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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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16 minutes ago, linuxgurugamer said:

How? 

Minor issues that can be fixed by some adjustments: planes slide on the runway like on ice  and all brakes are set to 50% by default so they can't stop anything.  Can be fixed by fine-tuning steering, friction and brake force. Major issue that can't be fixed by any means: a landed plane begins to spin with about 0.5-1 degree per second. Adjusting friction, brakes or suspension doesn't help.

The need to manually adjust every single rover wheel (including 20-wheeled ones) and every landing gear made me really really frustrated.

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for some reason I can't get kerbals out of the size 1.5 crew cabin. can someone help?

"automatic EVA disabled, activate a hatch" is what I normally get, and I know what to do to EVA kerbals when this pops up but it just doesn't seem to work.

"hatch is obstructed, can't exit" sometimes pops up even when there isn't anything obstructing the hatch.

Edited by Kerbal410
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I'm not having the same issues others are with the gear. For me the MM patch method worked. I have no idea how or why, but just for the sake of public knowledge, that is what I have encountered. However, I am running into issues with all of the helicopter rotors on 1.12.3. They don't display deltaV stats in the hangar and they do not turn on.

Edited by Radical2638
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  • 4 weeks later...

Hello,

This mod is really great, and I would like to help to improve it too,
so I forked the GitHub and made some changes:

// changelog for updates by Skalou

***update v1.0.0***
- renamed part.cfg with "partname".cfg
- removed badly commented modules and cleaned things in .cfg, module pointing to inexistant object in landing gears etc...
- removed some lost flag textures in folders, kerbal default flags in engines ...
- added a model and config to add airlocks and ladders for the s1p5cabin, it was not possible to eva from this part !
- added AirplanePlus\Updates folder with patch to store patches:
	- MM_AirplanePlus_TWEAKS.cfg , read stuff inside to know
	- Kerbalism_AirplanePlus.cfg , for kerbalism compatibility
- added a changelog and tweaked KSP-AVC .version file

ToDo:
- update changelog and KSP-AVC.version links
- change versionning numbers from 26.5 to someting like 26.0.5 as stated in the version file (confusing numbers)? use 27.0.0 for the next one to don't mess things?
- host in github the ksp KSP-AVC .version file instead of https://ksp-avc.cybutek.net/version.php?id=660 ?

you can download it there and help if you want:
https://github.com/skalou/AirplanePlus/tree/skalouUpdate01

So I am open if you have anything to report,  any help and comments are welcome, I looked at the 10 last pages in this thread, but maybe I missed things.

@Kerbal410, i fixed the Size 1.5 cabin problem, there was no airlock and ladders in the model, there was no way to eva from this trap !  so i added them :
eUumLER.jpg

@blackheart612, once ready I will propose you to merge it on github, up to you to accept changes that you like of course,
and thank you for this great mod! :heart_eyes:

Edited by Skalou
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  • 2 weeks later...

I have several complaints about this mod:
1. Helicopter engines. More precisely, their electric generators. On version 1.4.4, as I remember, they worked. On versions 1.12.1 and 1.12.2, they do not produce electricity. I don't know if this is how Firespitter works, or if I have some kind of problem, but the fact that they worked before and don't work now is a fact!
2. Chassis and wheels. It is in this mod, as well as in the Groundeed  of the same author, that there are quite serious problems with them. In both cases, both the chassis and the wheels spontaneously deploy the device at a low yaw rate, approximately 0.50 - 10 per sec. Separately from this, when the device is launched, the chassis sometimes falls into the ground, and when physics is turned on, the device jumps with the corresponding consequences. Or the chassis remains under the surface, and in order to use it, you need to remove it and release it when the device is on the ground.

I also have some interesting suggestions and additions related to this mod and not quite to it. Who is interested or who would like to help me in the implementation (and this whole project is quite large and complex) - write in private messages or leave an appropriate comment to this. I'm happy to share the idea.

@Skalou(I liked your changes and additions to this mod, + you know enough about it), @linuxgurugamer(you are the best modelist, so your help is very valuable), @blackheart612(you are the master of this modification) can you help me or at least listen to me (there is quite a lot of material, so I don't want to insert it in this particular post, knowing that it will get lost among others)? If not, please advise someone who can help.

