or none!) mechanisms to coordinate the patching to prevent a Toe Stomping Fest - that's essentially what had bitten you above. This link has a somewhat comprehensive essay about the issues that can affect your game.

     

    It was the TM5 patch that was messing it up; I removed them and so far no issues. Thanks for the help and the tips! 

  6. Hey, I'm getting a FATAL error message on start-up. I've installed the 2.4.3.7 patch both manually and through CKAN; neither seems to be working for me. Here is the output log file: https://www.dropbox.com/s/spsex974tqfvhq9/output_log.txt?dl=0

    I'm not 100% sure. Just made a big jump from 1.3.1 to 1.7.3 so maybe I am missing a step here or I might be missing something; I've kind of been out of the loop when it comes to mods and any updates that have come out for them. Thanks for all the hard work! 

  7. Hey guys,

     

    Here is a set of images I've made of some of my crafts. They all belong under the KADEC (Kerbal Aerospace Defence Corportation) family of military aircraft and have been made in KSP 1.3.1 using various mods. 

     

    Anyways, I wanted to share with everyone these first set of images I have made for the KF-11A Merlin II advanced fighter. Feedback and comments are welcome!

     

    4OZOhlO.jpg

     

    QzTBQLt.jpg

     

    NPG5h0f.jpg

  8. 15 hours ago, BF2_Pilot said:

    Thank you for your advice.

    And the Blue Arrow 7 is the export type of AKD10 which is in this mod.

    Well i think the YJ-9E is interesting maybe i will make it when i have time.

    The Mauser Bk27 has been added to the recent work plan.

    I am thinking about whether i change LS6 into GB6.

    Although I love these weapons, we have a lot of parts, and our focus now is mainly on Retrofitting previous weapons (or replacing them with similar weapons) and fixing BUGs.

    Awesome! Can't wait to get my hands on that Mauser. And take you time, no need to rush.

  9. Hey, I am really liking these new additions! They look amazing, you have a good eye for detail.

     

    If you want some ideas for new weapons, here are a few. Any one of these included in a future update would be great!

    • Europe: 
      • MBDA Storm Shadow
      • IRIS-T
      • Naval Strike Missile
      • DeHavilland Firestreak
      • ALARM
      • AS-34 Kormoran
      • Mauser Bk27
    • US:
      • AIM-7M Sparrow
      • AGM-154 JSOW
      • AIM-9P Sidewinder
      • Joint Strike Missile
      • LAU-10 Zuni Pod + Rocket
      • LAU-131 Hydra Pod + Rocket
      • GBU-38
      • GBU-12
    • Russia:
      • S-24 Rocket
      • Kh-23
      • Kh-101
      • R-23R
      • KAB-1500
    • China:
      • Blue Arrow 7
      • KD-63
      • GB-6
      • YJ-9E

    Keep up the great work buddy! 

  10. 5 hours ago, neistridlar said:

    I have been thinking about that. A PW100 series (Turboprop) engine would probably be appropriate. And probably a version of the PW Twin Wasp would fit well with the mod as well. If you have any engines in particular you would like to see, please feel free to make suggestions (keeping in mind that I'm only really interested in the airliner side of things).

    @AirShark That is a really nice plane! May I ask where the wing pieces came from? And yes, I do want to do some more streamlined tail-ramps at some point. I think I posted screenshot of a mock-up for one somewhere in this thread. That one had side-folding doors, and a "telescopic" ramp inside that tilts down and extends.I might look into a C-17 style one for 3.75m though, seems several people would like that.

    With regards to my engines, I have erred a little-bit on the side of under-powered, rather than overpowered. The stock engines have TWRs of ~8.5, mine has ~6.5, and real world engines ~5. Stock ones are also ridiculously powerful for their size, having basically the same thrust as their real-world counterparts, while being only 65% the size. I might increase the thrust a little-bit, to be more inline with stock performance if people think that would make the mod more enjoyable, though I don't want to make something overpowered.

    So, what kind of speeds did you reach? And, the big wing-pieces hold ridiculous amounts of fuel (even-though They are only using ~30% of their actual volume for fuel), so they can become stupid heavy. The lift is based off of the actual wing area, and set to the same value/area as the stock FAT wings, so I feel that they should be sufficient. Though if more people think it is too low, I might change it.

    Thanks! 

    I've seen those images and they look great! Exactly what I'm looking for. My craft is 5.5m wide so a 3.75m wide fuselage shouldn't be a problem as long as I have a tweakscale patch. And yeah, I've noticed how OP those stock engines are. They're ridiculous (I a good way), but I don't mind the CF6s being a little underpowered. 

  11. So I used your parts to create this beast, and they work wonderfully! Sadly I had to use the Goliath engine since your CF6 + mount turned out to be a little too heavy when going for a scaled-up turbofan engine. It would also be nice to see a streamlined tail ramp since the only tailramp I could find is too steep and belongs more on a prop, not a jet transport. That and a set of doors like on a C-17 would be icing on the cake. Keep up the terrific work!

    WKTJQMg.jpg

    scdN0EZ.png

    72cSN6p.png

×
×
  • Create New...