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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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  • 2 weeks later...

It's meant to convey the idea that the jet exhaust is only a small part of the engine, and the rest is buried inside the aircraft. Apparently Squad thought about doing it for the stock jet engines, but decided to ignore it as a potentially confusing detail. A few mods out there have an actual model for the internal portion, with the attach node in the usual place.

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9 hours ago, KSP dogfight master said:

does anyone know why the cheetah/raptorjet has weird com, its like a meter in front of the actual model, its really throwing off my com on my crafts, can this be fixed?

Jet engine is not only a nozzle, there should also be a compressor and a combustion chamber. The COM is where it should be if it was a real engine not just a nozzle.

I have a fix for this:

@PART[raptorjet]

{

     MODEL
    {
        model = Squad/Parts/Engine/jetEngines/turbineInside
        scale = 0.95, 1.0, 0.95
    }

}
 

This adds a model of a full engine (I'll make a screenshot a bit later)

Edited by Manul
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Stock Panther has the same COM offset. And it used to have a model of it's internals, this model still exists after all updates and can be easily returned.

xonQS2g.png
the same with VTOL engine from SXT but it uses it's own model. All these internal models don't have colliders, they don't interact with other parts, are ignored by aerodynamics and other parts can't be attached to them (they just clip inside a fuselage when the engine is attached)

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Hi, @blackheart612.

I'm writing TweakScale support for AirplanePlus, and so ended up reviewing some info on the A+ parts and realised there're two S2 parts with the bulkheadProfile set to size1.

Not big deal, this would affect only the part filtering on the Parts Palette, but since some automated tools are seeing the limelight recently, keeping the parts accurate will be of great value: it will allow us to automate some harsh tasks while maintaining the patches as time goes by!

I applied a pull request with the fixes here.

Cheers.

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I'm trying to build a helicopter and for the life of me I can't figure out the cyclic controls. There seems to be no pitch control, pitch instead controls roll. meanwhile the roll controls seem reversed.. I crash before I can ever figure out what's going on. I've even loaded some helis downloaded craft files for, and they all seem to have the same problem. An hour of Googling later, and I've still got no idea what I'm doing wrong. Can someone help me by pointing out what I'm missing?

Edit: I'll add - I'm doing my testing at low power - just barely lifting off the ground. It's not the situation from the FAQ where there's too much power causing uncontrollable pitching.

Edited by Snoman314
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OK, this problem doesn't seem to apply to all the rotors equally. I've just tried the Valkyrie engine. It has no roll control and inverted pitch control. I also just tried the Twinblade. It has roll and pitch both inverted, but this means I can rotated the Twinblade 180 degrees around it's axis and the controls are the right way around. Very strange.

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hello,

i am still encountering the landing gear problems, they are really frustrating,

is there a way to fix them?

i am tired of my plane jeering off course or not being stable

thanks

 

 

On 5/27/2020 at 7:43 PM, Manul said:

Jet engine is not only a nozzle, there should also be a compressor and a combustion chamber. The COM is where it should be if it was a real engine not just a nozzle.

I have a fix for this:

@PART[raptorjet]

{

     MODEL
    {
        model = Squad/Parts/Engine/jetEngines/turbineInside
        scale = 0.95, 1.0, 0.95
    }

}
 

This adds a model of a full engine (I'll make a screenshot a bit later)

do you have the config for the rest of the engines?

Edited by moguy16
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On 6/5/2020 at 6:17 PM, moguy16 said:

i am still encountering the landing gear problems, they are really frustrating,

is there a way to fix them?

Have you tried using KSPWheel mod and the patches I posted earlier?

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Just now, moguy16 said:

yes i have with ksp wheel, but not with the patches, may i ask what they do?

Apply KSPWheel to some of Airplane Plus landing gear. Without patches KSPWheel won't be applied to the Airplane Plus landing gear.

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1 minute ago, Citizen247 said:

Apply KSPWheel to some of Airplane Plus landing gear. Without patches KSPWheel won't be applied to the Airplane Plus landing gear.

may you please quote the post with the patches? thanks

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2 minutes ago, moguy16 said:

thanks, may i ask what wheels you haven't patched yet?

Currently patched gear:

  • KS-H1 Fixed Landing Gear
  • KS-V1 Fixed Landing Gear
  • KS-X1 Assymetric Landing Gear
  • KS-X1 Steerable Landing Gear
  • KS-16 Slant Landing Gear
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8 hours ago, Daniel Prates said:

And what about ministry of space, man?! :D

The Mod? I'm currently working on the next release of AJE-Extended between course-work and being slammed as a key-worker. After the AJE-E update is up (adding a few WW1 engine models, got probably three more to do) I'll start working on MAD again.

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Hi!

Right off the bat I'm going to say I'm running 1.9.1 so this may very well be my issue and why I'm having problems but carrying on!

So! I'm having issues with the prop engines you get at the very early stages of the tech tree (spud, baron). the issue is that i'm getting up to a certain speed and they're then losing their thrust. it goes from a steady 17KN to almost 3KN.

is this a bug or am i just missing something to do with effective running speed? or something?

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7 hours ago, AntiMatter001 said:

So! I'm having issues with the prop engines you get at the very early stages of the tech tree (spud, baron). the issue is that i'm getting up to a certain speed and they're then losing their thrust. it goes from a steady 17KN to almost 3KN.

Loss of thrust is normal for propellers in real life. Propeller blades begin to stall at a certain airspeed, producing less thrust and more drag. Don't expect to go supersonic with early piston engines, even mighty turboprops can't do it.

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On 6/5/2020 at 7:17 PM, moguy16 said:

hello,

i am still encountering the landing gear problems, they are really frustrating,

is there a way to fix them?

i am tired of my plane jeering off course or not being stable

thanks

 

 

do you have the config for the rest of the engines?

1. Reduce braking on the front wheel(s) by 25-50%

2. Increase Spring strength (advanced tweakable) or double up on wheels if it’s bouncing/veering. 

3. attach wheels to a heavy fuselage part, then offset them to the correct place. Helps with stability.

This applies to the stock wheels. I have not (yet) tried the kspwheel CFG. 

On 5/17/2020 at 9:38 AM, kcs123 said:

I'm already using something similar, folder with name "ZX_Tweaks" for my own custom patches to ensure it is executed after anything else. I didn't know that MM behave like that even if you don't have folder with "Z" name. That is good trick to know for some future patches.

Without specifying a pass (FOR/AFTER/BEFORE/LAST/FINAL) and relying purely on the folder name means your patch will run at the end of the Legacy pass. Which means it’s still one of the first patches loaded, since that pass happens before the others. 

Current MM recommendation is to specific a pass. Like “FOR[zzzzmytweaks]” though that still isn’t as foolproof as just giving them passes as appropriate. 
sometimes you want FIRST or BEFORE. sometimes you want LAST or AFTER. And the rest of the time you’re probably fine with FOR[mystuff]

Edited by Jognt
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6 hours ago, Manul said:

Loss of thrust is normal for propellers in real life. Propeller blades begin to stall at a certain airspeed, producing less thrust and more drag. Don't expect to go supersonic with early piston engines, even mighty turboprops can't do it.

so essentially I'm just being a big dum dum. I drew the same conclusion yesterday after doing some tests with different propellers. kinda sad i can't get my prop SSTO to even lift off anymore. are their any other mods that add more propellers?

apart from KAX, Firespitter.

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