Thank you very much.

Edited by Ilya_G
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On 3/1/2022 at 3:14 PM, Ilya_G said:

I have several complaints about this mod:
1. Helicopter engines. More precisely, their electric generators. On version 1.4.4, as I remember, they worked. On versions 1.12.1 and 1.12.2, they do not produce electricity. I don't know if this is how Firespitter works, or if I have some kind of problem, but the fact that they worked before and don't work now is a fact!
2. Chassis and wheels. It is in this mod, as well as in the Groundeed  of the same author, that there are quite serious problems with them. In both cases, both the chassis and the wheels spontaneously deploy the device at a low yaw rate, approximately 0.50 - 10 per sec. Separately from this, when the device is launched, the chassis sometimes falls into the ground, and when physics is turned on, the device jumps with the corresponding consequences. Or the chassis remains under the surface, and in order to use it, you need to remove it and release it when the device is on the ground.

Really sounds like you have a problem, possibly something not installed properly.  Without a log file, no one can help.

 

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@Ilya_G,
1) it's ok for me, i tried with the "hippo" heli rotor and it produces Ec.
2) i'm not sure to understand what is your problem, images ? maybe wrong install ? dependencies ?


@Watermel00n, which ones ? images ? the ones i used where ok, except sometime "bouncy" like the stocks gears.

 

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7 hours ago, Skalou said:

@Ilya_G,
1) it's ok for me, i tried with the "hippo" heli rotor and it produces Ec.
2) i'm not sure to understand what is your problem, images ? maybe wrong install ? dependencies ?


@Watermel00n, which ones ? images ? the ones i used where ok, except sometime "bouncy" like the stocks gears.

 

 

18 hours ago, linuxgurugamer said:

Really sounds like you have a problem, possibly something not installed properly.  Without a log file, no one can help.

 

1)@linuxgurugamer, @Skalouthis link will contain all the necessary files on the topic of incorrectly working chassis.

https://drive.google.com/drive/folders/1JJei_XuPb6QjbvEpld9UnWWNIIwpdg0V?usp=sharing

2) For reasons unknown to me, my helicopter engines started working correctly.

3)

On 3/2/2022 at 12:14 AM, Ilya_G said:

I have several complaints about this mod:
1. Helicopter engines. More precisely, their electric generators. On version 1.4.4, as I remember, they worked. On versions 1.12.1 and 1.12.2, they do not produce electricity. I don't know if this is how Firespitter works, or if I have some kind of problem, but the fact that they worked before and don't work now is a fact!
2. Chassis and wheels. It is in this mod, as well as in the Groundeed  of the same author, that there are quite serious problems with them. In both cases, both the chassis and the wheels spontaneously deploy the device at a low yaw rate, approximately 0.50 - 10 per sec. Separately from this, when the device is launched, the chassis sometimes falls into the ground, and when physics is turned on, the device jumps with the corresponding consequences. Or the chassis remains under the surface, and in order to use it, you need to remove it and release it when the device is on the ground.

I also have some interesting suggestions and additions related to this mod and not quite to it. Who is interested or who would like to help me in the implementation (and this whole project is quite large and complex) - write in private messages or leave an appropriate comment to this. I'm happy to share the idea.

@Skalou(I liked your changes and additions to this mod, + you know enough about it), @linuxgurugamer(you are the best modelist, so your help is very valuable), @blackheart612(you are the master of this modification) can you help me or at least listen to me (there is quite a lot of material, so I don't want to insert it in this particular post, knowing that it will get lost among others)? If not, please advise someone who can help.

Thank you very much.

At the end of my last post, I expressed a desire to share a few ideas related to Airplane Plus. Can I tell them to you?

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4 hours ago, Ilya_G said:

1)@linuxgurugamer, @Skalouthis link will contain all the necessary files on the topic of incorrectly working chassis.

https://drive.google.com/drive/folders/1JJei_XuPb6QjbvEpld9UnWWNIIwpdg0V?usp=sharing

2) For reasons unknown to me, my helicopter engines started working correctly.

