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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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real quick anyone else having the landing gear "dance" ?   I'm using the angled gear with a 1.5 design for doing the GAP airline flights missions, but when I'm on the ground the gear dance and jiggle around.   I'm not sure if there's another mod affecting it or if it doesn't like that I clipped the gear into the fuselage a bit?

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It's kind of KSP's fault. No slant gears in KSP is the rule. There are a few work arounds and there will be quirks. Such as that. Also I moved to least potato setup. Hooray.

I'm just trying out the programs now that it's moved. I revised the K1710 almost from scratch. Almost.

hiyTqd8.png

That cowling is animated now for the Warhawk variant.

0QXRpG4.png

The intakes are now changed for the Ascender variant, the exhausts are just like the real deal. It still looks ugly due to bulkheads, though.

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1 hour ago, MaverickSawyer said:

Y'know, had a brainwave a few weeks back...

With the slanted gear, could you rig the suspension so that it's moving along the plane of rotation of the wheel, kinda like the new lunar rover wheels? It'd put an end to the wonky gear issues and be more realistic....

The answer is I don't know - because I haven't tested it yet. It may or may not work. I've thought of this before, animating the rover wheels as if they were landing gears, but I needed more info than what I knew. If you look around, nobody else is really paying attention to stock wheels. At least especially before, that's why Grounded was made, it was also a study of another type of wheel. Only time will tell if I find my way back to wheels. Right now, it won't work the way I set it up before. I've tested it and the mirroring is getting in the way. I'm basically just maintaining my old works as the version progresses (because there's a fair amount of them now and I continue to add more recently). If I get through the rework, I might just get into it.

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It's ok, this is an amazing pack, and It's easy enough to change out the gear for a different one.    I'm just getting back into KSP after a couple of years off and I'm kind of amazed.  In some areas the game has come such a long way, and in others, well not so much...

Anyway, amazing work, this particular pack is a must-have mod for anyone that wants to do anything with planes IMHO, especially the contract packs like GAP.

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19 hours ago, blackheart612 said:

It's kind of KSP's fault. No slant gears in KSP is the rule. There are a few work arounds and there will be quirks. Such as that. Also I moved to least potato setup. Hooray.

I'm just trying out the programs now that it's moved. I revised the K1710 almost from scratch. Almost.

hiyTqd8.png

That cowling is animated now for the Warhawk variant.

0QXRpG4.png

The intakes are now changed for the Ascender variant, the exhausts are just like the real deal. It still looks ugly due to bulkheads, though.

Now This Is the kind of Interesting Design Choices I'm talking about!

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18 hours ago, Shiolle said:

They are horribly out of date and Unmanned Before Manned is no longer developed. I am working on an update.

There is new Unkerbaled start mod in development, though:

Following same idea as UBM mod and developing it further.

 

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28 minutes ago, kcs123 said:

There is new Unkerbaled start mod in development, though:

I personally was looking at Probes Before Crew.

I can say with that the configs I'm working on, when they are done, will support PBC, but integrating with Unkerballed looks like much more work, since there are more changes to the tech tree on top of CTT.

Edited by Shiolle
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4 hours ago, Shiolle said:

I can say with that the configs I'm working on, when they are done, will support PBC, but integrating with Unkerballed looks like much more work, since there are more changes to the tech tree on top of CTT. 

I think that APP is already covered in Unkerbaled start mod, but haven't tried it for myself, so take it with grain of salt.

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On 2/26/2019 at 6:42 AM, Shiolle said:

Could I ask you to remove the link to CTT configs from the OP for the time being? They are horribly out of date and Unmanned Before Manned is no longer developed. I am working on an update.

Thanks for the heads up. I don't test them so I wouldn't know. I dashed it out for now.

Anyway, I'll just be releasing one part on the next release, it's not even new, it'll be an experimental revision of the very first part of APP, which is K1710, it's rebuilt almost from the ground up, it generally looks the same but the changes should be visible. I want the next release to be not a patch but major but I also wanted to be able to release as soon as I can because I wanted to fix some stuff like the wrong position of the S1 APU. Here are some testing shots. As I stated earlier, I moved my dev stuff to a portable hard drive (which took a while to set up) so I'm using a less potato set up now.

yhv9OZv.png

I don't know if the subtle differences on the engine vs the rest of my parts are obvious but I at least see it.

kmnK6Ab.png

Experiments on Mk3 version of this engine. I didn't change the textures so no special texture for an Mk3 version, which I am sad about but this was a late idea which I forgot, managed to add still (I'm thinking of revising the textures again but Im not sure). This made the K1710 have a whooping 6 mesh variant (3 non-Mk3s and other half is Mk3)

XMZZoZ3.png

The bulkhead texture is changed, I'm ambivalent about it. I like it and not at the same time. I'll think of a better design if ever something comes up, I might change it. The Mk3 is currently blank, I have no designs in mind. But the part is mostly done. It's like I'm making 6 engines in one.

Yx5n0fN.png

Warhawk variant close up. Complete with specular and normal maps (it's subtle but I'm using bump shaders again, or at least for the first time in APP)

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On 2/20/2019 at 8:40 PM, blackheart612 said:

Are you certian AirplanePlus is the problem? First time I've heard of this issue, I have no idea how to replicate it either. Is APP the only mod installed?

Found the problem and you are right. Mandatory RCS cut all the control from cockpits therefore there was no controllable flight.

