blackheart612

[1.4.x-1.8.x] Airplane Plus - R26.4 (Fixed issues/Github is up to date) (Dec 21, 2019)

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updated this few hours ago, yes the redesign is great, but i notice something lost
IVA props inside the new Mk1 Non-Com cockpit gone including the new seat, and the sticks doesn't move at all
heli sticks doesn't appear too on the Mk1 viewer's cockpit 2 (no pic)
wYHM9e0.png
7AhUOnL.png

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qg9Pr8P.png

I must admit, I'm amazed with the new cockpit! It's a cockpit worthy of competing against AoA, very stockalike, and blends in really well, nice job!

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that cockpit looks good, but why does it have to replace the older one, i used it on many planes, and this one is far longer so it doesnt fit anymore :/

edit, can you please revert to previous version and add this one separate, its a different much longer cockpit

Edited by Vladokapuh

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@TK-313 The vectoring has been disabled :P 

@[INDO]dimas_1502 No reports of the same problem so far. Seems like another mod is interfering with the new IVA. Most likely an RPM patch.

@Sebastiaz Glad you like it! :) 

@Vladokapuh It's been considered but the short version poses a problem in how it looks in IVA due to how small it is (as a two seater). I can technically make another cockpit to replace the old one but that would mess up the part names due to the new one and old one being used and replaced by people. You can change it yourself, I can walk you through if you're interested. That would make you need to do it every patch, though. So I apologize but it's a final decision with all things considered on my part.

Edited by blackheart612

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Heyo, so i'm testing the mod in career and it's awesome, but i was wondering if there are engines that work on all atmospheres, is there any engine in the mod that can work on duna and eve? 

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oh yeah btw the old Mk1 viewer's cockpit 1 IVA looks better than the new one, the dashboard is too high on the new one

maybe use the old IVA but with the new features?

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@MagicFireCaster Only the J-X4 Whiplash is capable of doing that due to its own special functions, of course. So nope, there are none, nor do I know any engine that might work like that other than the J-X4, or any comparable engines in real life.

@[INDO]dimas_1502 Did I change the height of the Mk1 Viewer's Cockpit 1? I could change it no problem if I did. I do remember increasing the height of most cockpits though. So you could actually see with IVA with amazement!

@i like pizza It's difficult to try and add WW1 parts without seeing them in space for some odd reason because people will just keep using it for anything. Still trying to find a way of balancing it. Because the result will be a very light parts pack which can go to space. I can always lower the heat tolerance but there are a lot of testing and other factors I'm thinking of.

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On a more positive note, I appreciate all of the IVA changes. I also greatly prefer the new MK1 non-commercial cockpit.

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I haven't looked at the redone mk1 viewers cockpit yet. It might actually be better for an instrument panel than it was before.

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10 hours ago, blackheart612 said:

 

@i like pizza It's difficult to try and add WW1 parts without seeing them in space for some odd reason because people will just keep using it for anything. Still trying to find a way of balancing it. Because the result will be a very light parts pack which can go to space. I can always lower the heat tolerance but there are a lot of testing and other factors I'm thinking of.

because that's KSP, i also accidentally sent a Fairey Gannet to space (sub-orbit)

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To balance piston engines, it might be a good idea to look how it is handled in AJE mod. There is even AJE extended configs mod that covers configs for this mod too. It might be too much for someone to have realistic behaviour of jet engines, but IIRC they used float curve for atmospheric pressure vs available engine thrust instead of complete flame out of engine. 10-12km of celling is reasonable enough for piston engine. When you above certain altitude, air is simply not thick enough for propeller to push that air and provide thrust.

Don't know if it is possible to cofigure it properly for stock aero and FAR without using AJE mod. Most probably at least two sttings per engine will be required, depending if FAR is installed or not.

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Is it somehow possible to recompile the old mk1 non commercial cockpit so I can use both the new and old mk1 cockpits?

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22 hours ago, blackheart612 said:

@TK-313 The vectoring has been disabled :P 

@[INDO]dimas_1502 No reports of the same problem so far. Seems like another mod is interfering with the new IVA. Most likely an RPM patch.