You should also ping @blackheart612

You should also include the Player.log, as the two log files show somewhat different information

This isn't my mod, I was just letting you know that without logs, no support can be provided

Re #2, did you make ANY changes?

 

Edit:  You should update to 1.12.3, according to the log file, you are running 1.12.1

Edit 2: You are missing a dependency, SpaceTuxLibrary, needed for Janitor's Closet, AirPark, DangIt.  There are also a lot of strange errors.  I'm going to venture a guess and say that you did not install your mods with CKAN

Edited by linuxgurugamer
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15 hours ago, Ilya_G said:

 

 

1)@linuxgurugamer, @Skalouthis link will contain all the necessary files on the topic of incorrectly working chassis.

https://drive.google.com/drive/folders/1JJei_XuPb6QjbvEpld9UnWWNIIwpdg0V?usp=sharing

2) For reasons unknown to me, my helicopter engines started working correctly.

3)

At the end of my last post, I expressed a desire to share a few ideas related to Airplane Plus. Can I tell them to you?

1) you are right, i have the same issues with these gears. Was it working in older KSP versions ? Unfortunately, i am not able to fix them, too difficult for me, especially when the available tutorial is coming from blackheart612 himself :P.  but yes, these lovely landing gears probably need some rework.

3) why not, share them here in forum ? in spoiler beacon if too long maybe.

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On 3/1/2022 at 3:14 PM, Ilya_G said:

2. Chassis and wheels. It is in this mod, as well as in the Groundeed  of the same author, that there are quite serious problems with them. In both cases, both the chassis and the wheels spontaneously deploy the device at a low yaw rate, approximately 0.50 - 10 per sec. Separately from this, when the device is launched, the chassis sometimes falls into the ground, and when physics is turned on, the device jumps with the corresponding consequences. Or the chassis remains under the surface, and in order to use it, you need to remove it and release it when the device is on the ground.

I wonder if  @Shadowmage would be interested in reworking the  wheel code for these using KSPWheel?

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8 hours ago, Skalou said:

1) you are right, i have the same issues with these gears. Was it working in older KSP versions ? Unfortunately, i am not able to fix them, too difficult for me, especially when the available tutorial is coming from blackheart612 himself :P.  but yes, these lovely landing gears probably need some rework.

3) why not, share them here in forum ? in spoiler beacon if too long maybe.

To change this mod, I have 2 directions:

 1. Changes that will not radically change this mod, but will be appropriate

Spoiler

1. Localization. I would be pleased when this mod has support for my native language out of the box, including service labels, action group buttons, etc.

2. Mod integration. @SkalouI liked the way you integrated the Kerbalism mod. But I would like to have, in addition, the integration of the resource and engine launches (especially helicopter ones, which KSP does not consider to be engines in the usual sense). In the stock state, these parameters are "slightly incorrect". In addition, I would like to have the integration of other similar mods, if necessary or if someone sees fit.

3. New Iva's. Some cockpits are beautifully made in this mod https://spacedock.info/mod/1375/Warbird Cockpits , so it will be an example. It would not be superfluous to do also for the remaining cockpits. @theonegalenmaybe you can help us with this?

4. New engines and engine options. I would like to see the BMW-801 engine in this game in the version for the FW-190 (Why him? Because the BMW-801 in this version, the exhaust pipes are located exactly where the MK3S1 fuselage has corresponding cutouts, relative to 1.25m of the fuselage. + it potentially has several execution options) and Yu-88, as well as new skins for the KB 601 "Tornado" engine in the Messerschmitt Bf-110 version and for the K-2800 "Bumblebee" engine in the DC-6 version.

