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[1.4.x-1.8.x] Airplane Plus - R26.4 (Fixed issues/Github is up to date) (Dec 21, 2019)


blackheart612

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On 7/20/2016 at 9:40 PM, blackheart612 said:

@StevieC Unfortunately, I remember Wankel Rotaries don't behave like this, they are covered and unseen. Even if they are seen, only the timing belts and cam wheels are going to be animated. (I also heard it was a very violent engine to the parts inside)

 

On 7/20/2016 at 9:44 PM, StevieC said:

In fact a Wankel engine is less violent to its parts than a reciprosaur. To boot: It has fewer moving parts, and because of the way it's designed, the rotor can be made of cast-iron with its housing being made of aluminum, Since aluminum has a higher coefficient of thermal expansion, that makes the Wankel engine, no matter how badly you overheat it, immune from seizing up. It'll still fail but that failure will not be catastrophic in nature. The other type of engine I'd like to see in this is a "Barrel" or "Axial" engine (in which the pistons move in cylinders oriented parallel to the driveshaft, like so: http://youtu.be/uJSLDq7MkhQ

Relevant: 

 

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Hello! been a long time since i've last posted, i usually just sit in the back and work on the back end stuff, i come around time to time to read (but not usually read) the posts and suggestions but there is something important i got to say

1. This next update will add more engines (YAY!) and do massive changes to the thrust and curves of the engines thus breaking any files you have now (BOO!) now in testing i found the engines to be balanced with variety

2. Because this update may make all the engines "Nerfed" depending on who you ask, please direct all lynch mobs towards me not blackheart

3. Direct post about future engines/design/animation glitches towards blackheart and all thrust/back end stuff towards me, im making this post to say that i will be more active in this (chain? Forum? Post?) and would like to try to share some of the public weight (and pitchforks) with the guy who made this great mod in the first place.

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7 hours ago, kiwinanday said:

@Tanner Rawlings will the changes actually break the files, or just completely change the flight dynamics? 

 

Gonna have to recalculate speeds and ranges.... Yay! 

it will not break the files but you will find that your plane is no longer capable of going 300+ m/s (which is way faster than any planes of the era that the engines are placed in)

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2 hours ago, Supermarine said:

Hello!

Love your mod but I never thought propellers would be so expensive and more advanced than jet engines!

Who knew I'd have to get 300 science points just to have fun with good ol' warbirds :(

All of the engines that are currently released are wwII era which are considered "High altitude"

The next update will be including many wwI engines for low end flight, besides, tech tree placement has not been much of a concern as blackheart has been working on the new engines and animations while ive been working on the balancing of the engines and a few other things that are not ready to be released, now that we've reached a point that the engines are covering a good chunk of history next will be the balancing of cost (science and monies), fuel consumption, isp curves and all the other curves provided by firespitter (currently only stock curve system used) 

EDIT: so far i see most of the engines being levels 3-6

Edited by Tanner Rawlings
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12 hours ago, Tanner Rawlings said:

EDIT: so far i see most of the engines being levels 3-6

Since I also came to ask about the nodal placement, I will change my question to;  What Tech Tree are you using?    

In the Stock Tech Tree,I am flying Redstone analog rockets in Tech Tree level 2-3.  Saturn I Analogs at 5-6.    Assuming you are using Stock Tech Tree.  That would put the V-1710/V-1650 Analogs in line with the Pratt and Whitney J-58 (SR-71)   Or the General Electric J93 (B-70 Valkyrie)    And yes before you say it, the Stock Tech tree sucks.  But that is what most of the mod users are still using, and I have not seen a good tech Tree mod that fits the Human History of flight (everyone seems to me to gets too focused in ONE facet of flight.)   I final thought.  We get the Junkers Jumo 004B engine (Juno 04) at Node 3.  

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@Pappystein
I think that we have no responsibility to incorporate into any other tech tree but stock. It's quite problematic to not have stock tech tree support because we are not, in any way, affiliated to other mods other than firespitter. *So if other tech trees would like to add AP+ on theirs, they're free as long as they ask permission and credit us.* In any case, I've left tech tree development and costs to Tanner which we might actually get into release in this coming version (which seems packed with features and balance!). So I couldn't really talk much but I'd probably put the WWI props with the Juno and going up to Radial and V engines. Not sure if we are gonna separate Early and Late WWII props but I'll leave it to Tanner's discretion for now as I have guests coming to visit irl.

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8 hours ago, blackheart612 said:

@Pappystein
I think that we have no responsibility to incorporate into any other tech tree but stock. It's quite problematic to not have stock tech tree support because we are not, in any way, affiliated to other mods other than firespitter. *So if other tech trees would like to add AP+ on theirs, they're free as long as they ask permission and credit us.* In any case, I've left tech tree development and costs to Tanner which we might actually get into release in this coming version (which seems packed with features and balance!). So I couldn't really talk much but I'd probably put the WWI props with the Juno and going up to Radial and V engines. Not sure if we are gonna separate Early and Late WWII props but I'll leave it to Tanner's discretion for now as I have guests coming to visit irl.

