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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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Gotta say, AirplanePlus, KIS+KAS, Kerbinside and KerbinsideGAP is a sweet thing. Top that off with NavUtils and you can forget all about that nasty space...

-My 75t tanker from AirplanePlus giving some KAS love at Lushlands Airport:

Spoiler

mZdrM6e.png

 

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36 minutes ago, GDJ said:

Which TextureReplacer pack

It is the entire TextureReplacer folder from GPP. I had to edit a cfg in there to include the atmospheric bodies Kerbin and Laythe (for helmet removal)

Edited by SkyKaptn
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@Gregory TheGamer What do you mean about passenger fuselages? Is it when you try to click EVA on the protrait? Try manually clicking a hatch and EVA a kerbal from there. I think the game only EVAs from portrait on the main hatch.

@SpaceBadger I think swing wings will be a whole wing alone if somebody where to implement it. And even then, I don't think the center of lift will move when the wing swings back. So I don't plan to make it.

@NeoFatalis I haven't thought about them yet, though I'm also not saying I won't, let's see, if time will tell.

--

Some progress today. Since I got curse back, I'm probably gonna update soon, probably after fixing some and making the half Elevon 1 if I remember it. But for now I've added a radial tank (I need to rename it if I remember) that can be in attached to a 2.5m sized cylinder.

asquOdi.png

Aside from that, I renamed Fowlers to slotted flaps since they don't slide back before deploying (I don't think I can do it with stock). On the other hand, I've made S.P.O.I.L.E.R. device while I'm at it. It's quite hard to attach them and they're also a little basic. I might do some revision at some point if I ever think of a better replacement but for now they're just radial attachments, much like A.I.R.B.R.A.K.E.S

6AHvbPe.png

Different frames deployed and not deployed (at 50 deg which is now 60 on final)

Spoiler

3PPcWVl.pngYjNLdlu.png

A little bit of extra, testing the new wing segments with the older parts and ALG.

6rru5r0.png

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4 hours ago, blackheart612 said:

@Gregory TheGamer What do you mean about passenger fuselages? Is it when you try to click EVA on the protrait? Try manually clicking a hatch and EVA a kerbal from there. I think the game only EVAs from portrait on the main hatch.

Oh hey,

Here is the reproduction method: Go to the spaceplane hangar to build an aircraft. Then you select the size 2 passenger fuselage, build two of them in-line of each other. (Not rotating them) Then you go over to the info panel. There will be a red thing saying "Hatch Obstructed".

And by the way, good that you mentioned that, I'll have a look whether my kerbals can transfer between the fuselage pieces or not. 

Also, what do think about my suggestions? Just curious.

Fly safe!

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@Gregory TheGamer Yep, I think I understand the issue. While it is true that a hatch is obstructed (the sides that are attached to another solid object in this case, the other passenger cabin), if you have a hollow object on the side that's not obstructed, a kerbal could still get in and out of the unobstructed hatch. The fuselage pieces transfer kerbals too, I've tested it before and again right now as I was also making revisions for the airbus cockpit as well as making final touches for a release in probably about on or less than 24 hours.

Regarding suggestions, sorry I didn't tackle them, I was doing something and decided to post away before going so I was in a hurry.

RPM support has been a repeated request in which I've said I have no plans of prioritizing in the future compared to adding more parts and functions. I've also said that people are free to modify configs for it and such is linked in the OP.

Size 3 fuselages are, of course a certainty given enough time, it was already discussed many pages back. Hopefully it'll come soon (Spoiler alert: I'm a lazy person)

Turbofan engines were also discussed before as well. While I have no definite plans on what they're going to be, there's most likely one or two engines coming, who knows. I did say I'm picky on what engine I want.

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5 minutes ago, blackheart612 said:

@Gregory TheGamer Yep, I think I understand the issue. While it is true that a hatch is obstructed (the sides that are attached to another solid object in this case, the other passenger cabin), if you have a hollow object on the side that's not obstructed, a kerbal could still get in and out of the unobstructed hatch. The fuselage pieces transfer kerbals too, I've tested it before and again right now as I was also making revisions for the airbus cockpit as well as making final touches for a release in probably about on or less than 24 hours.

Regarding suggestions, sorry I didn't tackle them, I was doing something and decided to post away before going so I was in a hurry.

RPM support has been a repeated request in which I've said I have no plans of prioritizing in the future compared to adding more parts and functions. I've also said that people are free to modify configs for it and such is linked in the OP.

Size 3 fuselages are, of course a certainty given enough time, it was already discussed many pages back. Hopefully it'll come soon (Spoiler alert: I'm a lazy person)

Turbofan engines were also discussed before as well. While I have no definite plans on what they're going to be, there's most likely one or two engines coming, who knows. I did say I'm picky on what engine I want.

Oh I certainly don't mean push you, take your time. About the Turbo-Fan engines, I really don't care what type of Turbo-Fan it is, I'm just getting tired of using the same ol' gigantic turbofan of the game for every aircraft I build. Once again, take your time. People work best at their own phase.