5. Improve the models and textures of the propellers. Even for their time, they look "very good", and now they are a nightmare.
+ In the parts list, the fixed propeller is replaced by a rotating one. In some other mods this problem is solved (SM Stryker Armor and Aerospace combined and https://spacedock.info/mod/1125/Heisenberg Airship Parts Pack from WBI)
Configure Textures Unlimited for rotating propellers

6. It would be great if @blackheart612 himself makes these changes to his mod or leaves a corresponding note on the main page of the forum

2. Changes that would be advisable to combine into one special mod that complements Airplane Plus and similar mods:

Spoiler

In short, I want to combine Real Flame, Engine Ignitor, Dang It, Kerbalism and other mods to ensure realism, increase the complexity of gameplay and improve graphics. If you've played MFC 2020, X-Plane 11, DCS World, Il2 Sturmovik and other similar games, then you know perfectly well what I mean and I don't need to explain it all.

1. Realism:

     1.1. Launch. From now on, you cannot easily and simply start the engine by pressing "stage". Also, to start the engine, you will need resources (Electric Charge and/or Compressed Air, depending on the type of engine). And the launch procedure itself will become more complicated and long.
Compressed Air can produce APUs, which are originally in this mode and will no longer be considered engines, and the engines themselves during operation, and this resource will be important for launching turbojet and turbofan engines. For piston motors, electricity in batteries is enough, and some instances can be started manually without electricity at all (especially Early Engines).

     1.2. Idling. During idling, the engines consume fuel and produce thrust (this is especially true of turbo engines, because in piston engines, the propeller can be vented (of course, in engines with a variable pitch propeller)) and they are warming up.
Technically, this has already been implemented in helicopter engines and I would like to transfer it to the rest. But!!! KSP does not consider such an engine to be an engine. this creates some inconvenience and therefore I would like to fix it.

     1.3. Everything is decided by the revolutions, the mixture and the pitch of the screw. In any flight simulators (at least in those that I know), the pilot controls not the engine thrust, but the RPM.  And thrust is the result, which depends on the revolutions, the pitch of the propeller, the altitude and speed of flight, the fuel-air mixture. I would like to have something like that.
As I wrote at the beginning, if you have played these flight simulators, then there is no point in explaining what I mean.

     1.4. Heating and operating modes of the engine. After starting, the engine will warm up. The task of the pilot is to monitor the temperatures and not overheat it. 
The engine has optimal operating modes tied to the RPM (as in Il2 Shturmovik). After that, it will be impossible to operate the engine for a long time at the limit modes without the danger of overheating and breakdown.
The piston engine will contain a certain amount (depending on the size and power) of oil and coolant (you can just water). Their quantity, temperatures and oil pressure should be monitored in order to avoid breakage.
In turbo engines, it is enough to implement a lubrication system and create pressure in this system during engine operation, as well as exhaust gas temperature.

     1.5. Cooling. As mentioned above - after starting the engine will heat up. In order not to overheat the oil and water, a cooling system is needed. Most piston engines have it (the radiator module can be integrated directly into the part), and if it is not there, you need to put a special radiator
In some engines, the radiator flaps simply open, depending on the installed thrust. They do it slowly, which gives the feeling that they are influencing something. It would be interesting to do manual control of them and make it possible to change the cooling efficiency depending on the position of these flaps.
I propose to introduce 2 new radiators with movable shutters - like the P-51 Mustang or Lockheed P-38 Lightning and Messerschmitt Bf-109.
For the most part, turbo engines do not need such an advanced cooling system, so I do not see any sense in implementing it in full.

     1.6. Breakdowns, repairs and resource.
This is mainly intended for those who fly on the same plane several times.
Yes, the engine can now be broken. Or by inept use or piloting to reduce its resource and get into service. In the event of a critical breakdown, the engine will simply shut down and hang like a ballast just like that, but it will not explode, in another case, its characteristics will drop quite a lot and its use will be difficult, but possible.
Everything that is broken can be repaired (this mechanics has been implemented in KSP recently and in relation to antennas and solar panels. In this case, we only need to tell the game the name of the breakdown and the amount of resources (Repair kits) that need to be spent for repair).
Also, the engines will have a resource that will always decrease, but in some modes, do it especially quickly (for example, afterburner, maximum load, overheating, unsuitable operating conditions). If it is reduced to a certain minimum, the engine will need major repairs.
You can enter a random fault mode, as in Kerbalism and a mode of poor operating conditions. Fans of flying in the desert without filters or at the poles without modification of the fuel system will have a hard time.
As in Kerbalism, engines can be improved.