Thanks for the quick reply.   I agree 100% you should not have to configure your parts for another Tech Tree other than stock.  I was just shocked to be getting the parts in line with Moderately advanced space parts.

Makes me wish I was good at making graphics so I could make my own Tech Tree....

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I rebalanced the previous release for my own pleasure, and created several custom tech tree nodes deriving from Engineering 101. @Pappystein

Here's the techtree code: 

Spoiler

//---KB 601 "Tornado" Engine and K-14 "Divine Wind" Radial Engine
@PART[109Prop|zeroprop]:NEEDS[AirplanePlus]
{
    @TechRequired = propEngines
}

//---RR Marlin Engine and K1710 "Whirlwind" Engine
@PART[merlin|fighterProp]:NEEDS[AirplanePlus]
{
    @TechRequired = impPropEngines
}

//---K-2800 "Bumblebee" Radial Engine
@PART[corsairprop|spitfiremerlin]:AFTER[UnmannedBeforeManned]:NEEDS[AirplanePlus]
{
    @TechRequired = advPropEngines
}

//---Mk1 Junior Liquid Fuel Fuselage
@PART[JuniorFuselage|shortboom]:NEEDS[AirplanePlus]
{
    @TechRequired = stability
}

//Modifications to techtree for AirplanePlus

@TechTree:NEEDS[AirplanePlus]
{
    RDNode
    {
        id = propEngines
        nodeName = tog_propEngines
        title = Basic Propeller Engines
        description = We're starting to get the hang of this "internal combustion" thing. We've harnessed the "tiny explosions principle" to great effect!
        cost = 4
        pos = -2250,1102.3,-1
        icon = RDicon_propulsion-nuclear
        anyToUnlock = False
        hideEmpty = True
        hideIfNoBranchParts = False
        scale = 0.6
        Parent
        {
            parentID = engineering101
            lineFrom = RIGHT
            lineTo = LEFT
        }
    }
    RDNode
    {
        id = impPropEngines
        nodeName = tog_impPropEngines
        title = Improved Propeller Engines
        description = More explosions, more power, more speed!
        cost = 8
        pos = -2170,1102.3,-1
        icon = RDicon_propulsion-nuclear
        anyToUnlock = False
        hideEmpty = True
        hideIfNoBranchParts = False
        scale = 0.6
        Parent
        {
            parentID = propEngines
            lineFrom = RIGHT
            lineTo = LEFT
        }
    }
    RDNode
    {
        id = advPropEngines
        nodeName = tog_advPropEngines
        title = Advanced Propeller Engines
        description = Our most powerful combustion engines yet!
        cost = 10
        pos = -2090,1102.3,-1
        icon = RDicon_propulsion-nuclear
        anyToUnlock = False
        hideEmpty = True
        hideIfNoBranchParts = False
        scale = 0.6
        Parent
        {
            parentID = impPropEngines
            lineFrom = RIGHT
            lineTo = LEFT
        }    
    }
}

To use it, make sure you have the updated version of ModuleManager, copy and paste the above code into a new text file somewhere in your KSP_win/GameData folder, and rename the file something like "AirplanePlusTech.cfg." Voila! Props before jets!

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@kiwinanday I'm now waiting for Tanner for some finishing touches and a last engine config. Once I get that, I'll be testing as soon as I can and there'll be a release. I can't say for sure but it may be out in just a few days. If not, I'll bug him. :P The next release has a little bit more content than the usual release so I hope you understand the hold up.

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Release 4.0

Latest Changelog:

Added KM-105P "Silver Crow" Engine based on Yakovlev Yak-3

Added K-25V "Cyclone" Radial Engine based on Polikarpov I-153/I-16 (Contains MeshSwitch)

Added 8A "Spud" Engine based on SPAD S.VII

Added 9J "Baron" Rotary Engine based on Fokker DR.I (Contains MeshSwitch and Rotary Engine rotation)

-

Made for better tech tree support especially for early flight

Adjusted costs to better match other parts and economy when in career mode

-

Reconfigured engine performance curves, prepare to have a different aircraft setup

Normalized Engine Sounds to match KSP loudness a bit

Gave propeller and sound better synchronization on most engines

 

 

Check out the OP for updated album which contains the images of the newest parts. (Enjoy!)
Meanwhile, I was searching for a way to start a pool because I noticed the number of custom sounds I add are getting higher and higher. I was curious whether I should keep making a custom one for each or start sharing files for certain engines.

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6 hours ago, blackheart612 said:

Release 4.0

Latest Changelog:

 

Added 9J "Baron" Rotary Engine based on Fokker DR.I (Contains MeshSwitch and Rotary Engine rotation)

-

BEST NEW ENGINE EVER!   A Rotary engine that actually Rotates!   With 1.1.3 I am primarily a Rocket jockey but maybe this engine will allow slow enough flight not to totally break the landing gears :)

PS, Eindecker here I come!

Edited by Pappystein
That was one sir! ONE!
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@Pappystein It wouldn't be a rotary engine anymore if it didn't! It comes with a cover on the front of the engine but it's toggle-able with mesh switch (just right click and there will be next and previous options) so you can remove the cover and make it look more like a classic Eindecker! (The uncovered cowling is seen in the screenshot of part lists on the OP)

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