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4 minutes ago, DarkOwl57 said:

I think that the idea of a swing-wing would be pretty cool! Maybe like a specific fuselages with the wings attached (Say, a Mk.2 short and a Swept Wing B), that has its own action groupings?

Swing wings are pretty cool. Though I'd like to think it couldn't be implemented without issue (thought it's probably doable). Aside from the fact that, like I said, the center of lift of the wings won't move, the only way I know so far of making aerodynamic surfaces move is by using the function of the airbrakes which might pose its own problems. And since you can't attach things to it, the moving airbrake function must also have the aileron function. I'm not saying it's impossible, it's... crazy! But possible, probably.

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5 minutes ago, blackheart612 said:

Swing wings are pretty cool. Though I'd like to think it couldn't be implemented without issue (thought it's probably doable). Aside from the fact that, like I said, the center of lift of the wings won't move, the only way I know so far of making aerodynamic surfaces move is by using the function of the airbrakes which might pose its own problems. And since you can't attach things to it, the moving airbrake function must also have the aileron function. I'm not saying it's impossible, it's... crazy! But possible, probably.

But in the case of the B-1, the COL doesn't really change that much; they really only use it when they have to get somewhere SUPER fast. Then the wings are 'retracted', there's less drag, and higher speeds. That's what I meant by the idea

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1 minute ago, DarkOwl57 said:

But in the case of the B-1, the COL doesn't really change that much; they really only use it when they have to get somewhere SUPER fast. Then the wings are 'retracted', there's less drag, and higher speeds. That's what I meant by the idea

I'd like to buy the idea and might try to be crazy when I'm bored but I'd like to discuss just how ridiculous the idea is because it's fun. :P
Regarding the CoL, I think the aircraft's wouldn't change drastically, true. But KSP models a wing piece with CoL. So normally this is on the center of the surface area, wing moves, center of it moves. Which I think won't happen based on my aerodynamic tests on flaps. It's quite interesting how it might work. The two-slotted flap I made is an airbrake function within an airbrake function. But I have never tried an aileron within an airbrake function. How interesting. But I'm not going to be tempted yet. I've pulled my hair enough from doing those flaps. I gotta do something else.

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16 minutes ago, blackheart612 said:

I'm not saying it's impossible, it's... crazy! But possible, probably.

Hey, sometimes the most insane plans are the best ones :wink:

16 minutes ago, blackheart612 said:

Aside from the fact that, like I said, the center of lift of the wings won't move, the only way I know so far of making aerodynamic surfaces move is by using the function of the airbrakes which might pose its own problems. 

Well I think you solved that problem yourself with those fancy new flaps :)

EDIT: The power of ninjas...

Edited by DarkOwl57
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7 minutes ago, qromodynmc said:

I really dont see how you'll make moving wings without using something infernal robotic. If you dont use it, you cant place flaps or else on wing, it should have all of them built in, which is pretty limiting.

Precisely. I like parts that aren't just one purpose. Although in its defense, even in real life, it is like that. The wing and the aileron (as far as I know), due to the mechanism. Nothing could also be attached on it. It's still an interesting topic. Especially as there was never a non-clunky variable sweep wing even with IR.

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3 minutes ago, NeoFatalis said:

Maybe it could use something like this plugin?

Actually, it uses the same principle as ModuleAeroSurface. The stock has its own retractable lifting surface, only used in AIRBRAKES. No drag when retracted, configurable drag in config when deployed. The stock plugin is also capable of reacting to pitch which is great for flaps. What it might differ on if the plugin works by moving the CoL of the wing, in which case, the stock doesn't do it.

source.gif

There seems to be a curve special for airbrakes too. So not using that curve makes it really act like just another control surface, although only by toggle or only by pitch/yaw reaction.

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12 hours ago, blackheart612 said:

Actually, it uses the same principle as ModuleAeroSurface. The stock has its own retractable lifting surface, only used in AIRBRAKES. No drag when retracted, configurable drag in config when deployed. The stock plugin is also capable of reacting to pitch which is great for flaps. What it might differ on if the plugin works by moving the CoL of the wing, in which case, the stock doesn't do it.

source.gif

There seems to be a curve special for airbrakes too. So not using that curve makes it really act like just another control surface, although only by toggle or only by pitch/yaw reaction.

I know that this plugin is capable of disabling/enabling lift for parts , so I wonder if it is capable to change lift values not from 0 lift but from some value of lift to another? , maybe it is possible to somehow merge this with the airbrake module and then you would get different drag AND lift on each mode

EDIT: I've just took a look at the plugin and it seems that it is possible because you need to type in a value of lift for "retracted" mode and "extended" mode , IMHO this plugin seems like a good choice for something like this

Edited by NeoFatalis
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@NeoFatalis The fact that I don't want to use another plugin aside :P If it does move the CoL of the wing, that would be the only downside for me (edit - downside for stock). I don't think the lift disappears when wing surfaces are moved/retracted (unless it deploys from a box). I think it's best to have the same lift and the deployment do something to change the plane's performance due to the changes in wing structure. (i.e, change in camber due to flaps deployed, undeployed means it has lift, an extension of the wing) In which the stock seems to be capable of doing roughly the intended thing.

Edited by blackheart612
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