     1.7. Propellers. In addition to the screw step mentioned above, it is possible to realize a propeller breakdown. If something falls into the plane of rotation of the screw, the engine stops, the model and texture of the broken propeller appear, and the corresponding message will be in the "status" item
Implement animations of changing the pitch of the screw. In the present, the propeller is kind of flat.

2. Graphics and sound effects:

Exhaust. During start-up, mode change, afterburner, flame and smoke will escape from the exhaust pipes of the engine.
The effect of turbulent air convection (the same distortion of the image next to a heated object, for example, behind a working jet engine or behind a heated radiator). I think adding such an effect should not be a problem. How to use it.
Dust, snow, behind the propeller and to the side of it.
Changing the propeller animation and sound effects (and additional effects) depending on the engine speed and condition.

3. Gameplay
     3.1. Modularity of parts. For the engine, it will be possible to choose a propeller, the type of fuel system, the presence or absence of some option, for example, a turbocharger (depending on the type of the engine itself and the availability of such options in it initially). This can be implemented using the B9 Part Switch, where each additional option can be selected separately from the others. This will also affect the characteristics (weight, cost, power, etc.)
     3.2. Modularity of settings and modules. Complexity.
If necessary, in the difficulty menu of the game, you can disable any unnecessary function and adjust the gameplay for yourself and your PC

     3.3. Automatic engine start.
If there are a lot of engines, then you can entrust the start of the engines to automation. In the menu of the KAL-1000 controller, the item "Start the engine start procedure" will be available. when it is activated, all the necessary parameters (the position of the radiator flaps, the pitch of the screw, the control of the fuel-air mixture, etc.) will be set automatically by the KAL-1000 itself. The information window in the editor will indicate the time required to start a particular engine.

If I forgot to write something now, and it will be interesting to you, then I can add it later with the appropriate note

@linuxgurugamerwe are waiting for your assessment.

I would like to get the development of this idea in KSP 2

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1 hour ago, Ilya_G said:

@linuxgurugamerwe are waiting for your assessment.

Don't look at me, I'm not a part modeler.

But, what you are asking for is a lot, and I suspect that this mod has probably been developed as far as it will go.  All depends on @blackheart612

Also, you are asking for a modpack, which is generally frowned upon.  Would be best  to create a CKAN pack which is better suited for it.

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On 3/7/2022 at 6:49 AM, linuxgurugamer said:

Don't look at me, I'm not a part modeler.

Yes, but you are the best I know for creating plugins for KSP mods. As for modeling, I would advise @Eskandare (https://spacedock.info/mod/2215/Eskandare Aerospace), @SuicidalInsanity (https://spacedock.info/mod/473/Mk2 Stockalike Expansion ), @Nertea  (a series of mods Near future and Heat control (I wanted radiators)). I think creating 2 "extra" parts is not a problem for them. Also @Angel-125  (https://spacedock.info/mod/1125/Heisenberg Airship Parts Pack) solved the problem of displaying propellers in the parts menu, as well as their behavior during the game (WBI tools is used there instead of Firespitter). At least these people have something to do with propeller engines. At least I don't think of other people related to this.

 

On 3/7/2022 at 6:49 AM, linuxgurugamer said:

All depends on @blackheart612

In my opinion, @blackheart612 is no longer engaged in this mod, and others too, for some reason unknown to me. I hope he's okay.

 

On 3/7/2022 at 6:49 AM, linuxgurugamer said:

Also, you are asking for a modpack, which is generally frowned upon.  Would be best  to create a CKAN pack which is better suited for it.

Well, you know better how it can be implemented.

On 3/7/2022 at 5:42 AM, Ilya_G said:

Also, you are asking for a modpack, which is generally frowned upon.  Would be best  to create a CKAN pack which is better suited for it.

