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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12 hours ago, Citizen247 said:

It's just a trick to get the patch to be applied near the end of patches after other mods have done their thing, without using "final" which is generally bad practice. But yes, to get the patches to work all that is needed is the partname and NEEDS[KSPWheel] (though that's not strictly speaking necessary, it just stops things getting broken if KSPWheel isn't installed). Using on your own installs you might as well delete AFTER and put :FINAL after NEEDS[].

I'm already using something similar, folder with name "ZX_Tweaks" for my own custom patches to ensure it is executed after anything else. I didn't know that MM behave like that even if you don't have folder with "Z" name. That is good trick to know for some future patches.

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1 hour ago, kcs123 said:

I'm already using something similar, folder with name "ZX_Tweaks" for my own custom patches to ensure it is executed after anything else. I didn't know that MM behave like that even if you don't have folder with "Z" name. That is good trick to know for some future patches.

You do need to define it somewhere, you just don't need that definition to be a folder. Somewhere there should be a :FOR[ZZZ-MoS-Tweaks]. In fact I don't think those will work as they are because there isn't a FOR... Good catch ;)

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1 hour ago, Citizen247 said:

You do need to define it somewhere, you just don't need that definition to be a folder. Somewhere there should be a :FOR[ZZZ-MoS-Tweaks]. In fact I don't think those will work as they are because there isn't a FOR... Good catch ;)

It should work. I noticed similar MM patches in UnKerballedStart mod. Something like this:

@PART[ALCOR_LanderCapsule]:NEEDS[CommunityTechTree]:AFTER[zzzUnKerballedStart]

In published version of UnKerballedStart mod tehre is no folder with name "zzzUnKerballedStart", but patches are applied properly regardless. As much as I was able to understand MM syntax, it consider some mod name valid if there is plugin DLL or folder with specified name. So, if neither of those exist, patches are not applied if mod name is in NEEDS commands, but it seems to work for some reason for AFTER command. FOR command was received some changes in the past, causing quite a lot mods to break/complain about bad patches, so those was necessary to remove to make it work properly. Deprecated SETICtt, for example. It still puzzles me why and when FOR command should be used and when it should not, but I didn't bothered to learn each detail of MM, just enough to make personal MM patches that works for my purpose.

I apologize to everyone here to be slightly oftopic.

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The Custom Barn Kit patch contains ':FOR[zzzUnKerballedStart]'; that is where zzzUnKerballedStart gets defined.

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does anyone know why the cheetah/raptorjet has weird com, its like a meter in front of the actual model, its really throwing off my com on my crafts, can this be fixed?

8E4YnZZ.png

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It's meant to convey the idea that the jet exhaust is only a small part of the engine, and the rest is buried inside the aircraft. Apparently Squad thought about doing it for the stock jet engines, but decided to ignore it as a potentially confusing detail. A few mods out there have an actual model for the internal portion, with the attach node in the usual place.

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Posted (edited)
9 hours ago, KSP dogfight master said:

does anyone know why the cheetah/raptorjet has weird com, its like a meter in front of the actual model, its really throwing off my com on my crafts, can this be fixed?

Jet engine is not only a nozzle, there should also be a compressor and a combustion chamber. The COM is where it should be if it was a real engine not just a nozzle.

I have a fix for this:

@PART[raptorjet]

{

     MODEL
    {
        model = Squad/Parts/Engine/jetEngines/turbineInside
        scale = 0.95, 1.0, 0.95
    }

}
 

This adds a model of a full engine (I'll make a screenshot a bit later)

Edited by Manul

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Stock Panther has the same COM offset. And it used to have a model of it's internals, this model still exists after all updates and can be easily returned.

xonQS2g.png
the same with VTOL engine from SXT but it uses it's own model. All these internal models don't have colliders, they don't interact with other parts, are ignored by aerodynamics and other parts can't be attached to them (they just clip inside a fuselage when the engine is attached)

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On 5/21/2016 at 12:52 PM, blackheart612 said:

If you want assist in hovering, I recommend this mod I'm using

Could you update the link with the current version?

 

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4 hours ago, linuxgurugamer said:

Could you update the link with the current version?

 

Done

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Hi, @blackheart612.

I'm writing TweakScale support for AirplanePlus, and so ended up reviewing some info on the A+ parts and realised there're two S2 parts with the bulkheadProfile set to size1.

