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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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Getting the following error in the log on startup:

[LOG 15:53:29.584] PartLoader: Compiling Part 'AirplanePlus/Parts/Command/b29cockpit/part/b29cockpit'
[ERR 15:53:29.586] PartLoader: Encountered exception during compilation. System.NullReferenceException: Object reference not set to an instance of an object
  at PartLoader.ReplaceTextures (UnityEngine.GameObject model, System.Collections.Generic.List`1 textureNames, System.Collections.Generic.List`1 newTextures) [0x00000] in <filename unknown>:0 
  at PartLoader.CompileModel (.UrlConfig cfg, .ConfigNode partCfg, Single scaleFactor, .AvailablePart partInfo) [0x00000] in <filename unknown>:0 
  at PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) [0x00000] in <filename unknown>:0 
  at PartLoader+<CompileParts>c__Iterator1.MoveNext () [0x00000] in <filename unknown>:0 

[ERR 15:53:29.586] PartCompiler: Cannot compile part

KSP 1.7.3 with all the latest updates to all mods and still persistent with a clean install. Log file

Hope this is easy to fix! I LOVE this mod! My father is a private pilot and he taught me to navigate in the right seat of a 172 when I was still a little girl (back before GPS when LORAN was the best NavAid in the world!) and I've always loved planes since. (not as much as HE does, but still... ^_^ )

Edited by RobertaME
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18 hours ago, Vaporschutz said:

Helicopter engines produce 0 thrust.

Added to FAQ now since I noticed this has been a recurring question:

Quote

The Rotorwings have Current Thrust: 0 - is something wrong?

It's a Firespitter feature, the rotorwings use a custom module. The function is there's an RPM, blade "wings" spin, and the angle of wings determines the "thrust".

Let me know if this is not the case for you.

1 hour ago, RobertaME said:

Getting the following error in the log on startup:


[LOG 15:53:29.584] PartLoader: Compiling Part 'AirplanePlus/Parts/Command/b29cockpit/part/b29cockpit'
[ERR 15:53:29.586] PartLoader: Encountered exception during compilation. System.NullReferenceException: Object reference not set to an instance of an object
  at PartLoader.ReplaceTextures (UnityEngine.GameObject model, System.Collections.Generic.List`1 textureNames, System.Collections.Generic.List`1 newTextures) [0x00000] in <filename unknown>:0 
  at PartLoader.CompileModel (.UrlConfig cfg, .ConfigNode partCfg, Single scaleFactor, .AvailablePart partInfo) [0x00000] in <filename unknown>:0 
  at PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) [0x00000] in <filename unknown>:0 
  at PartLoader+<CompileParts>c__Iterator1.MoveNext () [0x00000] in <filename unknown>:0 

[ERR 15:53:29.586] PartCompiler: Cannot compile part

KSP 1.7.3 with all the latest updates to all mods and still persistent with a clean install. Log file

Hope this is easy to fix! I LOVE this mod! My father is a private pilot and he taught me to navigate in the right seat of a 172 when I was still a little girl (back before GPS when LORAN was the best NavAid in the world!) and I've always loved planes since. (not as much as HE does, but still... ^_^ )

For you to love something I wasted time on - is not a waste of time anymore! I hope you enjoy :) 

Anyway, is it gamebreaking? Does the part not load?  Some of the cockpits have a very old problem that I am in debt now. Was bumped 2 months ago but I keep on pushing it back for other stuff. I suspect it's that. You have any in-game problems with it?

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6 hours ago, blackheart612 said:

For you to love something I wasted time on - is not a waste of time anymore! I hope you enjoy :) 

Anyway, is it gamebreaking? Does the part not load?  Some of the cockpits have a very old problem that I am in debt now. Was bumped 2 months ago but I keep on pushing it back for other stuff. I suspect it's that. You have any in-game problems with it?

I VERY much enjoy! I especially enjoy when my father comes over every weekend and I get to show off new planes I've built!

As for the part, anytime I try to use it there are, for lack of a better word, wonky things going on. I get weird performance, like the drag is randomly changing, and sometimes the part will just fail to populate in the parts list. IVA is beyond broken...and sometimes the whole cockpit becomes invisible. And then it will suddenly seem just work fine for a while... until it doesn't.

So no, it's not GAME-breaking... but the part is pretty much useless as-is. If that's the case here, I can live without it... I'll just ignore the part. (or more likely, just remove the CFG so it never populates) Disappointing, but sometimes that's just how the cookie crumbles. ::shrug:: Either way, let me know if you have any ideas.

