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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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13 hours ago, blackheart612 said:

I've tested the wheels and oof, they are broken indeed. That's gonna be a bummer. I tested the new lines with that test and that's the result. I'm not quite sure yet how to investigate the models in the future. But this is the last version of KSP right? More or less? Might be worth fixing at the very least if there's no more future versions to break it again

Everything going forward is bugfixes, no new functionality. They're going to have to work REALLY hard to break anything now.

Also, I should say thanks so much for APP! This has been the #1 app for me to install for the last 6 versions of KSP, and even in a "mostly stock" game, this and Universal Storage II are my "have to have" mods. For building aircraft in KSP, I consider APP to be not optional. :cool:

Edited by panarchist
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On 7/17/2017 at 10:48 AM, blackheart612 said:

Regarding the fuel consumption of KT6C, people don't seem to use it that much, so I don't have feedback. I'm not great at testing how lengthy the engines function on practical use because of time constraints. If people here have complaints about it, I'll put the part on focus.

I'm replying to this old post as a reminder and maybe with some new info. This is all with KSP 1.11.2.

The engine consumes a lot of fuel, and has very limited horizontal flight distance as a result. The VAB/SPH says it has 10000 ISP which I would expect to give much longer flight times. There's an extreme amount of drag from the engine so maybe that's the issue. If you are making enhancements to the mod please consider looking at this issue.

The engine itself works fine other than the fuel use. Power and top speed seem reasonable. I've tested with your "Sparrow VTOL", which carries little fuel, and my own craft with more fuel and went maybe 10% of the distance I would expect to travel before empty.

Building in SPH takes some trail and error to figure out how this engine works but I see no bugs there.  I placed it with mirror symmetry, both engines facing forwards for horizontal flight, then deployed to make sure both sides rotated upwards, then did a test launch. If the deployed-upwards engines cause a severe roll as power is applied, reverse thrust on one of the engines.

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Looks like the ShortBoom and ShortBoom2 need their texture pointer changed from "Squad/Parts/Aero/cones/Cones" "Squad/Parts/Aero/cones/Assets/Cones" for 1.12, else it uses the placeholder texture

pairing that with the fix from Angel-125 on the previous page makes it load with no errors in the log for me aside from the usual no drag cube ones.

Edited by A lazy noob
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  • 2 weeks later...

I just notice that some of the parts are missing, like the rest of the engines both prop and jets. But the cockpits and the Helicopter engines are still there and working just fine.

But I read through the post and I understand. Hope you'll get some time and update this mod.

Edited by Jericho2001
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  • 3 weeks later...

in 1.12 When I installed the mod "[1.11.x] Textures Unlimited Recolour Depot", then the Airplane Plus Properller engine faild to show rotating disc during flight, it still have thrust power ouput, but the properller blades are just rotating fast and never switch to the disc animation.

I checked other mods with properller engine, and I found that SXT and KAX are showing the rotating disc animation well, the only mod went wrong is Airplane Plus and Firespitter, so I guess it's because the module:

MODULE
{
    name = FSplanePropellerSpinner

Because I found the only difference between Airplan Plus and other properller mod is inside this module, and when I copy the module lines from Aiplane Plus  Helicopter Rotorwing file, into the piston part's file, the disc finally show up but in a very strange way.

So if there will be something fixed about the compatibility in future compatibility for 1.12, it would be great

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  • 2 weeks later...
On 9/28/2021 at 4:53 AM, DuckDuckCute said:

I checked other mods with properller engine, and I found that SXT and KAX are showing the rotating disc animation well, the only mod went wrong is Airplane Plus and Firespitter, so I guess it's because the module:

MODULE
{
    name = FSplanePropellerSpinner

Because I found the only difference between Airplan Plus and other properller mod is inside this module, and when I copy the module lines from Aiplane Plus  Helicopter Rotorwing file, into the piston part's file, the disc finally show up but in a very strange way.

So if there will be something fixed about the compatibility in future compatibility for 1.12, it would be great

There's nothing "special" about KAX, I just use the latest Firespitter. ;) 

Ignore the Firespitter folder on the distribution file (ignore the ModuleManager too, never install more than one in GameData, and never use an older version!), download and install the https://github.com/snjo/Firespitter/releaseslatest FireSpitter and it should work fine - it did on my rig (on KSP 1.12.2) at least.

(this is one of the reasons I don't think distributing dependencies on the same file is a good thing)

Edited by Lisias
tyops
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On 10/8/2021 at 2:18 PM, SkyTech said:

Hi please update your mod I liked its components but I want to play on the latest version of the game

Hi dude, I think your problem is something else: see my previous post:

I'm using Airplane+ normally on KSP 1.12 - but I didn't installed the old Firespitter that came embedded on it. Try to remove the GameData/Firespitter on your game and install the latest Firespitter. It worked for me.

