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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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I can certainly appreciate that but if I may ask a question, why not just make an offset that doesn't require doubling them up?  I appreciate the "because it's more work than zero" reasoning, but it might be a nice part to have even outside of this particular niche (it's just this niche certainly adds to it's desirability).

Amusingly the first thing I tried was that offset thinking maybe it had an alternate version.  I was not clever enough to consider just stacking it.

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3 minutes ago, Hyomoto said:

I can certainly appreciate that but if I may ask a question, why not just make an offset that doesn't require doubling them up?  I appreciate the "because it's more work than zero" reasoning, but it might be a nice part to have even outside of this particular niche (it's just this niche certainly adds to it's desirability).

Amusingly the first thing I tried was that offset thinking maybe it had an alternate version.  I was not clever enough to consider just stacking it.

Because its natural partner is actually a hollow part of it of the same length in terms of general use. I usually like making more versatile parts. In which case, this very specific very small length hollow part could be done this way already, which regardless of it, if I add another part would be of limited use.

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That reminds me, last question I hope, and I feel I have to ask: do the firespitter helicopter blades work?  I see you have that V22 design, which I'll assume flies.  In my case, I set the props directly over the center of mass but it behaves like there are phantom forces.  If I tip to the left, the helicopter shouldn't swing back to the right... maybe?  Like, if I touch nothing, it will be out of control.  If I touch anything to try and correct it, it ends up even more out of control.   They feel completely uncontrollable.  Could just be my design of course, but you solved my cargo conundrum, perhaps you can explain why the helicopter parts seem to behave insane or perhaps I just have a bad something?  This is the craft:

n5Br9lR.jpg

Edited by Hyomoto
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It could be very responsive without SAS but it should be fine if it has SAS. You also shouldn't oversteer or overcompensate. Just gentle tilts will move you towards the general direction. Oversteering will make it difficult to recover. Most of these just apply to VTOLs in general to be honest. It's just a matter of difference in thrust, weight and maybe other things.

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Are they just impossible to control without SAS?  The reason I wasn't using it is because you get stuck trying to face whatever direction it was enabled at.  So do you have to continually reset the SAS while flying?  I mean, I can fly planes without SAS.  You just have to build them well.  In this case, that doesn't seem to be an option then?

Turning it on seems to HELP, but it still seems utterly uncontrollable.  Like, tilt forwards shouldn't be illegal, but I press forwards and I start to lean right.  Again, I stress this isn't a "I don't know how to touch controls." situation.  If it was as easy as "be gentle" I'd have circumnavigated the planet.  It literally feels like it's completely broken to the point I'm fighting the controls.  Based on your response that doesn't seem like the intended outcome, but I'm wondering what could be the problem then.

EDIT: You know that gave me an idea, so I just switched to the keyboard and yes, pressing forwards leans right and pressing backwards leans left.  That can't be correct.  I swapped off steering on the rotor and that seems to have helped.  I think I'm seeing the issue, it is completely uncontrollable and there are phantom inputs, but it's definitely firespitter.

Edited by Hyomoto
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Yes, that did it.  Disabling steering on the rotor blades was definitely the issue.  They are still difficult to fly, but in a way that doesn't feel like something very, very wrong is happening.  I'd still love to be able to fix that, but hey, I can fly a helicopter now!  Thanks!

EDIT: More fiddling and ... I dunno.  It seems like helicopters are broken.  Not completely but there are definitely some odd interactions.  It seems that particular issue I was having was localized to the rotor I was using.  Using the dual rotor, things control mostly as I would expect, so much so it's even possible to control it without SAS! However, constantly I'll be flying straight with no issues and BAM, suddenly the helicopter will become unstable.  Sometimes it's a minor nuisance, I lose a bunch of speed and press on, but other times the helicopter will just start violently swaying as I enter tiny corrections.  It's never too far between these problems, but it does seem random how often it happens which almost makes it worse.  It's like, it is flyable, and sometimes it's even pretty fun, but it feels really buggy.

Edited by Hyomoto
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9 hours ago, Hyomoto said:

I have it set up as indicated, but I get the "Hatch is obstructed, can't exit" error. 