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2 hours ago, RobertaME said:

I VERY much enjoy! I especially enjoy when my father comes over every weekend and I get to show off new planes I've built!

As for the part, anytime I try to use it there are, for lack of a better word, wonky things going on. I get weird performance, like the drag is randomly changing, and sometimes the part will just fail to populate in the parts list. IVA is beyond broken...and sometimes the whole cockpit becomes invisible. And then it will suddenly seem just work fine for a while... until it doesn't.

So no, it's not GAME-breaking... but the part is pretty much useless as-is. If that's the case here, I can live without it... I'll just ignore the part. (or more likely, just remove the CFG so it never populates) Disappointing, but sometimes that's just how the cookie crumbles. ::shrug:: Either way, let me know if you have any ideas.

Do you have pictures if they are visual? It will most likely help me identify the problem since I can't test if I can duplicate the issue right now.

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9 hours ago, blackheart612 said:

For you to love something I wasted time on - is not a waste of time anymore! I hope you enjoy :) 

Count me in too. I've used your mod to do some of the more insane challenges, like landing a submarine in the mountain lake, or making an amphibious mountain-climbing vehicle.

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Haven't been able to get a pic due to the part not showing up in the menu at all now. My existing builds that used it refuse to load now with the error message that the part is missing. (and since it's the root part of each build, it can't be gotten around)

I'll have to create a fresh build with nothing but A+ and its dependencies to test. I'll let you know what I find.

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This mod is also very special for me, it's literally backbone of my ksp build, almost %70 of my planes use this mod, parts are extremely versatile. Also the modder, Blackheart is one of the best, he always care about our feedback with very nice attitude, something you cant always find.

bonus pix;

unknown.png?width=1192&height=671

unknown.png

Couldnt do it without ap+.

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18 hours ago, RobertaME said:

Haven't been able to get a pic due to the part not showing up in the menu at all now. My existing builds that used it refuse to load now with the error message that the part is missing. (and since it's the root part of each build, it can't be gotten around)

I'll have to create a fresh build with nothing but A+ and its dependencies to test. I'll let you know what I find.

Do you use TextureReplacer or Textures Unlimited? I have a 'texture not found' error with b-29 cockpit but it doesn't prevent the part from being compiled and everything seems to work.

Quote

[LOG 12:20:25.892] PartLoader: Compiling Part 'AirplanePlus/Parts/Command/b29cockpit/part/b29cockpit'
[ERR 12:20:25.893] PartCompiler: Cannot replace texture as cannot find texture 'airbuscockpittex' to replace

 

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On 8/3/2019 at 3:56 AM, Manul said:

That is why a huge canopy is required. If the canopy is almost the same size as the fuselage (as on pictures above) it might have enough space to fit an oversized kerbal's head.

Yeah, the old SXT cockpits, cool as they are, still are slightly too small on some of them.  

That said, it's not impossible to design one with enough height.  One just needs to extend both the top and bottom to make room, and then blend it back to 0.625 on each side.

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20 hours ago, qromodynmc said:

This mod is also very special for me, it's literally backbone of my ksp build, almost %70 of my planes use this mod, parts are extremely versatile. Also the modder, Blackheart is one of the best, he always care about our feedback with very nice attitude, something you cant always find.

bonus pix;

unknown.png?width=1192&height=671

unknown.png

Sleek! Is that a T-38 Talon?

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On ‎5‎/‎9‎/‎2017 at 3:06 PM, TMasterson5 said:

For anyone interested I made a tweakscale patch since the tweakscale compatibility for parts is hit or miss in LBPP. It is located here and I will keep it updated as  glorious new content is passed onto us peasants! @blackheart612 this is a different folder, could you please update your OP with this link instead of the old one as it wont lead to anything anymore? :D

 

DL Link: https://www.dropbox.com/sh/g45l0djvbmypl3e/AABZ033reYyTd_6xV17txTR3a?dl=0

 

Simply download the mods patch you want(or them all) and place in your gameData folder

this doesn't exist anymore

 

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23 hours ago, TheRedTom said:

Sleek! Is that a T-38 Talon?

Well I wanted to make F5, but these two are quite similar aren't they :)

19 hours ago, Daniel Prates said:

From what mod are those landing gears?

Kerbal foundries continued.

