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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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@royying If you're viewing pictures in the OP, most of them can be clicked to get to the page of the craft file.

@Bill Kerman Brother It'd be much easier if you could specify your sound issue. But I'd suggest you check if you installed it correctly, this is the common issue for missing parts.

@YoloT47 I'm not active on that mod right now, I saw you take it there. I'll help you there once my hands aren't full. You can check previous posts for fixes if you could. The issues with it are kind of complex.

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The KT6C "Kitty" engine is not working for me. Whenever I place it in the editor, it throws the center of thrust out of whack, even when I manually place them (as opposed to symmetry). The ones on the right side seem to not want to point forwards unless I use symmetry, which then causes the Center of Thrust to go point in some random direction. I tried to launch it anyways and both engines vaporized shortly after starting. Is this a common issue?

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18 minutes ago, TreyR9 said:

The KT6C "Kitty" engine is not working for me. Whenever I place it in the editor, it throws the center of thrust out of whack, even when I manually place them (as opposed to symmetry). The ones on the right side seem to not want to point forwards unless I use symmetry, which then causes the Center of Thrust to go point in some random direction. I tried to launch it anyways and both engines vaporized shortly after starting. Is this a common issue?

It most certainly isn't. Any mods you're using? Try playing with only AirplanePlus then confirm the issue. It's possible that another mod causes an issue other than Airplane Plus itself.

Though, except the CoT being weird, make sure your propellers aren't touching the ground. Spinning propellers tend to get destroyed upon ground contact in real life, but only for the KT6C in this mod.

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1 hour ago, blackheart612 said:

It most certainly isn't. Any mods you're using? Try playing with only AirplanePlus then confirm the issue. It's possible that another mod causes an issue other than Airplane Plus itself.

Though, except the CoT being weird, make sure your propellers aren't touching the ground. Spinning propellers tend to get destroyed upon ground contact in real life, but only for the KT6C in this mod.

I reinstalled the mod, and I figured out that if I reverse the thrust, it works, so that's that problem resolved. Also, I was using an older version, so again, it (kinda) works now.

Also, it's not a problem with any other mods (except maybe FireSpitter?) but it seems to be a one-person thing.

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@TreyR9 I see. I think I understand now. I would think that it's an issue with mirroring. It's a hackjob to have a thing like that working in KSP so there are bound to have some issues in gameplay. If the CoT is weird like that, yes, reversing thrust per engine helps. It also helps to actually launch the aircraft sometimes to see how it works regardless of the CoT.

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1 hour ago, ThePinkSpartan69 said:

Size 2 cargobays still fail to shield contained parts, too much drag for supersonic transport jets. Any idea how to fix this?
Edit: Same problem with the smaller airplane plus cargobays, stock cargobays are still functioning though.

I have but I'm not sure if I've tried it before already. Reverse the animation deploy. Tell me, does opening it shield the contents?

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1 hour ago, blackheart612 said:

I have but I'm not sure if I've tried it before already. Reverse the animation deploy. Tell me, does opening it shield the contents?

Without editing any files, drag both when open and shut as shown ----> nothing changes

Doing edits as described in this post to the size2ramp and size2short file doesn't seem to change anything.

Edited by ThePinkSpartan69
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42 minutes ago, ThePinkSpartan69 said:

Without editing any files, drag both when open and shut as shown ----> nothing changes

Doing edits as described in this post to the size2ramp and size2short file doesn't seem to change anything.

Hmmm, must be a missing config line if ever. I'll look into it. I have nothing for now.

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Before I go through all the configs and edit then individually, is there a way to create a MM patch to move most if not all of the parts in this mod to starting tech? Playing with Community tech tree, and Unmanned Before Manned, it feels kind of funny to have rockets before basic planes, or even the X1(especially when I have the Taerobee X1 unlocked.)

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14 minutes ago, Spike88 said:

Before I go through all the configs and edit then individually, is there a way to create a MM patch to move most if not all of the parts in this mod to starting tech? Playing with Community tech tree, and Unmanned Before Manned, it feels kind of funny to have rockets before basic planes, or even the X1(especially when I have the Taerobee X1 unlocked.)

I'm not sure for easy way to recognize AP parts, maybe trough company name or something ? But, you can take a peek into Unmanned Before Manned file "UnmannedBeforeManned-TechTree.cfg" for example.

@PART[KAXradialprop]:NEEDS[KAX,!SETIctt,!SETItechtree,!ETT,!OpenTree,!RP-0]:AFTER[KAX]
{
	@TechRequired = earlyAviation
}

This piece of code move KAXradialprop part to earlyAviation tech node. In similar manner you can do for AP parts, but you need to enumerate each part by name.
Don't know if it is possible to move it by mod name,  or some other variable that is available only for AP mod.

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@Spike88 @kcs123

OH, I have a huge bunch of configs for UnmannedBeforeManned, AirplanesPlus, and SXT already! I didn't realize anyone else was using the combination, so I hadn't posted it! It moves the jets back in the tree, and actually makes a new branch "Propeller Engines" off of UBM's Early Aviation node.

Actually, I have a lot of UBM configs, so let me just zip them up and throw them on SpaceDock.

