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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Compatibility with textures unlimited?

i wanna make a police helicopter

Also, fenestron rotors!

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20 hours ago, Beetlecat said:

hey everyone and @blackheart612, here's a quick config to fix the short tailboom A and B that are currently defaulting to a blank white placeholder texture.

Squad changed the texture directories for the cones between 1.7.3 and 1.8, which made the squad textures unreachable by the part.cfg files.


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

For some reason, this was mentioned *many* times in this thread, but somehow missed by me during my hiatus. :)  But at least it's here now in a patch form.

Next little thing to fix is the DDS file for the skid not loading due to being an incorrect format.

I'll get to this once Im free. Thanks. 

7 hours ago, siklidkid said:

Compatibility with textures unlimited?

i wanna make a police helicopter

Also, fenestron rotors!

The compatibility patches are really mostly user made, as I can't spare the time to do them myself. Firespitter has a fenestron rotor, actually. I had planned to make them previously, but it got me thinking and the reason I didn't make them at the time was half that it exists on FS already, and half that it was complicated for me to understand at that time. But I used the fenestron to study how tail rotors work for the fs module.

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cool.

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Dusted off my account after years, just for this one post :P 

On 2/16/2020 at 4:33 PM, TheRedTom said:

Made an Osprey style tiltrotor with the Huey cockpit, works well most of the time (unless Kerbalism decides to shut down one engine)

https://imgur.com/PdLjpGr

https://imgur.com/WHMvxcj

I don't suppose you'd mind giving some info on how you did that, maybe even the ship file? I'm trying to build a VTOL of my own after some...accidents...with a helicopter, but I'm not entirely sure where to start, and I can't tell what engines those are either. 

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As of textures, the only ones left still not working are the short tails. 

I may need to check if there are any recent updates that I haven't grabbed.

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22 minutes ago, Ruedii said:

As of textures, the only ones left still not working are the short tails. 

I may need to check if there are any recent updates that I haven't grabbed.

I was playing and tested if APP works for 1.9, after updating all of my mods. All is well, I haven't updated the 2 main mirrors but I just confirmed a merge on github right now to fix that issue. This should work for 1.9 too as long as you have the right fs plug-in.

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On 2/28/2020 at 5:24 PM, Ruedii said:

As of textures, the only ones left still not working are the short tails. 

I may need to check if there are any recent updates that I haven't grabbed.

And the structural fuselage junior!

There is a glitch, this may just be for me.

But whenever i use the passenger door size 2, or the structural hull size 2, when i click the "Next" button the paint is striped.

Thanks. I solved it. DCK was the problem.

Edited by siklidkid

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It would be cool if you could add an Apache cockpit.

(yes i know they are in firespitter but airplaneplus looks more stockalike.)

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On 2/29/2020 at 9:49 AM, blackheart612 said:

I was playing and tested if APP works for 1.9, after updating all of my mods. All is well, I haven't updated the 2 main mirrors but I just confirmed a merge on github right now to fix that issue. This should work for 1.9 too as long as you have the right fs plug-in.

Nice to see that 1.9 will be updated.

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On 3/5/2020 at 10:03 AM, Xd the great said:

Nice to see that 1.9 will be updated.

No need, it's still up to date, only plug-ins need updating, and the last FS still works for 1.9.

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Nice to see this mod still alive :)

All rotor engines (those used for helicopters) are somewhat upside down in VAB\SPH and their attachment nodes are also turned 180°

Is it a known issue or have I installed something wrong?

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Posted (edited)
On 2/16/2020 at 1:36 AM, blackheart612 said:
On 2/15/2020 at 5:22 AM, Beetlecat said:

hey everyone and @blackheart612, here's a quick config to fix the short tailboom A and B that are currently defaulting to a blank white placeholder texture.

Squad changed the texture directories for the cones between 1.7.3 and 1.8, which made the squad textures unreachable by the part.cfg files.



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

For some reason, this was mentioned *many* times in this thread, but somehow missed by me during my hiatus. :)  But at least it's here now in a patch form.

Next little thing to fix is the DDS file for the skid not loading due to being an incorrect format.

  

I'll get to this once Im free. Thanks. 

 

FYI, don't use ":FOR[something]" in your user patches. It actually means you define something to extend that mod, not that you require that mod to be installed. This causes MM to see "something" as if it was installed, even if it isn't, and may cause unwanted side effects with other patches that trigger when they shouldn't.

Use ":NEEDS[something]" or ":AFTER[something]" if you have to. In this case, you don't even need to specify that, because the patch only applies to the part if the part exists in the first place.

Of course, the mod's author doesn't even need any of this, as they can and should directly edit the part definition itself.

That said, I came here to report that exact same solution ; )

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

...works for me.

Edited by Corax
clarification

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4 hours ago, Corax said:

FYI, don't use ":FOR[something]" in your user patches. It actually means you define something to extend that mod, not that you require that mod to be installed. This causes MM to see "something" as if it was installed, even if it isn't, and may cause unwanted side effects with other patches that trigger when they shouldn't.

Use ":NEEDS[something]" or ":AFTER[something]" if you have to. In this case, you don't even need to specify that, because the patch only applies to the part if the part exists in the first place.

Of course, the mod's author doesn't even need any of this, as they can and should directly edit the part definition itself.

That said, I came here to report that exact same solution ; )


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

...works for me.

As said on thread title, the github version is the most up to date so this is fixed there. I merged this fixed to the files 9 days ago so hopefully it's fine there for other people if they check.