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A question on the function of ‘leiding edge slats’ and a note on their placing:

How are they supposed to work? I noticed that if I place them on the leading edge of my wings (curvy side up, pointy end forward, hinge in the back) and deploy them in flight, they generate quite a lot of ‘lift’ downwards. 

Ive been using them to plant my plane on the ground while braking/landing but from what I’ve read about real life flaps, they’re supposed to enhance lift?

I added another set of slats to the same wing edge, rotated 180° so these aid in take-off/slow flight, and noticed that they don’t rotate on their center. This means it’s virtually impossible to balance them left/right properly. It’s nothing that AtmosphereAutopilot can’t handle, but I am wondering how I could fix/math it to be exact. 

So basically: do they work as ‘intended’ (brakes, downforce)? And are there precise coordinates for the ends of them to do some CFG offsetting?

 

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16 minutes ago, Jognt said:

A question on the function of ‘leiding edge slats’ and a note on their placing:

How are they supposed to work? I noticed that if I place them on the leading edge of my wings (curvy side up, pointy end forward, hinge in the back) and deploy them in flight, they generate quite a lot of ‘lift’ downwards. 

Ive been using them to plant my plane on the ground while braking/landing but from what I’ve read about real life flaps, they’re supposed to enhance lift?

I added another set of slats to the same wing edge, rotated 180° so these aid in take-off/slow flight, and noticed that they don’t rotate on their center. This means it’s virtually impossible to balance them left/right properly. It’s nothing that AtmosphereAutopilot can’t handle, but I am wondering how I could fix/math it to be exact. 

So basically: do they work as ‘intended’ (brakes, downforce)? And are there precise coordinates for the ends of them to do some CFG offsetting?

 

The point of leading edge slats are to extend the wing area and allow the plane to maintain a higher angle of attack when landing without stalling. This allows a slower approach and a safer descent. I think you may have put them on wrong, when extended they should look like this

 220px-Airfrance.a318-100.f-gugj.arp.jpg

What you are using them for is essentially analogous to a spoiler, which is when a part of the wing extends up to dump the lift of the wing and drop the aircraft firmly to the deck on touchdown. I usually use the S.P.O.I.L.E.R. part in this pack which maps to the brakes action group by default for this

 220px-Lift_dumperinnerworkingsa320.jpg

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19 minutes ago, TheRedTom said:

The point of leading edge slats are to extend the wing area and allow the plane to maintain a higher angle of attack when landing without stalling. This allows a slower approach and a safer descent. I think you may have put them on wrong, when extended they should look like this

 220px-Airfrance.a318-100.f-gugj.arp.jpg

What you are using them for is essentially analogous to a spoiler, which is when a part of the wing extends up to dump the lift of the wing and drop the aircraft firmly to the deck on touchdown. I usually use the S.P.O.I.L.E.R. part in this pack which maps to the brakes action group by default for this

 220px-Lift_dumperinnerworkingsa320.jpg

Yup, when attached they look like they would IRL. I noticed they are by default added to the ‘brakes’ action group though, so maybe it’s just due to KSP aero working differently. 

I’ll get some screenshots later to make sure I attached them properly just in case though. :/ 

Edit: the way they work as I placed them means they do increase lift at an AoA of 30°+, but before that point they actually create downforce. 

Edited by Jognt
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3 hours ago, Daniel Prates said:

Are you sure? I use kerbal foundries and thr ones I get look quite different. For one, they dont have the colorful stripes painted on the telescopic struts.

Then you most probably don't have latest version of Kerbal Foundries. Latest one is available to download only manualy from github because it is marked as pre-release and CKAN skip pre-release versions of any mod.

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36 minutes ago, kcs123 said:

Then you most probably don't have latest version of Kerbal Foundries. Latest one is available to download only manualy from github because it is marked as pre-release and CKAN skip pre-release versions of any mod.

Oh that is the case then. Mine comes from ckan or spacedock, either one. Thanks for the heads up. I didnt know about that github verison. Can I trouble you for the download link, just to be safe?

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6 hours ago, Daniel Prates said:

Are you sure? I use kerbal foundries and thr ones I get look quite different. For one, they dont have the colorful stripes painted on the telescopic struts.

Maybe you dont use the latest one or maybe you dont have textures unlimited mod, it adds pbr support for mods who support it, Kerbal Foundries mod has pbr support, thats why metal legs actually look like they're metal.

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