Done.

https://spacedock.info/mod/1720/UnmannedBeforeManned - Extended Mod Configs

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1 hour ago, theonegalen said:

@Spike88 @kcs123

OH, I have a huge bunch of configs for UnmannedBeforeManned, AirplanesPlus, and SXT already! I didn't realize anyone else was using the combination, so I hadn't posted it! It moves the jets back in the tree, and actually makes a new branch "Propeller Engines" off of UBM's Early Aviation node.

Actually, I have a lot of UBM configs, so let me just zip them up and throw them on SpaceDock.

Done.

https://spacedock.info/mod/1720/UnmannedBeforeManned - Extended Mod Configs

Thank you kind sir. 

 

Edit: Getting 401 Unauthorized on the link. I'll try again later and see if it works then.

 

Edit2: Not sure if there is anything you can do on your end @theonegalen, but the link is still coming back with a 401 unauthorized. I can see the link on your Spacedock profile, but it also comes back with a 401.

Edited by Spike88
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Found now that without a ramp at the rear, the size 2 cargo bays do reduce drag when they're open rather than shut. Changing the closedPosition = 1 to closedPosition = 0 fixes that. So for size 2 it seems to be the ramp that causes drag issues that aren't as easily fixed.

Edit: All of the hollow parts outside of the actual basic cargo bay parts don't provide any aerodynamic protection. Been trying to figure out drag cubes etc to see if I can make anything work....

Edited by ThePinkSpartan69
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2 hours ago, Spike88 said:

Edit2: Not sure if there is anything you can do on your end @theonegalen, but the link is still coming back with a 401 unauthorized. I can see the link on your Spacedock profile, but it also comes back with a 401.

Turned out that I forgot to publish the mod on SpaceDock in my hurry to get to my class. Fixed now!

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1 hour ago, ThePinkSpartan69 said:

Found now that without a ramp at the rear, the size 2 cargo bays do reduce drag when they're open rather than shut. Changing the closedPosition = 1 to closedPosition = 0 fixes that. So for size 2 it seems to be the ramp that causes drag issues that aren't as easily fixed. 

Thanks for this input. That saved me a lot of work. I'll include it in the next patch, hopefully I'll remember it.

@theonegalen Thanks again for your contribution here, from data to compatibility. Keeps the mod going, even when I'm away :P

It's kind of difficult to go into this much detail with the mod while developing everything so I really appreciate everybody's feedback. Rest assured I'll do my best to fix known issues every patch.

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2 hours ago, blackheart612 said:

Thanks for this input. That saved me a lot of work. I'll include it in the next patch, hopefully I'll remember it.

@blackheart612 No problem, spent the past few hours trying to figure out the whole situation. Discovered that even the stock hollow parts (ie Mk1 Structural Fuselage) excluding the dedicated cargo and service bays don't prevent drag on the stuff inside of them, which probably explains why all of your other hollow parts don't protect against aerodynamic effects. The stock cargo ramp does protect contained parts however, so just desperately trying to figure out the difference between it and the size 2 one.

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So turns out your ramp works correctly when attached to a larger part, like so. So that's a thing.

Edit: I changed the node size from 3 to 2 thusly and now the ramp works as intended I think. node_stack_top = 0.0, 1.50, 0.0, 0.0, 1.0, 0.0, 3 ---> node_stack_top = 0.0, 1.50, 0.0, 0.0, 1.0, 0.0, 2

Edited by ThePinkSpartan69
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i have a suggestion
how bout making the heli blades mirrors the rotation (also torque) when we attach them with "Mirror" symmetry in the SPH?
i had an Fa-223 but it rolls to the right just after i throttle it up

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There seems to be an issue with drag calculations for the mk1 Pssenger Door. Parts in front of and behind it don't seem to get properly shielded. Also for some reason they receive less drag when the door is open then when it is closed, though the door it self receives higher drag when it is open. The result is that the overall drag is less when the door is open. I think the proper behavior would be, all three mk1 Crew Cabins should have the same drag when the door is closed, but the way it is now the rear one always has higher drag. 

The size 2 Passenger Door has the same behavior.

I have PartAngleDisplay, TweakScale and Kerbal Engineer installed as well, however I found the issue before I installed PartAngleDisplay and TweakScale.

Screenshots:

Spoiler

eeSgGta.png

82mM4Kn.png

 

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On 7/24/2017 at 1:54 AM, V7 Aerospace said:

Nope, I just finished making a replica of my favourite WWII Warbird, the Hawker Typhoon.

  Reveal hidden contents

Real life comparison (landing gear are sadly way too tall):

f36c9abdb9eec36ad7bc6f84bacc7cf9--hawker

TcBKUgW.jpg

 

3WyNW7q.jpg

@V7 Aerospace, I hope you don't mind me asking but, where on Kerbin did you get that cockpit?

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@neistridlar Oh,  that explains the Emu Liner craft being incompatible with timewarp by veering off to the side!

Also, I think I have found the issue! At least, in the size 2 passenger door thing, ModuleCargoBay is commented out in the configs. Trying an MM patch right now to add it back in and change closedPosition to 0.

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