Jump to content

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


Recommended Posts

I'm a big fan of this mod, but is it just me or is the KS-29 landing gear broken?

If I attach those to an aircraft it starts with the tires below the surface and then it explodes just a few seconds after launch.

Link to post
Share on other sites
On 1/2/2020 at 6:54 AM, emirkustirika said:

Some parts are plain white: ((

When did you download the mod? This particular part did have an issue due to it reusing Squad textures that have been moved to a new folder. This does appear to be fixed for the latest release looking at the configs on GitHub though.

Link to post
Share on other sites

The github version still has 2 cones without textures (In the files named shortboom and shortboom2).  Fixing those somehow also fixed, by proxy, a couple of the tiny nosecones.  No idea how but i put a pull request up for the fix anyway.

In any case it appears the Size 2 cargo bays deploy limiter is working on the closed configuration rather than the open one.  No idea how to fix that one but it makes the cargo bay constantly some variation of open.

Link to post
Share on other sites
On 1/3/2020 at 9:42 PM, Manwith Noname said:

When did you download the mod? This particular part did have an issue due to it reusing Squad textures that have been moved to a new folder. This does appear to be fixed for the latest release looking at the configs on GitHub though.

mode was downloaded at 03/01/2020. yes I downloaded and installed it from git hub on this date. nothing changed. The same parts are still plain white. thank you.

sory i download on https://www.curseforge.com/

after ckan 

Link to post
Share on other sites
On 1/4/2020 at 2:15 AM, Tankman101 said:

The github version still has 2 cones without textures (In the files named shortboom and shortboom2).  Fixing those somehow also fixed, by proxy, a couple of the tiny nosecones.  No idea how but i put a pull request up for the fix anyway.

In any case it appears the Size 2 cargo bays deploy limiter is working on the closed configuration rather than the open one.  No idea how to fix that one but it makes the cargo bay constantly some variation of open.

Ah, good spot. I can imagine how this occurs but I'm not sure if the game actually works that way. If a lookup table is being generated for redirected textures like these parts do, then the last path definition for "placeholder" will point to the incorrect path for the cones texture. I hadn't noticed this because I've patched them all anyway. For the Size 2 Cargo bay, some of the animation entries want to be flipped, so false instead of true and vice versa. You can test this module manager patch if you want...

Spoiler
@PART[s2cargobayS]:NEEDS[AirplanePlus]
{
	@MODULE[ModuleAnimateGeneric]
	{
		@revClampDirection = true
		@revClampSpeed = false	
		@revClampPercent = false	
	}
}

 

I made manual edits directly to the file in this instance so I haven't personally tested that patch.

 

8 hours ago, emirkustirika said:

mode was downloaded at 03/01/2020. yes I downloaded and installed it from git hub on this date. nothing changed. The same parts are still plain white. thank you.

sory i download on https://www.curseforge.com/

after ckan 

OK, so as noted by @Tankman101, other parts need to have their placeholder texture pointed to the right path then everything should be fine. You can either find the part configs and make sure the path for the cone texture is correct or you can try this module manager patch...

Spoiler
@PART[shortboom,shortboomb]:NEEDS[AirplanePlus]
{
	@MODEL
	{
		@texture = placeholder , Squad/Parts/Aero/cones/Assets/Cones
	}
}

 

Not personally tested this one either, my own patches are more extensive and won't work without other files. If you don't know how to make this patch work, simply make a text file inside your GameData folder. Name it "APP_Cone_Patch.cfg" or something that helps you identify it. Copy and paste the above code in to it and save. When you run the game it will alter this entry in the part config.

Patches are written off the top of my head but they're fairly simple. Though that doesn't mean I haven't forgotten to do something obvious :D

Link to post
Share on other sites

I can confirm a few of the prop engines are missing their textures.  I'm gonna see about trying to find their textures and fixing them up on my end as well as documenting which ones have the issue at current.

 

Here's the parts I found were missing textures:

Engines - 

Spud
Baron
Divine Wind
Cyclone
Bumblebee
Tornado 
Silver Crow
Count
Vortex

Other-
Short tail A and B
Small Nose Cone and Stubby version

Edited by MD5Ray01
Documenting the parts that were missing textures that I found
Link to post
Share on other sites
6 hours ago, MD5Ray01 said:

I can confirm a few of the prop engines are missing their textures.  I'm gonna see about trying to find their textures and fixing them up on my end as well as documenting which ones have the issue at current.

