blackheart612

[1.4.x-1.6.x] Airplane Plus - R26.0 (A lot of fixes) (Mar 21, 2019)

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11 minutes ago, jupa771 said:

What is OP?

Hello jupa771 and welcome to the KSP Forum!

If you are using a laptop/desktop to browse the forum, you can hover the mouse over terms which are underlined such as 'OP' in the quote above.  This will show a popup with a brief description of the term.  A handy forum feature.

In this case, OP means 'Original Post'.  The download links are in the first post of this thread.  Additionally, you will find a description of this mod, the license under which it has been released, and other information.


Happy landings!

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On 5/13/2019 at 10:34 PM, jupa771 said:

What is OP?

 

On 5/13/2019 at 10:49 PM, Starhawk said:

Hello jupa771 and welcome to the KSP Forum!

If you are using a laptop/desktop to browse the forum, you can hover the mouse over terms which are underlined such as 'OP' in the quote above.  This will show a popup with a brief description of the term.  A handy forum feature.

In this case, OP means 'Original Post'.  The download links are in the first post of this thread.  Additionally, you will find a description of this mod, the license under which it has been released, and other information.


Happy landings!

"OP"also brings another meaning. In the case of, let's say, parts, it stands for "Over-powered", which means it's too powerful for its purpose. This applies on every single game, from weaponry to vehicle parts & stuff. Take an example:

"The Goliath engine has 360kN Max thruat. It's really OP"

Or an example involving a part with high impact tolerance (Hence we'll go back in time) :

"Back in v0.21, the radial intake is such an OP part that it can be used as a plane float."

 

Yes, every single word underlined with dotted lines has a meaning if you hover your pointer (Or hover your S Pen in case you use a Samsung Note / Tab, literally any Samsung phone / tablet with an S Pen. Still, you can see the pointer if you hover the nib / tip close enough) over the underlined word.

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Posted (edited)

Why do these download links dump me into Addfly? 

Edited by ArkaelDren

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Posted (edited)
2 hours ago, ArkaelDren said:

Why do these download links dump me into Addfly? 

Odd, I tested them and you're right, it looked like malware. I checked double checked the PC, no suspicious programs or anything. It suggested "I" edited the post after around the time I replied last. Which was five days ago. Presumably to change just the download links? What on earth. I changed them back now. Thanks for notifying, I'll report to the mods just in case. Damn, I hope my account here isn't busted or anything.

Edited by blackheart612

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On 5/13/2019 at 11:49 AM, Starhawk said:

OP means 'Original Post'.

WAT! Not "opening proposition"?! Hehe

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4 hours ago, blackheart612 said:

Odd, I tested them and you're right, it looked like malware. I checked double checked the PC, no suspicious programs or anything. It suggested "I" edited the post after around the time I replied last. Which was five days ago. Presumably to change just the download links? What on earth. I changed them back now. Thanks for notifying, I'll report to the mods just in case. Damn, I hope my account here isn't busted or anything.

Change your password ASAP

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Posted (edited)

Wanted to say that I love this mod and all the parts in it. I ask wanted to ask if it is possible for you to make some more contra rotating propellers. maybe one like that looks similar to the P-75 Eagles engine or XP-56 black bullet with it pusher designed one. If that not possible at this time I understand just thought I'd make the request. Keep up the good work.

Edited by jh9151
grammatial errors

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2 hours ago, TonedMite133805 said:

How do you make helicopters? Mine keep sliding along the ground and flipping over.

Tricky, but possible. Don't know if latest APP releases add reaction wheel module to heli propelers. If not, you need to add some strong reaction wheels to craft. It is trick that KAX and K.R.X. use to make it feasible to control craft. It is sort of cheaty way to overcome game engine issues with physic simulation.

Also, you need to almost perfectly center main rotor above COM. RCS build aid mod can help a lot with this. And last issue is to be very gentle on throttle.
Do not allow for vertical speed exceed more than ~10m/s, otherwise aerodynamic forces step in that flips your craft over.

I use personal made kOS script to help me with control of helicopters and other VTOLs. But you may also try TCA mod. TCA works much better if you have more than one vertical rotors, though.

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Posted (edited)
On 5/21/2019 at 3:38 AM, TonedMite133805 said:

How do you make helicopters? Mine keep sliding along the ground and flipping over.

Simpler methods applies, too. Put a tail rotor at the back of tour helicopter.

Yesterday (By the time this was first posted), I've made a helicopter without any reaction wheels. All you need is good helicopter piloting skills (I'm only good at fixed-wings, not rotary-wings) and a good control input, achievable using Flight Sim HOTAS flight sticks. Keyboards also doable, but...

I advise against using keyboards, since it's hard to control a helicopter using that (That's the pain since I first flew a heli in FSX and still got that in KSP). In FSX, you can use mouse yoke for fine & quick response and input, but in KSP, you might need Flight Simpit kits alongside plugins that make them compatible with KSP.

Spoiler

Anyone got an idea whether the stock games support these flight simpit controls? If not, is there a plugin to make things compatible?

I didn't have a flight simpit or its controls neither.

 

Edited by FahmiRBLXian

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I'm wondering if it's possible to make a DB-605 analog, seeing as there's a DB-601 analog in the mod already.

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I think NF Aero has a vertical speed/hover control for their VTOL engines/lift fans. Is there any way to appropriate that or something similar?

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2 hours ago, TonedMite133805 said:

I think NF Aero has a vertical speed/hover control for their VTOL engines/lift fans. Is there any way to appropriate that or something similar?

The rotors have a option to toggle hover mode on or off so you can, well, hover. It's in the right-click Tweakables menu and you can toggle it inflight via an action group or just right-clicking it.