Not big deal, this would affect only the part filtering on the Parts Palette, but since some automated tools are seeing the limelight recently, keeping the parts accurate will be of great value: it will allow us to automate some harsh tasks while maintaining the patches as time goes by!

I applied a pull request with the fixes here.

Cheers.

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Posted (edited)

I'm trying to build a helicopter and for the life of me I can't figure out the cyclic controls. There seems to be no pitch control, pitch instead controls roll. meanwhile the roll controls seem reversed.. I crash before I can ever figure out what's going on. I've even loaded some helis downloaded craft files for, and they all seem to have the same problem. An hour of Googling later, and I've still got no idea what I'm doing wrong. Can someone help me by pointing out what I'm missing?

Edit: I'll add - I'm doing my testing at low power - just barely lifting off the ground. It's not the situation from the FAQ where there's too much power causing uncontrollable pitching.

Edited by Snoman314

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OK, this problem doesn't seem to apply to all the rotors equally. I've just tried the Valkyrie engine. It has no roll control and inverted pitch control. I also just tried the Twinblade. It has roll and pitch both inverted, but this means I can rotated the Twinblade 180 degrees around it's axis and the controls are the right way around. Very strange.

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Posted (edited)

hello,

i am still encountering the landing gear problems, they are really frustrating,

is there a way to fix them?

i am tired of my plane jeering off course or not being stable

thanks

 

 

On 5/27/2020 at 7:43 PM, Manul said:

Jet engine is not only a nozzle, there should also be a compressor and a combustion chamber. The COM is where it should be if it was a real engine not just a nozzle.

I have a fix for this:

@PART[raptorjet]

{

     MODEL
    {
        model = Squad/Parts/Engine/jetEngines/turbineInside
        scale = 0.95, 1.0, 0.95
    }

}
 

This adds a model of a full engine (I'll make a screenshot a bit later)

do you have the config for the rest of the engines?

Edited by moguy16

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On 6/5/2020 at 6:17 PM, moguy16 said:

i am still encountering the landing gear problems, they are really frustrating,

is there a way to fix them?

Have you tried using KSPWheel mod and the patches I posted earlier?

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Just now, Citizen247 said:

Have you tried using KSPWheel mod and the patches I posted earlier?

yes i have with ksp wheel, but not with the patches, may i ask what they do?

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Just now, moguy16 said:

yes i have with ksp wheel, but not with the patches, may i ask what they do?

Apply KSPWheel to some of Airplane Plus landing gear. Without patches KSPWheel won't be applied to the Airplane Plus landing gear.

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1 minute ago, Citizen247 said:

Apply KSPWheel to some of Airplane Plus landing gear. Without patches KSPWheel won't be applied to the Airplane Plus landing gear.

may you please quote the post with the patches? thanks

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2 minutes ago, moguy16 said:

may you please quote the post with the patches? thanks

 

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1 minute ago, Citizen247 said:

 

thanks, may i ask what wheels you haven't patched yet?

 

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2 minutes ago, moguy16 said:

thanks, may i ask what wheels you haven't patched yet?

Currently patched gear:

  • KS-H1 Fixed Landing Gear
  • KS-V1 Fixed Landing Gear
  • KS-X1 Assymetric Landing Gear
  • KS-X1 Steerable Landing Gear
  • KS-16 Slant Landing Gear

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42 minutes ago, Citizen247 said:

Currently patched gear:

  • KS-H1 Fixed Landing Gear
  • KS-V1 Fixed Landing Gear
  • KS-X1 Assymetric Landing Gear
  • KS-X1 Steerable Landing Gear
  • KS-16 Slant Landing Gear

And what about ministry of space, man?! :D

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8 hours ago, Daniel Prates said:

And what about ministry of space, man?! :D

The Mod? I'm currently working on the next release of AJE-Extended between course-work and being slammed as a key-worker. After the AJE-E update is up (adding a few WW1 engine models, got probably three more to do) I'll start working on MAD again.

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Hi!

Right off the bat I'm going to say I'm running 1.9.1 so this may very well be my issue and why I'm having problems but carrying on!

So! I'm having issues with the prop engines you get at the very early stages of the tech tree (spud, baron). the issue is that i'm getting up to a certain speed and they're then losing their thrust. it goes from a steady 17KN to almost 3KN.

is this a bug or am i just missing something to do with effective running speed? or something?

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