 

Here's the parts I found were missing textures:

Engines - 

Spud
Baron
Divine Wind
Cyclone
Bumblebee
Tornado 
Silver Crow
Count
Vortex

Other-
Short tail A and B
Small Nose Cone and Stubby version

There is already a fix for the engines

 

Edited by Nyarlathotep-
Link to post
Share on other sites

The github version seems like it actually has all its engine textures.  Somthings weird on the other downloads.
 

16 hours ago, Manwith Noname said:

For the Size 2 Cargo bay, some of the animation entries want to be flipped, so false instead of true and vice versa.

Well that...technically fixes things.  A more permenant solution probably lies in the actual part model when comparing the entries to the stock cargo bays, but this works for now.

Link to post
Share on other sites
4 hours ago, Tankman101 said:

Well that...technically fixes things.  A more permenant solution probably lies in the actual part model when comparing the entries to the stock cargo bays, but this works for now.

It's an appropriate fix.

The stock cargo bays have been modelled with their animation such that the start of the animation is with the doors in an open state and the end of the animation is with them closed. The APP size 2 cargo bay is the other way around, start is closed, end is open. These parameters along with "closedPosition" in the cargo module define how the game needs to interpret those animations so the part functions correctly in game. I would say, this particular cargo bay animation is modelled more logically (the deploy limiter is mapped 1:1 this way rather than reversed, the closed position is zero...) but at the end of the day, neither approach is right or wrong as the modules have the ability to redefine the animation controller and when to occlude parts with regard to the animation state.

Link to post
Share on other sites

I'm still running into a few missing textures.

Do you want me to make a public list on Google Docs?  (Spreadsheet works best for this.)

This might be an interaction with Restock.  Any parts that utilize stock textures should check that. 

If I have the time I will uninstall restock and see if it fixes things.

Link to post
Share on other sites
On 1/2/2020 at 1:54 AM, emirkustirika said:

Some parts are plain white: ((

It's an issue that appeared at an update that dropped DDS3 texture support (or something like that). This link goes to a patch that solves most of the texture-related issues. You can see the page or two behind that post to figure out why the mod is broken as of now.

Link to post
Share on other sites

Hi.

I really want to you this mod but I am unfortunately still running on 1.7.3 and don't plan to go to 1.8.x anytime soon. I have been searching a lot on the internet for a 1.7.3 compatible version of this mod but I can't find anything.

Is there a version of AirplanePlus compatible with 1.7.x of the game? If so, could someone PLEASE link it for me? Thank you :)

Link to post
Share on other sites
On 1/13/2020 at 3:06 PM, royying said:

@blackheart612 Can you make some half length crew cabin? sometime we don't need that much capacity, half length cabin can save some space for other parts.

In the meantime, a ½ length hull with a seat in it should work! :D 

Edit: I’m actually curious now whether the game would let a Kerbal board such a seat. It would be pretty funny to use the ½ length extending staircase part as a cockpit!

Edited by Jognt
Link to post
Share on other sites
On 1/6/2020 at 1:47 AM, MD5Ray01 said:

I can confirm a few of the prop engines are missing their textures.  I'm gonna see about trying to find their textures and fixing them up on my end as well as documenting which ones have the issue at current.

 

Here's the parts I found were missing textures:

Engines - 

Spud
Baron
Divine Wind
Cyclone
Bumblebee
Tornado 
Silver Crow
Count
Vortex

Other-
Short tail A and B
Small Nose Cone and Stubby version

Same set as for me.

I have restock installed.  This might be an issue.

Link to post
Share on other sites

As I've said before, I've tested the parts and haven't encountered the mentioned problems. I tested them again just to be sure and looked at some of the parts mentioned and it had textures. Curious case if it really is restock though, I don't know how it will affect my textures but it's another mod for sure.

Link to post
Share on other sites
2 hours ago, blackheart612 said:

As I've said before, I've tested the parts and haven't encountered the mentioned problems. I tested them again just to be sure and looked at some of the parts mentioned and it had textures. Curious case if it really is restock though, I don't know how it will affect my textures but it's another mod for sure.

ReStock uses a plugin to prevent loading of stock assets that have been restock’d.

I haven’t had time to play in a while, but if this is what’s happening then a .whitelist file for the textures in question should resolve problems? (Or use the restock version if it is present?)

note: I haven’t read back very far, so if I’m repeating something that was already said: ignore me. ;) 

Link to post
Share on other sites
On 1/17/2020 at 7:17 PM, siklidkid said:

Suggestion: Mk1 cargo ramps and MAYBE mk2 cargo ramps. Not sure how mk2 ramps would work, so maybe just mk2 hatches

You mean tail cargo ramps for mk1 and mk2? If so, then the mk2 could basically just be a mk1 cargo ramp but with a mk2 structural shroud.

Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...