Or do you mean you'd like to have VTOL engines implemented into the mod?

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On 5/20/2019 at 12:40 AM, jh9151 said:

Wanted to say that I love this mod and all the parts in it. I ask wanted to ask if it is possible for you to make some more contra rotating propellers. maybe one like that looks similar to the P-75 Eagles engine or XP-56 black bullet with it pusher designed one. If that not possible at this time I understand just thought I'd make the request. Keep up the good work.

It is indeed not possible right now, but who knows. There's nothing stopping everybody from suggesting :) 

On 5/21/2019 at 3:38 AM, TonedMite133805 said:

How do you make helicopters? Mine keep sliding along the ground and flipping over.

This sounds like a dumb answer but if you have a really heavy aircraft, you won't be able to take-off. Just barely lift yourself about ground ad slide around.

22 hours ago, tonimark said:

i am so excited about APU!

They are released already by the way... unless I missed the context of this post. If you already know then have fun!

9 hours ago, TonedMite133805 said:

I think NF Aero has a vertical speed/hover control for their VTOL engines/lift fans. Is there any way to appropriate that or something similar?

I haven't tried it, but considering my knowledge so far of Squad and Firespitter, any VTOL or hover system will be a plug-in related thing. So anything similar will require more plug-ins which is already on the FAQ.

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Posted (edited)
11 hours ago, TonedMite133805 said:

I think NF Aero has a vertical speed/hover control for their VTOL engines/lift fans. Is there any way to appropriate that or something similar?

Not NF Aero. What you're thinking of is Kerbal Actuators, part of the Wild Blue Industries mods by @Angel-125 and a direct competitor or replacement to Firespitter for enabling propfan engines.

It looks pretty easy to patch Airplane Plus' engines to use this for VTOL so you should totally get on it. :P ( @blackheart612 has made it clear in  in the OP that he's not going to do the patches. Just making the (very large) mod itself is enough fun and trouble for him. If the player wants compatibility badly enough, the player will learn to provide it themselves).

(Same thing with Nertea's SSPXr and its many compatibility patches.)

9 hours ago, FahmiRBLXian said:

The rotors have a option to toggle hover mode on or off so you can, well, hover. It's in the right-click Tweakables menu and you can toggle it inflight via an action group or just right-clicking it.

Or do you mean you'd like to have VTOL engines implemented into the mod?

That right-click menu is called the PAW (Part Action Window) and what you're actually doing is (un)deploying it like a control surface. The engine(s) here very cleverly use the control surface module to rotate with that kind of freedom.

Edited by JadeOfMaar

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Posted (edited)
1 hour ago, JadeOfMaar said:

Not NF Aero. What you're thinking of is Kerbal Actuators, part of the Wild Blue Industries mods by @Angel-125 and a direct competitor or replacement to Firespitter for enabling propfan engines.

It looks pretty easy to patch Airplane Plus' engines to use this for VTOL so you should totally get on it. :P ( @blackheart612 has made it clear in  in the OP that he's not going to do the patches. Just making the (very large) mod itself is enough fun and trouble for him. If the player wants compatibility badly enough, the player will learn to provide it themselves).

(Same thing with Nertea's SSPXr and its many compatibility patches.)

That right-click menu is called the PAW (Part Action Window) and what you're actually doing is (un)deploying it like a control surface. The engine(s) here very cleverly use the control surface module to rotate with that kind of freedom.

I don't follow the last part? Also, how would you create a patch for this? I don't have any modding experience in KSP or otherwise, and only minimal coding experience.

Edited by TonedMite133805
Adding info

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49 minutes ago, TonedMite133805 said:

I don't follow the last part? Also, how would you create a patch for this? I don't have any modding experience in KSP or otherwise, and only minimal coding experience.

https://wiki.kerbalspaceprogram.com/wiki/CFG_File_Documentation

https://github.com/sarbian/ModuleManager/wiki/Module-Manager-Handbook

https://github.com/sarbian/ModuleManager/wiki/Module-Manager-Syntax

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On 10/2/2018 at 9:21 AM, blackheart612 said:

Added L K-235 "Cat" Turboprop Engine based on 152 and 182 Skylane

The Cessna 152 does not use a Turboprop engine, like most Light Sport Aircraft, it uses normally a Lycoming, Contiental and sometimes a Rotax Horizontally opposed engine, more commonly known as a boxer, with either 4 or 6 cylinders, but I understand what you are going for.

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4 hours ago, eagle92lightning said:

The Cessna 152 does not use a Turboprop engine, like most Light Sport Aircraft, it uses normally a Lycoming, Contiental and sometimes a Rotax Horizontally opposed engine, more commonly known as a boxer, with either 4 or 6 cylinders, but I understand what you are going for.

You're right. In fact, it's actually mostly based on Lycoming O-235. It's definitely a mistake because all of my modern engines are named with turboprop and I completely missed it.

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14 minutes ago, blackheart612 said:

You're right. In fact, it's actually mostly based on Lycoming O-235. It's definitely a mistake because all of my modern engines are named with turboprop and I completely missed it.

Either way I am still going to try to build a Cessna 140 with it.

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I would like to use this mod with Ferram Aerospace Research but unfortunately the wings do not work correctly with it.  Is there any chance of this mod supporting FAR in the future or maybe some optional configs for it?

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14 hours ago, Rocketing Racer said:

I would like to use this mod with Ferram Aerospace Research but unfortunately the wings do not work correctly with it.  Is there any chance of this mod supporting FAR in the future or maybe some optional configs for it?

@theonegalen, have created MM patches for it, for his own personal use. Don't know if it is available somewhere to download or not.

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