This is what I get with many crafts in 1.11 Some parts do not allow to EVA at all, even if there is no attachments. But if I click on the "obstructed" hatch and EVA kerbals using a hatch interface, they get out through the "obstructed" hatch (if it's not really obstructed).

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  • 3 weeks later...
7 hours ago, Caerfinon said:

The mod does work well under 1.11.

Some of the early tech wheels are a little "glitchy" but I just avoid those pieces. 

Yeah, the earlier wheels have been glitchy for a while and have problems in every version of the game I have used them IIRC

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Part mods are usually ok from at least 1.8 (unless they incorporate any newer/changed features) as they are usually just models with basic cfgs which never really change/quick fix if they do. 

I can also confirm these parts work fine in 1.11.1. The helicopter blades in particular are brilliant. Did a tour of ksc in a Vietnam style Huey, no deployment or blade angle to worry about. Highly recommended.

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Issue: Game gets stuck loading AirplanesPlus/Parts/Aero/intake/part/mk1intake

Game version: 1.11.1

AP+ version: Latest on Spacedock

Other mods: ClickThroughBlocker, Textures Unlimited, Toolbar Control, BDArmory,  CorrectCOL, EditorExtensionsRedux, Firespitter, PhysicsRangeExtender, RCSBuildAid, TURD, VesselMover, ModuleManager

KSP.log + Screenshots: 

https://www.dropbox.com/s/x6wot2prgyftucy/Help.zip?dl=0

 

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44 minutes ago, Hojoz said:

Issue: Game gets stuck loading AirplanesPlus/Parts/Aero/intake/part/mk1intake

I looked in you ksp.log and this is what I found. You are not getting the resource IntakeAir

[WRN 14:17:07.316] Could not create PartResource of type 'IntakeAir
[WRN 14:17:07.316] Could not create PartResource of type 'IntakeAir
[LOG 14:17:07.319] enabling TSMD..model (UnityEngine.Transform) updateMode: False
[LOG 14:17:07.327] PartLoader: Part 'AirplanePlus/Parts/Aero/intake/part/mk1intake' has no database record. Creating.
[LOG 14:17:07.327] [DragCubeSystem]: Drag cubes not found or cannot be read for part Part. Generating New drag cubes.
[LOG 14:17:07.335] DragCubeSystem: Creating drag cubes for part 'mk1intake'
[EXC 14:17:07.459] NullReferenceException: Object reference not set to an instance of an object
	ModuleResourceIntake.GetInfo () (at <06f13185617646e5bc801baeab53ab75>:0)
	PartLoader.CompilePartInfo (AvailablePart newPartInfo, Part part) (at <06f13185617646e5bc801baeab53ab75>:0)
	PartLoader+<CompileParts>d__56.MoveNext () (at <06f13185617646e5bc801baeab53ab75>:0)
	UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <5aeafee3fea24f37abd1315553f2cfa6>:0)
	UnityEngine.DebugLogHandler:LogException(Exception, Object)
	ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
	UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)

Normally this resource loads from Squad/Resources/ResourcesGeneric/IntakeAir but there is no log entry in your KSP.log for it.

It should look like this;

[LOG 07:49:09.993] Config(RESOURCE_DEFINITION) Squad/Resources/ResourcesGeneric/IntakeAir

The null reference is likely throw trying to access the non existent resource.

Check your Squad/Resources/ResourcesGeneric.cfg file and make sure it has this stanza in it; 

RESOURCE_DEFINITION
{
  name = IntakeAir
  displayName = #autoLOC_501005 //#autoLOC_501005 = Intake Air
  abbreviation = #autoLOC_6002101 //#autoLOC_6002101 = Air
  density = 0.005
  unitCost = 0
  hsp = 10
  flowMode = ALL_VESSEL
  transfer = PUMP
  isTweakable = false
  isVisible = false
  RESOURCE_DRAIN_DEFINITION
  {
	isDrainable = false
	showDrainFX = false
  }
}

 

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1 hour ago, Hojoz said:

Issue: Game gets stuck loading AirplanesPlus/Parts/Aero/intake/part/mk1intake

Game version: 1.11.1

AP+ version: Latest on Spacedock

Other mods: ClickThroughBlocker, Textures Unlimited, Toolbar Control, BDArmory,  CorrectCOL, EditorExtensionsRedux, Firespitter, PhysicsRangeExtender, RCSBuildAid, TURD, VesselMover, ModuleManager

KSP.log + Screenshots: 

https://www.dropbox.com/s/x6wot2prgyftucy/Help.zip?dl=0

 

I have the same issue btw, though I have different mods

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23 hours ago, Caerfinon said:

I looked in you ksp.log and this is what I found. You are not getting the resource IntakeAir


[WRN 14:17:07.316] Could not create PartResource of type 'IntakeAir
[WRN 14:17:07.316] Could not create PartResource of type 'IntakeAir
[LOG 14:17:07.319] enabling TSMD..model (UnityEngine.Transform) updateMode: False
[LOG 14:17:07.327] PartLoader: Part 'AirplanePlus/Parts/Aero/intake/part/mk1intake' has no database record. Creating.
[LOG 14:17:07.327] [DragCubeSystem]: Drag cubes not found or cannot be read for part Part. Generating New drag cubes.
[LOG 14:17:07.335] DragCubeSystem: Creating drag cubes for part 'mk1intake'
[EXC 14:17:07.459] NullReferenceException: Object reference not set to an instance of an object
	ModuleResourceIntake.GetInfo () (at <06f13185617646e5bc801baeab53ab75>:0)
	PartLoader.CompilePartInfo (AvailablePart newPartInfo, Part part) (at <06f13185617646e5bc801baeab53ab75>:0)
	PartLoader+<CompileParts>d__56.MoveNext () (at <06f13185617646e5bc801baeab53ab75>:0)
	UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <5aeafee3fea24f37abd1315553f2cfa6>:0)
	UnityEngine.DebugLogHandler:LogException(Exception, Object)
	ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
	UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)

Normally this resource loads from Squad/Resources/ResourcesGeneric/IntakeAir but there is no log entry in your KSP.log for it.

It should look like this;

[LOG 07:49:09.993] Config(RESOURCE_DEFINITION) Squad/Resources/ResourcesGeneric/IntakeAir

The null reference is likely throw trying to access the non existent resource.

Check your Squad/Resources/ResourcesGeneric.cfg file and make sure it has this stanza in it; 


RESOURCE_DEFINITION
{
  name = IntakeAir
  displayName = #autoLOC_501005 //#autoLOC_501005 = Intake Air
  abbreviation = #autoLOC_6002101 //#autoLOC_6002101 = Air
  density = 0.005
  unitCost = 0
  hsp = 10
  flowMode = ALL_VESSEL
  transfer = PUMP
  isTweakable = false
  isVisible = false
  RESOURCE_DRAIN_DEFINITION
  {
	isDrainable = false
	showDrainFX = false
  }
}

 

Thanks.

I looked under my Squad tab and what I found might be slightly concerning.

No Resources folder.

I'll have to reinstall then.

 

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  • 4 weeks later...
14 minutes ago, deandingus said:

i don't really know how to say it but, the propeller blur kind of just ignores objects behind it including the terrain itself

And not the rest of its own part... kind of a weird optical effect. It's basically obscuring all the wings and panels, while pretending to be semi-transparent.

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5 hours ago, deandingus said:

i don't really know how to say it but, the propeller blur kind of just ignores objects behind it including the terrain itself

 

4 hours ago, Beetlecat said:

And not the rest of its own part... kind of a weird optical effect. It's basically obscuring all the wings and panels, while pretending to be semi-transparent.

Well this may be off base, but what you are seeing is actually what happens in real life.  You are viewing the prop at an angle, and fiven that the prop blade is angled, it makes sense that one side will be more obscured than the other.  .  I wonder if it is intentional or not.

‘What happens when you move the camera angle around?

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2 hours ago, linuxgurugamer said:

Well this may be off base, but what you are seeing is actually what happens in real life.

I don't think you should be able to look at the core of the planet through a prop in real life.

Something is happening in the graphics department in that picture.

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