blackheart612

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

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9 hours ago, inigma said:

I know, but it would great it if were integrated into the mod. :)

 

7 hours ago, Drew Kerman said:

not really. You're correct that writing patches is not for the beginner user but no one has to do that, because @TMasterson5 does that. Everyone knows how to download and copy a patch file into their /GameData directory. I believe, like some other mod authors, the lack of integration is a personal choice

Blackheart has zero interest in integrating it I assure you, hence why its an external patch

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speaking of patches, has anyone actually tried to make wings compatible with far? I tried just once but im really really strange to blender.

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On 10/15/2017 at 11:02 AM, Citizen247 said:

 

See if this work:
 


+PART[fokkerprop]:FOR[AJE]
{
	@name= shrotprop
	@title= Siemens-Halske Sh.III
	@manufacturer = Siemens-Halske
	@description = An 11-cylinder, air-cooled rotary engine developed in Germany during World War I, similar to the Sh.I.
	@mass= 0.195

	@MODULE[ModuleEngines*]
	{
		@name=ModuleEnginesAJEPropeller
		
		%useOxygen = true
		
		%displacement = 1135
		%compression = 5
		%minRPM = 800
		%maxRPM = 1800
		%power = 240
		%gearratio = 2.0
		%BSFC = 7.435E-8
		%ramAir = 0.2
		%exhaustThrust = 0.0
		%meredithEffect = 0.0
		%boost0 = 0
		%rated0 = 0
		%boost1 = 0
		%rated1 = 0
		%switchAlt = -1
		%turbo = false
		%propName = 81in2CS
	}
}

 

 

thanks that worked great

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11 hours ago, qromodynmc said:

speaking of patches, has anyone actually tried to make wings compatible with far? I tried just once but im really really strange to blender.

I thought @Galenmacil was trying to work on some. I will def do & share some if I ever have to use any of the parts but as of now I'm not

I wrote the FAR wing tutorial for using Blender tho, so if you have any questions PM me - it's been over a year since I had to do any configs so I might not remember much but if I can help I will

Edited by Drew Kerman

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K73 "Beluga" Turboshaft Engine inverts a helicopter rotation axes. In order to change an aircraft control to standard behavior and make SAS works correctly I have to attach the engine back to front (air intakes turn backward). May I fix it somehow or it's a bug?

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42 minutes ago, sashan said:

Are turboprops supposed to flameout above ~160m/s? 

Yeah for the most part. The fastest Turboprop I can make with this mod hovers around 169 m/s. Around 170 they fart out.

For the most part that's fairly close to realistic.

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On 10/18/2017 at 5:18 PM, SVS said:

Can someone please explain what THR keys and state means?

i too am wondering what these are for.  I did not see anything explaining these in any documentation, and a search of this thread turns up absolutely nothing (aside from the quoted question)

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@SVS @Trollsama I can't tell you exactly what THR keys and state does, but in the Firespitter source code they're linked with Throttle Keys and Throttle State. I'd hazard a guess that it's a switch to use the stock KSP throttle or something else, perhaps to let the player control the rotor throttle independent of any other engines on the craft so hybrid jet helicopters could function. I've only glanced at the source though.

 

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On 10/3/2017 at 1:12 AM, blackheart612 said:

@Bogyrect Have you checked if you have a broken download?

@stuChris I'll investigate the B-29. Let's see if parts make it to the patch after this coming one.

@qromodynmc I thought the cylinder below it would show up in the IVA, so far it doesn't. I am interested, so might do it as soon as I can as well.

Anyway, we're getting there. I'm going away for a month after Oct. 5 so I want to release something before that. Here's the cockpit, finished, unless I find anything weird and have to check the textures for improvement.

MLBXsk4.png?1cG9CiGk.png?1

Of course, it's not only gonna be one part. I've been working to death for 3 more parts, everything's almost ready for release. Going to have some polishing to do in under 24 hrs hopefully.

can you make cockpit integrated with rasterprop?

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13 minutes ago, DiscoveryPlanet said:

have some sproblem with IVA, are the mod not integrated with rasterprop?

RPM integration is a patch linked to in the OP.

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Hey, i wanted to change the design of the iva of the mk1 business cockpit to my liking, but i dont know how to do it! ive already downloaded unity, blender, and sketchup. i dont know how to open the cockpit files and edit the iva. help me plsss

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3 hours ago, Nightguard said:

Hey, i wanted to change the design of the iva of the mk1 business cockpit to my liking, but i dont know how to do it! ive already downloaded unity, blender, and sketchup. i dont know how to open the cockpit files and edit the iva. help me plsss

It depends on what you want to change? If it's just props it's fairly straight forward.

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9 hours ago, Citizen247 said:

It depends on what you want to change? If it's just props it's fairly straight forward.

i wanted to change the iva of the cockpit. put some more useful stuff there rather than just the raster prop monitors and some gauges.

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Just now, Nightguard said:

i wanted to change the iva of the cockpit. put some more useful stuff there rather than just the raster prop monitors and some gauges.

That's the "props". Gauges and so on. Have you set up unity for KSP? Installed the part tools? 

I think this tutorial is still relevant:

Adding props is fairly easy. You can actually do it by just editing a text file, but it's hard to know where the props need to be placed. You can import the .mu file of the IVA mesh into unity and add props to it in the editor, then export it using part tools. There's a tutorial for that:

 

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Hello. Sorry for being off-topic, but I'm looking for a part I used to have and I really don't know where else to ask. But this is a plane related mod, so it kinda makes sense to ask here.

I used to have a mod which added a landing gear. It lowered in the same fashion as the fighter landing gear from Firespitter does:

Kt3hMhy.jpg

But it looked exactly or almost exactly in style or design like the landing gears added by BahamutoD's adjustable landing gear:

NPY8xAT.jpg

I had it in KSP 1.2.2 but i can't run it because I'm getting the "mono.dll caused an Access Violation" crash, so i can't look into the game. But neither of the two mentioned mods is in the GameData folder (save for firespitter.dll) of the 1.2.2 version. Would you know, which mod adds this type of landing gear?

 

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I love this mod but I'm having a problem with helicopters. 1.3.1 must have screwed up the "hover mode" mechanic because it is completely broken and makes helicopters absolutely useless. Like, impressively useless. No matter what I do, the helicopter will flip over the second it leaves the ground. I even tried downloading your helicopter craft files but they only flew even worse. And no, I am not using any aerodynamics mods.

TL;DR I love your helicopter parts but something about the recent update has made them unusable (and VERY irritating). 

Edited by Third_OfFive

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1 hour ago, Salvator said:

Would you know, which mod adds this type of landing gear?

I believe that those wheels are now packaged in the Kerbal Foundries mod. 

 

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8 hours ago, AshleyBB said:

I believe that those wheels are now packaged in the Kerbal Foundries mod. 

And they indeed are! Thank you very much :)

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On 22.10.2017 at 10:19 PM, GDJ said:

Yeah for the most part. The fastest Turboprop I can make with this mod hovers around 169 m/s. Around 170 they fart out.

For the most part that's fairly close to realistic.

Yes, I've thought about that. However, I believe they do lose thrust a lot before that. Not just get disabled out of sudden.

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