Alternativelly… Did you tried to use CKAN? It handles this mess for you!

Edited by Lisias
better phrasing
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  • 1 month later...

Could someone please help me with a mm patch so i can play with limited reaction wheel torque, but still be able to use the helicopter engines? Ive found when i play with the patch to limit rw torque to 1% all helicopters immediately stop working. It might have come up somewhere before but i dont particularly want to sort through 150 pages looking for it if its an easy fix.

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2 hours ago, Glimmerglint said:

Could someone please help me with a mm patch so i can play with limited reaction wheel torque, but still be able to use the helicopter engines? Ive found when i play with the patch to limit rw torque to 1% all helicopters immediately stop working. It might have come up somewhere before but i dont particularly want to sort through 150 pages looking for it if its an easy fix.

Well, you need to exclude helicopter rotors from patching limited reaction wheel. Because those engines use "magical" torque wheels to mimic blade pitching in desired direction when you want to control helicopter. That is kind of necessary to workaround of game engine limitations. So, you will need to write additional MM pacth with AFTER command on limited reaction wheel mod. And to revert back original values from those engines. You will also need to pay attention to apply those patches only on necessary APP engines.

Sorry, I don't have latest KSP and APP installed on machine, so I can't help you more with it, with exact MM patches. But, now you know what are you looking for and should be easier to write such MM patch.

 

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On 10/10/2021 at 11:18 PM, Lisias said:

Hi dude, I think your problem is something else: see my previous post:

I'm using Airplane+ normally on KSP 1.12 - but I didn't installed the old Firespitter that came embedded on it. Try to remove the GameData/Firespitter on your game and install the latest Firespitter. It worked for me.

Alternativelly… Did you tried to use CKAN? It handles this mess for you!

I'm running 1.12.2 and neither Airplane+ nor Firespitter show up in CKAN. Will installing Airplane+ work? It looks like the max version is 1.8.1. And, well I'm a layman when it comes to mods. So, I don't want to break anything

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6 minutes ago, SpaceWolf2021 said:

I'm running 1.12.2 and neither Airplane+ nor Firespitter show up in CKAN. Will installing Airplane+ work? It looks like the max version is 1.8.1. And, well I'm a layman when it comes to mods. So, I don't want to break anything

It works, I'm using it exactly as I described on that post. Install A+, remove the firespitter that comes with it and replace it with the latest one.

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I can't even read back much but at least I found the time to reply. I've expressed my desire to fix the wheels after testing them but to put things simply, things haven't been ideal! I've said this before probably but basically been working (it's an art commission thing so it takes all my time) well, because I need to. I'm hoping things go well in life and I can at least have some time off and actually do other things like getting back at this. I'm not giving up hope but it'll take months which I hope it'll go well by then, and even then I'm not sure what might hinder me from somehow simply updating this mod yet again, aside from my lack of the original files still that is.

I know things aren't going well and there's no guarantee for the future. But at the very least, I think all except the landing gears should work without much problems based on the last time I played. I won't press on my regret that I still can't update this mod, I want to make this just an update post more or less. I guess the fact that I keep updating without doing anything says as much, but the fact that I can't update this mod still doesn't help me sleep well at night.

 

By the way, I've always packed a part listing and I think the folders are kind of arranged, so while the landing gears are actually unplayable during my testing, I think it's best to save your load times by deleting the gears, I'm willing to bet they wouldn't break anything.

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  • 3 weeks later...

Hello blackheart,  I just wanted to say this is one of my favorite mods because making airliners is probably my favorite thing to do in KSP and this mod is by far the best for it.

I also wondered what your plans are for future parts.   Things I'd love to see are:

Even bigger sized cabins and cockpits. 

First class and coach cabin variaties.

More main wings. 

Passenger and crew boarding cabin parts.

Aircraft galley cabin parts.

A passenger cabin part that is a tube with no walls on the ends so you can make one big continues looking cabin.  (That may not be possible but had to mention it)

Auxiliary power units.

More of everything currently in the mod in general :)

Anyways this is just some ideas I had.   Whatever you keep doing with the mod will be awesome!

 

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  • 1 month later...

When I build helis they always tilt backwards. I checked the COT/COM and they line up perfectly, I really dont know what is going on. 
Edit: It only happens when I use an axis (controller/hotas) When I pitch up a bit, it pitches down, if I pitch up harder it pitches up

 

Edited by Noctua
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ah yeah, finally touched KSP again after awhile, this mod is still my fav
since wheels now broken bcs of 1.12 update's new wheel module, i edited Angel-125's MM patch made for Grounded wheels to use with AP+ parts
but well, the gears still kinda slides away

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