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


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17 hours ago, AntiMatter001 said:

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?

They're designed that way. Spud is based on the Spad WW1 biplane, for instance, whose top speed was around 120mph, around 53m/s, which is where the Spud tops out. The Spud is meant for old and slow biplanes, so it can't go fast.

2 hours ago, AntiMatter001 said:

so essentially I'm just being a big dum dum. I drew the same conclusion yesterday after doing some tests with different propellers. kinda sad i can't get my prop SSTO to even lift off anymore. are their any other mods that add more propellers?

apart from KAX, Firespitter.

SXT adds a fair few prop engines.

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I'm having some problems with 1.9.1

1st of all, some parts don't have proper collision. Namely the landing skid. When launched, the skid will sink into the runway, and helicopter will fall untill it hits the runway with its belly.

Also I can't make a working helicopter. It always seem to weer to left or right, never increase altitude straight up. When enabling SAS it put maximum yaw in direction opposite to my control rotor, like if it was counteracting some massive phantom force. But there's no phantom force, so it ends up spinningu around like a real life helicopter with broken rear rotor.

Is there any tutorial for marking helicopters with APP? Or am I doing something wrong? Maybe it has something to do with FAR? I am using it 

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11 hours ago, KIMCHI said:

Is this mod still actively being managed? If not we need someone to seriously upgrade this mod.

If I see issues and pulls on github, I take a look at them/fix them, so it should be up to date, hopefully if people have issues, they report there.

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Version 1.9.1

Beginner-level piston props (not sure about the other ones) has no sound at launch, the helix is not rotating too, though there is a traction.

Where is problem here?

Edited by Evanse
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On 6/29/2020 at 7:31 AM, KIMCHI said:

Is this mod still actively being managed? If not we need someone to seriously upgrade this mod.

What "serious upgrad[ing]" do you believe it needs?

The only issue I've had with it was a DXT texture not updated.  Blackheart just provided that.

(P.S. I suggest everyone just download and overwrite the skidtex.dds. This really should not require Blackheart push an update.)

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19 hours ago, Evanse said:

Version 1.9.1

Beginner-level piston props (not sure about the other ones) has no sound at launch, the helix is not rotating too, though there is a traction.

Where is problem here?

Have you checked everything in the FAQ?

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  • 2 weeks later...

Hi,

There are several problems with this mod. Here are the messages from KSP.log. Pls fix these errors ASAP. Thanks!

[ERR 21:20:30.104] Texture 'AirplanePlus/Parts/Command/b29cockpit/placeholder' not found!

[ERR 21:20:30.506] Texture 'AirplanePlus/Parts/Engine/Rotorwing/powerprop/default' not found!

[ERR 21:20:31.511] Texture 'AirplanePlus/Parts/Utility/Skid/skidtex' not found!

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22 hours ago, LittleRed said:

Hi,

There are several problems with this mod. Here are the messages from KSP.log. Pls fix these errors ASAP. Thanks!

[ERR 21:20:30.104] Texture 'AirplanePlus/Parts/Command/b29cockpit/placeholder' not found!

[ERR 21:20:30.506] Texture 'AirplanePlus/Parts/Engine/Rotorwing/powerprop/default' not found!

[ERR 21:20:31.511] Texture 'AirplanePlus/Parts/Utility/Skid/skidtex' not found!

If you go to the GitHub repository you can download  the new skidtex.dds

As for the other two, they are baked-in the .my files.  They are there to stay.

(Helpful hint, never use "ASAP" when seeking assistance with a voluntary project.)

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  • 2 weeks later...

are the engines of example ww2 piston planes and ac-130's expected to have very low thrust so that the planes have a TWR of always 0.10-0.14? the jet engines work, and strangely the 0.625m prop with 5 blades works as well

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On 7/28/2020 at 11:30 PM, I likeOxidizerrfuel said:

Does this mod work with 1.10? 

The mod will always work unless there's a fundamental change in the way parts work in game like the sad sad landing gears ;.; But yeah, there's only one dependency, which is firespitter, and if FS doesn't work on the most recent version, you'll experience some weirdness around the propellers, that might not work properly

6 hours ago, Starhelperdude said:

are the engines of example ww2 piston planes and ac-130's expected to have very low thrust so that the planes have a TWR of always 0.10-0.14? the jet engines work, and strangely the 0.625m prop with 5 blades works as well

The TWR depends a lot on the speed and altitude of the aircraft, the curves behave differently to turboprops and turbofans. If you're checking out the game sheet's data, try it in practice if you haven't yet.

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Hi, love your mod, it's really one of my favorites of all time.
But is there any other mod, or plan to make IVA's for your cockpits? With the RPM, ASET and other interactive tools for IVA-only flight?
If there isn't would you give permission to a second party to make them?

Thank you very much for your mod and your support!

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On 8/3/2020 at 12:54 PM, pdrZoox said:

Hi, love your mod, it's really one of my favorites of all time.
But is there any other mod, or plan to make IVA's for your cockpits? With the RPM, ASET and other interactive tools for IVA-only flight?
If there isn't would you give permission to a second party to make them?

Thank you very much for your mod and your support!

 

On 8/3/2020 at 1:51 PM, sturmhauke said:

The license in the OP allows for someone else to add IVAs if they want, as long as they follow the other terms. Here's another link: https://creativecommons.org/licenses/by-nc-sa/4.0/

Go ahead! If you want I can link it here in the OP if you've done one

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  • 3 weeks later...

@blackheart612

There are a few instances where the directory reference to some of the Squad textures you reference is inaccurate.

Example shortboom & shortboom2 both have this:

    texture = placeholder , Squad/Parts/Aero/cones/Cones

the current Squad folder is     texture = placeholder , Squad/Parts/Aero/cones/Assets/Cones

 

One other thing, (I've changed) the folder name for Structure and Fuel to Structure_and_Fuel because it eliminates a BUNCH of TweakScale logflood due to the spaces in the name.  (And yes, I traced all references to the folder name and changed those as well. I'm ADHD like that.) Don't know if you care to or not, but thought you should know about the "unholy characters" as they are called. (Yeah, I know it doesn't matter in the long run because of the internal conversion to dots (.)

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  • 2 weeks later...
On 8/26/2020 at 2:55 PM, TranceaddicT said:

@blackheart612

There are a few instances where the directory reference to some of the Squad textures you reference is inaccurate.

Example shortboom & shortboom2 both have this:

    texture = placeholder , Squad/Parts/Aero/cones/Cones

the current Squad folder is     texture = placeholder , Squad/Parts/Aero/cones/Assets/Cones

 

One other thing, (I've changed) the folder name for Structure and Fuel to Structure_and_Fuel because it eliminates a BUNCH of TweakScale logflood due to the spaces in the name.  (And yes, I traced all references to the folder name and changed those as well. I'm ADHD like that.) Don't know if you care to or not, but thought you should know about the "unholy characters" as they are called. (Yeah, I know it doesn't matter in the long run because of the internal conversion to dots (.)

As for the first part, that should already be fixed, are you using the one from github? Also if you've changed the folder name and all of the parts that reference to it as well as textures on other parts that could possibly reference to it, you can post a change on github. Only I'd like you to double check if you're using the latest version first.

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