But, about 1/3 of what I proposed has already been implemented somewhere:
Overheating and repair of parts using "Repair Kits" - in the KSP itself. 
Breakdowns and damage - Kerbal Krash System (https://github.com/linuxgurugamer/KerbalKrashSystem/releases and https://github.com/EnzoMeertens/KerbalKrashSystem), which you also ported to 1.9.1 (a wonderful mod. At least I can land the plane on its belly without explosions. But, if the engine is damaged, it will overheat and may explode. I would replace it for aircraft engines with what I offered (or part of what I offered) - and that's it). 
Resource and its improvement - Kerbalism.
Modularity - mods using B9 Part Switch.

Graphics - Real Plume, SM AFVs (there is a MilSpecDieselType3 engine, the effect of which can be used as an example).

Thanks again.


If someone wants to help me or just be interested in this idea in detail - write here or in private messages.

 

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On 3/7/2022 at 4:42 AM, Ilya_G said:

2. Changes that would be advisable to combine into one special mod that complements Airplane Plus and similar mods:

At least 50% of these features are already implemented in AJE. MAS supports AJE and MAS props can display and control engine RPM, mixture and propeller pitch. MAS can also be used for simulating failures under extreme conditions (see a pitot  tube freezing feature of Warbird Cockpits). Here is a list of what MAS can do with AJE Jet and AJE Propeller part modules https://github.com/MOARdV/AvionicsSystems/wiki/MASIEngine

My thoughts about engine service time: modern engines have service intervals that are much higher than the amount of flying hours an average player can fly on a single plane. Unless you are a huge fan of circumnavigating Earth (or Eve or Jool in stock solar system) you can hardly exceed service limits of a Jumo-004 (that is well known for its short lifespan). That's why it will not make a lot of difference unless you use ridiculously short intervals and make engines fail every flying hour.

 

Edited by Manul
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  • 2 weeks later...
On 3/10/2022 at 10:57 AM, Manul said:

At least 50% of these features are already implemented in AJE.

To be honest, some functions in AJE are implemented crookedly (at least I used AJE and its config for SXT https://spacedock.info/mod/1030/SXTContinued). 
For example: (note: all or most of the above will be for piston engines):
1. Idling. More precisely, its absence. The animation and sound effect of the engine is there, the list of steps shows that it is turned on, but there is an inscription "Magnetos Off" and the engine does not consume or generate resources, and also does not produce traction (although the screw can be fluted). It's quite strange, considering that turbojet engines (CF34-3B Turbofan) have everything working as it should (though...at 0% thrust, the effects do not work, but the engine itself works).

On 3/10/2022 at 10:57 AM, Manul said:

MAS supports AJE and MAS props can display and control engine RPM, mixture and propeller pitch.

2. Screw pitch. I do not know about MAS, but it cannot be controlled from the details menu. Everything is done by automation and there is no button to turn it off both in editor mode and in flight mode. In this respect, all the motors are the same, but I would like it not to be so. In the ASET Props tools, the readings of the "RPM" and "Manifold Pressure" sensors differ from reality. I hope this will be fixed.

3. You can also add the Meredith effect here. Not all engines have it, but it is added to all. I don't know if this is a config problem, or if the mod itself works like this.

On 3/10/2022 at 10:57 AM, Manul said:

MAS can also be used for simulating failures under extreme conditions (see a pitot  tube freezing feature of Warbird Cockpits)

In this case, if "Pitot Heat" is not enabled, then there is a problem with only the vertical speed sensor (which is climb). Problems with displaying airspeed (horizontal) I didn't notice. I have a few ideas on this. They will be announced below.

On 3/10/2022 at 10:57 AM, Manul said:

My thoughts about engine service time: modern engines have service intervals that are much higher than the amount of flying hours an average player can fly on a single plane. Unless you are a huge fan of circumnavigating Earth (or Eve or Jool in stock solar system) you can hardly exceed service limits of a Jumo-004 (that is well known for its short lifespan). That's why it will not make a lot of difference unless you use ridiculously short intervals and make engines fail every flying hour.