@Sebastiaz Glad you like it! :) 

@Vladokapuh It's been considered but the short version poses a problem in how it looks in IVA due to how small it is (as a two seater). I can technically make another cockpit to replace the old one but that would mess up the part names due to the new one and old one being used and replaced by people. You can change it yourself, I can walk you through if you're interested. That would make you need to do it every patch, though. So I apologize but it's a final decision with all things considered on my part.

Maybe possible to add variant switch like some prop engines or intakes have?

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@DownHereInChile There are many ways to half an Mk2 Fuel Tank, could you specify how?

@[INDO]dimas_1502 That's what we're trying to avoid :P 

@kcs123 I understand a fair, just enough amount in curves. I'm just too lazy to get the data. So the engines, instead of being based on the engines, are based on the plane it is on most of the time. Of course, stock KSP is limited but it's good enough when you can set altitude thrust multiplier (you can set at what altitude it flames out) or velocity thrust multiplier (you can set at what velocity it flames out) as well as altering how powerful it is depending on the altitude/velocity respectively. There's the idea of having an intake that's special for the piston engines which weaken then gets a kick when the "supercharger" kicks in but that would probably be exploited by having stock intakes anyway. So the engines just lose power at certain altitude then come back when supercharger is there.
All in all, it's working alright right now, unless people have complaints, then I'll get to fixing it to the best of my abilities.

@SVS Here's the complication: Somebody's bound to want one back. Previous users are going to want the old one back because of the new release. New release users who used it already would want the new one back if I change it. The thing is, there can only be one part name. If I change the part name, either of the two will get an unloadable incomplete craft because the part name has changed. Not to mention that the part name is specific to the current part, it would be confusing to change it to another to accomodate the old one.
It is possible to revert it back, but being indecisive will get everybody confused. If you don't like it, that's my fault for the change and I'm sorry. I'll try and make a new cockpit which is similar to the old one to at least have a cockpit that can be used to replace it. The old cockpit had a few issues which are now fixed in the extended cockpit. Cramped spaces, bad IVA views, difficult to see props inside, props not fitting properly or as good as it is now.

@Vladokapuh The mesh switch will simply change the exterior of the craft, the IVA is a different thing in KSP. This will make the exterior shorter but the interior be the longer one, clipping through the exterior. IVA view is a special config module and can't be mesh switched as it's not part of the model. Again, if this caused a lot of inconvenience, I didn't intend it and I apologize.

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I think that the new mk1 non-commercial cockpit is just about perfect as is. That being said, it may make sense to release a shorter cockpit in the old style that seats a single kerbal.

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Not sure if I'm doing something wrong, but for some reason whenever I use propellers on my craft, they seem to reach peak power and then rapidly fall off to a much lower power level. This even happens on the runway, which means that some of my craft cant get enough speed to lift off. Any advice?

Edited by crazeek

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On 04/02/2018 at 4:18 AM, blackheart612 said:

I'm actually not sure how old the RPM patch is. At this point, the default has a lot more props and the navball isn't even navball anymore as they're mostly for atmosphere anyway. Here's the latest (extended revision) Mk1 Non-commercial cockpit

I put it together ages ago now - I doubt I'm going to have time to put together a new one - in final year veterinary medicine at the moment, so I'm afraid I don't have the time to deal with the tedium that is fiddling around with IVAs.

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1 minute ago, SparkyFox said:

Is there any plans for an ac130 cockpit in the future?


@Sebastiaz
that's a really good super hornet!

 

Thanks mate! :D

Agreed too, we need an AC-130 cockpit, the AoA parts one is pretty good, but it's aging, and has no proper IVA.

Edited by Sebastiaz

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4 minutes ago, Sebastiaz said:

Thanks mate! :D

Agreed too, we need an AC-130 cockpit, the AoA parts one is pretty good, but it's aging, and has no proper IVA.

soo tempted to ask if I can use it for a video :P

yeah, and the textures sadly look out of place

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@crazeek Get some momentum before taking off. Have an AoA of 10-20 most of the time. Also, make sure you're using the right engine. Early engines can't handle much weight.

@SparkyFox Already requested and I've not denied interest of making it. Perhaps in the future.

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9 hours ago, SparkyFox said:

soo tempted to ask if I can use it for a video :P

yeah, and the textures sadly look out of place

Sure you can use it in a video. ^^ I'll PM you the craft file. ^^

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