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I'm trying to make a 1.875m cargo bay, but the part refuses to resize, is anyone seeing what I am doing wrong here?

+PART[s2cargobayS]:AFTER[AirplanePlus]
{
	@name = s2cargobayS_15
	@title = Size 1.5 Cargo Bay CRG-15/2
	@description = The removal of the inside tanks inside hulls made it possible to make empty size 1.5 Hulls. Cutting past halfway up from both sides, putting hinges on each side and halving the topside made an opening for top possible. Can be used anywhere you need it.
	@mass = 0.2
	@bulkheadProfiles = 1.5
	resizeFactor = 0.5
	scale = 1.0
}

 

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43 minutes ago, MacLuky said:

what I am doing wrong here?

1) rescaleFactor = 0.5
2) You need to define a dragcube. With automatically generated dragcube a part next in the stack will create enormous drag (up to 100x normal drag). Find a dragcube for a fueltank of the same size in PartDatabase, use it as DragCube A. It's a dragcube for the closed position. For cube B you can copy a dragcube B generated for your cargobay in its open state.

This is how I did it for Mk0 cargobay.

Spoiler

    DRAG_CUBE
    {
        cube = A, 0.623,0.7672,0.4141, 0.623,0.7672,0.4141, 0.3033,0.9425,0.1318, 0.3033,0.9425,0.1318, 0.623,0.7672,0.4141, 0.623,0.7672,0.4141, 0,0,0, 0.625,1,0.625 // Drag cube for Mk0 fueltank
        cube = B, 0.6395,0.799,0.4937, 0.6395,0.7989,0.4937, 0.2053,0.958,0.9801, 0.2053,0.961,1.012, 0.8877,0.857,0.3818, 0.8877,0.848,0.6341, -8.941E-08,-0.4234,-1.49E-07, 0.8405,1.816,0.625 //automatically generated drag cube B for my cargobay
    }

If someone needs a tiny cargobay, I can share a full config.

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Posted (edited)
36 minutes ago, Manul said:

1) rescaleFactor = 0.5

So, I tried 0.75 as well, but no change in size. I've never seen this not work. Do I need to place inside @MODEL?

 

Edit: Ah that seems to do something, now the nodes are off, but that might be fixable. Then I'll look into drag cubes. Thanks for that

Edited by MacLuky

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How do you get the flaps and slats from this mod to work realistically? Flaps do ad lift but they seem to act more like down ward elevator than an extension to the trailing edge of a wing for better slow speed flight and lower stall speed. The slats only produce downforce when deployed in the normal direction. Also both flaps and slats have been he option to be enabled both for the yaw and pitch axis but when I enable both axis only the yaw one works. Am I using them wrong or do they just not function realistically ?

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Can you make the C-130J Engines?

(six blade heavy props)

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Posted (edited)
On 3/14/2020 at 3:09 AM, AviatorBoi said:

How do you get the flaps and slats from this mod to work realistically? Flaps do ad lift but they seem to act more like down ward elevator than an extension to the trailing edge of a wing for better slow speed flight and lower stall speed. The slats only produce downforce when deployed in the normal direction. Also both flaps and slats have been he option to be enabled both for the yaw and pitch axis but when I enable both axis only the yaw one works. Am I using them wrong or do they just not function realistically ?

Flaps are just for looks, otherwise they only act as any other surface, meaning, they will provide torque (i.e., roll if they act inverted to eachother, pitch if they are far from the CoM and act together, spoilers if close to the CoM etc.). 

This is because lift parts generate a blunt "lift" value (the faster, the more lift) but the actual way that aerodynamic forces act over a foil is not simulated. As a consequence, the game does not "read" what happens (or rather, what should happen) when you place and use a flap for the purpose it would have worked for in real life.

There is a mod called FAR (ferram aerospace) that gives a "flap" option to control surfaces; using them as flaps gives them the expected result, meaning, you lower/extend them and lift will increase at the expense of more drag and some nose-down momentum.

I like that mod; I have stopped using it in protest, as there is a guy that posts there as if he was the mod owner, and goes about intruding around and behaving as if he was some sort of regulator or manager of mods in general, answering things nobody has asked him etc. - as he does in other mods - which is a damn bore. But the mod is great, give it a try.

Edited by Daniel Prates

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23 minutes ago, Daniel Prates said:

I like that mod; I have stopped using it in protest, as there is a guy that posts there as if he was the mod owner

You're protesting a mod because of some rando who doesn't actually have anything to do with it? That doesn't make sense.

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16 minutes ago, sturmhauke said:

You're protesting a mod because of some rando who doesn't actually have anything to do with it? That doesn't make sense.

I am actually recommending him the mod. What I do which affects only myself is my business, isn't it? Thanks for your oppinion tho.

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On 3/9/2020 at 11:01 PM, MacLuky said:

So, I tried 0.75 as well, but no change in size. I've never seen this not work. Do I need to place inside @MODEL?

I placed this line after MODEL{} and it works. But I did it by making a new part config, not with a MM patch

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Build the famous "Murica Eagle" from the USAF.... Based on the twin-seat E-Type...
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And ...  Yep....   The S/MTD variant also available... 
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On 3/8/2020 at 5:37 PM, Horus said:

Nice to see this mod still alive :)

All rotor engines (those used for helicopters) are somewhat upside down in VAB\SPH and their attachment nodes are also turned 180°

Is it a known issue or have I installed something wrong?

This

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