1. Not all engines in Airplane Plus are modern (especially the "Early Engines" group).
2. In Kerbalism, the engine life, for example, "K-2800 Bumblebee Radial Engine" is 4 days in standard and 16 in high reliability class. What is 4 days. 4 days is 6 x 4 = 24 hours, i.e. one of our days, which is not so much. With continuous operation at 2/3 power, the cruising speed of the Dodo aircraft https://kerbalx.com/blackheart612/Dodo  it is approximately 120 m/s or 120 x 3.6 = 432 km/h. In 24 hours, such an aircraft will fly: 24 hours x 432 km/h 10368 km. The circumference of the Kerbin = 2πR = 2 x 3.14 x 600km = 3768km. It turns out that if Dodo flies along the equator, it will fly 10368/3768 ~ 5.8 times around Kerbin without the need for engine maintenance. Yes, this is a lot, but I know people who use airplanes many times and in their case it will be quite a normal result. (If you install a bunch of scientific equipment and have a bunch of research contracts, then 4 hours will not be enough). Do not forget that such a calculation was made for 2/3 thrust and for continuous flight. Dodo will need to land for refueling, which is very difficult (the bugs with the landing gear that I and several other users described above have not disappeared anywhere and it is very difficult to make the same takeoff without damaging the aircraft itself.
The Dodo itself, when fully refueled (1,455 units of liquid fuel) at a speed of 120 m/s (432 km/h) at an altitude of 4,000 meters above sea level, consumes 0.12 units of liquid fuel per second. Given these data, it will fly: (1455 / 0.12) / 3600 x 432 = 1452 km without taking off, landing and at 2/3 thrust. It turns out that the aircraft engines will require maintenance after 7 fully used fuel tanks.
3. Resource and breakdowns. As you have accurately noticed, forcing the engine to fail every hour is pointless. But it is possible to make the player himself disable the engines by inept use. In this regard, I like the IL-2 Shturmovik simulator. For example, I'll take the Il-2 Sturmovik: Operation Bodenplatte and the P-47D Thunderbolt aircraft, on which the Pratt & Whitney R-2800 Double Wasp engine is installed (we can assume that there is a "K-2800 Bumblebee Radial Engine"). This engine has several modes of operation:
    1. Economical, 2250 RPM, 32 PSI. The working time in this mode is not limited.
    2. Cruising, 2550 rpm, 42 PSI. The working time in this mode is not limited.
    3. Combat, 2700 RPM, 52 PSI. The operating time in this mode is up to 15 minutes.
    4. Afterburner, 2700 rpm, 64 PSI. The operating time in this mode is up to 5 minutes.
The maximum oil temperature (100 degrees) and the maximum cylinder temperature (260 degrees) are also given.
What's the point? The idea is that the engine life will decrease more if the motor is used under extreme operating conditions. And in case of overheating, the motor will fail in a matter of minutes (I wrote about cooling and overheating in my big message above, who didn't understand - look). And in this case, it will not be the short interval that is to blame, but the player himself, and all the necessary information can be placed in the description of the part. In theory, the engine can generally be killed in 10 seconds if you exceed its maximum rpm by dramatically increasing the fuel supply (the pilots of the P-39 Aircobra know what I'm talking about). In addition to this, you can enter unexpected problems and problems depending on your location.
The first occur regardless of where the plane is located and where it is flying. For example, a leaky crankshaft oil seal, because of which the oil level will begin to fall and if you do not take action, it may end badly. Or some kind of problem with the cylinder (loss of compression, failure of the spark plug, etc.), because of which the motor will lose part of the power at best. There are many such examples and it makes no sense to list them. It is enough to understand that this will greatly affect the life of the engine, and the severity of a particular breakdown may well depend on the wear of the motor itself.
The latter do not depend on the wear of the engine itself, but strongly depend on its design, additional options, as well as on the location of the aircraft. For example, when flying over pusna, the fuel filter may become clogged, and if it is missing, the engine resource will drop significantly from damage caused by sand. Or when flying in northern latitudes or at a certain altitude, the carburetor may freeze, which will lead to a drop in power. Obviously, an engine equipped with a heated carburetor (a paid option that "Early Engines" does not have, which everyone has forgotten about by this point) or a fuel injection system is devoid of such a drawback.