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Regarding MK-3 parts, will cockpits also get them? I think it's simple enough, you just have to change the fuselage part of it into an MK-3 configuration, and of course add a mesh switch.

However, I also understand there might be tons of problems, so no rush :)

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On 3/8/2019 at 3:27 PM, Rattana said:

@blackheart612 Are you aware that the Tweakscale specially for Airplane Plus isnt working anymore?. The link isnt showing the site it used to show..

As far as I know, TweakScale is "not working" for some very specific cases, most of them due wrongly applied patches. :)

TweakScale logs on KSP.log every problematic part it detects, pinpointing to an URL explaining the bug. Publish your KSP.log so we can diagnose your problem. 

— — — — — 

@Rattana, could you please provide your KSP.log and more information? I didn't found anything (new) wrong with TweakScale and Airplane Plus (or any other AddOn).

https://github.com/net-lisias-ksp/TweakScale/issues/28

54075134-4efa9880-427a-11e9-9d24-0917306

Edited by Lisias
tasting my own medicine :)
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@Lisias Im sorry for confusing you. I didnt specifically say that it isnt working anymore, i meant that the website where i can download the tweakscale for Airplane Plus from isnt working anymore. 

 

That happened a while ago from what i know i may not even be aware that the website is up running again.

 

now if you could provide the Airplane plus tweakscale file id be real happy about it since i cant find it anywhere.

 

 

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34 minutes ago, Rattana said:

@Lisias Im sorry for confusing you. I didnt specifically say that it isnt working anymore, i meant that the website where i can download the tweakscale for Airplane Plus from isnt working anymore. 

Ow. This is my favorite kind of issues! The ones that doesn't exist, so I don't have anything to fix! :D

Not a problem. It just happened that I'm working on some issues on TweakScale, and by "luck" (I hate you, Murphy!) what you described fit perfectly on the potential colateral effects I'm worrying about. :)  

 

34 minutes ago, Rattana said:

now if you could provide the Airplane plus tweakscale file id be real happy about it since i cant find it anywhere.

The thing is deeply buried on some site, and then, zipped together a lot of other patches:

https://www.dropbox.com/sh/wrjma4jq9gu0frj/AACUNwRheKYoUULqeEhC_0cha?dl=0

Unzip the thing somewhere, and move what you want to your GameData.

 

(and thanks, by the way! I had forgot about this, and it's interesting to have it along to include on the testing! So, this ended up being useful! :) )

Edited by Lisias
additional thx
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Hey @blackheart612, found a bug in current version I wanted to pass along.

 

Versions: Airplane Plus R25.0 , ModuleManager 4.0.2 , KSP 1.6.1 w/ Making History   (no other mods installed)

Bugged Behavior: Advanced Categories do not work in the VAB, and trying to access them causes Simple Categories to break until the VAB is reloaded.

Steps to Reproduce: Start new sandbox game --> Enter VAB --> Open Advanced Part Categories --> Filter by cross-section profile (or any) --> Filter by Mk2 (or any) --> Notice no filters have applied to the list displayed --> Go back to Simple Categories --> Simple Categories no longer work either

 

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Release 26

Well, I'm responding here, finally. I'd like to preface that I've had ISP problems for a while, locally, a fiber wire has been cut and my ISP has been trying to fix it. I've had no connection for 3 total days, 2 of them are consecutive, and 3 somewhere after in the span of the entire week. Sporadic outages are included in between. I can play a little bit of online games but it's unstable, and it's quite slow so I can't do much. I could chat on most sites due to the fact that it doesn't take much bandwidth. Now it's a little better.

@SparkyFox Wrote me a plug-in that will make a category for AirplanePlus in the Part Catalog default categorization and noticed the issue while testing @Captain Planet and I figured out it was Firespitter. This is now fixed along with a lot of updates on part back-end mechanics. I've slapped in the variant of Lotus because I saw it while developing. Here's the changelog:

 

Completely Reworked K1710 "Whirlwind" Engine - now with a total of 6 variants*

*Last 3 variants will include Mk3 version of the first 3

Added J-56 "Lotus" High-Bypass Turbofan Engine variant removing the pylons

 

-

 

Fixed Size 1 100-KE Auxiliary Power Engine having wrong attachment points

Fixed Size 2 Non-Commercial Cockpit textures

Updated all Auxiliary Power Engine wrong Center of Mass

Updated J-34 "Chevron" High-Bypass Turbofan Engine wrong Center of Mass

Updated all hollow parts and hollow parts with animated doors' Drag Cubes for better Aero

Updated Firespitter to fix issue where choosing any other categorization except default will break the part catalog

 

There's not much to show off, this is like I said, more of a back-end update. I encountered an emissive problem during my development. It worked for me on my tests but please update me when it's having issues. And remind me of issues I forgot to fix, or tell me if there are new ones. I was piling up with debt of fix these when I was adding parts, glad I could finally get them done. Hope you all enjoy... the fixes. :')

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Ive been building planes since the dawn of ksp and i thought that i should share my most recent planes!

ive had trouble video recording my screen so heres a link> https://imgur.com/a/JTuBeAL 

what id love to see in the future of this mod is a plane tail with an APU just like the B777

or a set of winglets that i can use that resemble those of modern airliners such as A350,b787 etc 

what i always had to do was put a resized tailfin on the tip of the main wing then attach an even smaller tailfin to the tip of the other tailfin previously.

just some suggestions<3 

sorry for my aggresive writing im not so good in professing my thoughts!

 

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