For those who do not understand what we are talking about here, you can look at this post:  

For those who do not fully understand what is being discussed but want to understand it more, I can create a file in the form of a presentation in the format .pttx or in the form of a document in .pdf format (I would not really like to, because I can't include a video in it), which I will post on my Google Disk or Dropbox, and leave the link somewhere here (I think it's obvious that not everything can be described only in words, but in pictures or the video as an add-on will be much clearer).

I hope the developers of AJE @camlost, @NathanKell, @ferram4and @blowfishthey will see this post. I will be glad to cooperate with them.

Thank you so much for your attention and for listening.

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Alright, I shared this personal story on my twitter where I work so I'll just share it here as well so everybody knows why I was away for so long (and probably will be in the future).

Basically my mom got diagnosed with cancer and I had to work for her treatment, which worked. She just recently told me the doc told her that it should be gone, as she's done with chemo.  It's not the end yet as there are more stuff, but I will of course work hard especially now that the seemingly greatest threat is gone. 

I was planning to return after her radiation which will be done in a month, which is why I was trying to share here hoping to do so. Like I said, it's not the end, unfortunately, but it's not a big threat. Regardless, I've barely had time to play games in the first place (still do). Nor have I felt the motivation to most of the time. But the feeling isn't the same for modding because it's art for me, but the time consuming process and consequence of having to test it in the game until it works seems to make it impossible.

Ever since I've had to turn my back "for a while" on this, I've had this and grounded pinned on my chrome tab hoping to return in the future as I still had visions but since the unfortunate reformat of the laptop as well, I haven't had the time to find a possible back up of my unity files, added to what I just stated in the paragraph before.

I'm uh, not sure if it's possible to continue this mod without source files as I stated. I know you contacted me way back @linuxgurugamer, I believe you've taken over quite some of mods under your wing. You've messaged me before offering to help but if it's possible to hand over this mod just so it's kept alive, I would. Even though it was stagnant for a long time, I don't know how much people still use it and grounded but if it's possible to keep it alive, I'd bet on it.

I'm sorry all for such a long wait as it kept going in real life, so many times things looked clear and suddenly new issue arose. But now there's a breather for me and I can think a bit clearer and come back to forums to post and not let these mods die if it's of any possibility...

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1 hour ago, blackheart612 said:

Basically my mom got diagnosed with cancer and I had to work for her treatment, which worked. She just recently told me the doc told her that it should be gone, as she's done with chemo.  It's not the end yet as there are more stuff, but I will of course work hard especially now that the seemingly greatest threat is gone. 

Bad news initially, but great that she's getting better

1 hour ago, blackheart612 said:

I'm uh, not sure if it's possible to continue this mod without source files as I stated. I know you contacted me way back @linuxgurugamer, I believe you've taken over quite some of mods under your wing. You've messaged me before offering to help but if it's possible to hand over this mod just so it's kept alive, I would. Even though it was stagnant for a long time, I don't know how much people still use it and grounded but if it's possible to keep it alive, I'd bet on it.

I'd be happy to take this under my wing in a "Community Curated" version.  I don't do part modding, but there are people who are able to update existing models, if necessary.  By "Curated", I mean that I would be managing releases and patches, but relying on the community supplied patches for most changes.

 

I'm busy with a few other mods right now, but if this is acceptable, I can review the thread to see what patches are available, and then get together an initial release (if anything is available)

 

1 hour ago, blackheart612 said:

I'm sorry all for such a long wait as it kept going in real life, so many times things looked clear and suddenly new issue arose. But now there's a breather for me and I can think a bit clearer and come back to forums to post and not let these mods die if it's of any possibility...

RL always takes precedence.  Will you be monitoring the forum?

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1 hour ago, linuxgurugamer said:

@Skalou  I see you've already done pretty much what I was thinking of doing.  Would you like to do this jointly?

 

@linuxgurugamerIve actually been also working on my own branch of AP+, more focused on adding new parts (primarily cockpits and control surfaces) if you got room for a 3rd person in the joint work on the mod.unknown.png

Edited by Drag0nD3str0yer
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