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[1.3.1 <= KSP <= 1.12.5] KAX - Kerbal Aircraft Expansion KAX — Under Lisias' Management — v2.8.1.0 [2021-0824]


Lisias
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News from the Front

Preliminary testings suggests that KAX (as long the latest FireSpitter Core is installed) works fine on KSP 1.12.2 - what completely denies a review (that I had ranted here):

choppah.png

(on my country there's a legal thingy called "Direito de Resposta", and I'm pretty sure I'm legally entitled to demand it - but whatever, I will not draw attention to him/her)

peanut.png

I have the feeling that the crafts are performing unduly well - it doesn't appears to be the engine, I think there's something different on the drag - I know these crafts pretty well, they are my test beds on every KSP I ever tested (most of the KSP-Recall work were made with them!), and it's clear that some of these crafts are behaving differently. The hard part is to understand exactly why, so I can rebalance these parts (or not!) without breaking something else that it's working.

On the bright side, the engine model appears to be working fine (including the flame-outs), as the Vintage Propeller engines demonstrated:

0000.jpg

0004.jpg

0008.jpg

Unfortunately, some parts from FireSpitter itself (that match nicely with KAX's ones) have some problems related to heat on KSP 1.12.2 - by some reason, at least the FS1B bomber bay is being spawned with tons of heat, and on the sample craft (a modified PeaceMaker from previous versions using the new Long Cowl engine to be available on the next release - Thanks again @TheKurgan!!!) things didn't blew up probably only due the huge mass of the craft:

0000.jpg

0003.jpg

On the bright side, the phantom heat was dissipated once you take her off. :)

0002.jpg

What's better than the ICAs (Instantaneous Craft Annihilation) we were experiencing on KSP 1.11.

0003.jpg

But still way less than ideal. I hope the remaining FS parts would at least survive the launch as the FS1B.

It worths to mention that the physics engine on KSP >= 1.8 is slightly different from KSP <= 1.7.3, and so crafts made on that era will need some reworking on the AutoStruts. I had to make some changes on the PeaceMaker's auto-struts in order to make it fly on KSP 1,12.

I really hope Keptin do a reboot on the FireSpitter models, they are ageing terribly ;.;.

In a way of another, I spent the whole day playing testing :P KAX on KSP 1.12 - a privilege, given the current demands on my Day Job - and I think I identified and/or fixed any minor misbehaviour. The only thing I still want to do before release the new version is support for KSP's new Inventory System.

 

On 8/5/2021 at 8:17 AM, hermano said:

These parts really shine with current visual mods.

Oh, yeah… :)

0001.jpg

0002.jpg

0007.jpg

0008.jpg

0009.jpg

On Kerbal-X. On my site.

Edited by Lisias
Oh, yeah! :)
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KAX 2.8.1.0 is on the wild!

Changes:

  • Officialise support for KSP >= 1.8 (up to 1.12.2 at least)
  • Adds new part: Radial Engine Long Cowl (D-45)
  • Some rebalancing on the engines
  • Some care on the Localisation
  • Some new Sample Crafts
  • Adds support for KIS and Stock Inventory
  • Startup checks
    • Hopefully preventing less than careful reviewers from misrepresent KAX functionalities.
Edited by Lisias
Thanks updated!
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  • 4 weeks later...

METAR

A long standing bug was (finally) detected and reported by the BDA for Runway guys (thanks, BrettRyland!).

It's somewhat embarrassing, to tell you the true… :P A wrong value on the fx definitions was triggering an Exception while initialising the part. Until (relatively) recently, this had no further consequences - but from some time, KSP is being very picky on Exceptions (as handling them all impacts performance, and this is game!) and I didn't noticed it until this report.

A new release will be Issued Soon™  , but until there the following patch will fix the problem:

@PART[KAXjumpJet]:AFTER[KAX]
{
	@fx_exhaustLight_blue       = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, running
	@fx_smokeTrail_light        = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, running
}

I suggest to save this on a file on GameData/__LOCAL/KAX/WorkArounds/jumpJet.cfg - so you can easily locate it later and get rid of it on the next release.

In time...

Spoiler

Geez, the damned thing took of!!!! :D

133590545-231c5aff-e4cd-44e0-9470-4e19be

 

Cheers!

(please be patient, I'm working hard on a small novelty for KAX)

Edited by Lisias
Tyops! surprised?
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  • 2 months later...
On 12/3/2018 at 5:11 AM, Lisias said:

Banner.jpg
(KAX, FireSpitter, TweakScale - for 1.4.1 to 1.7.0

Kerbal Aircraft Expansion /L - Under Lisias Management, forever THE pack of selected vanilla-inspired parts for your aircrafting needs!

In a Hurry

Description

An Add'On for Kerbal Space Program

Originally created by Keptin, then maintained by SpannerMonkey and the SM Industries team, and now under Lisias' Management, KAX is a pack of select vanilla-inspired parts for your aircrafting needs!

Included Parts:

  • Turboprop
  • Radial Engine
  • Radial Engine Long Cowl
  • Electric Propeller
  • Helicopter Main Rotor
  • Helicopter Tail Rotor
  • Heavy Landing Gear
  • Jump Jet Engine
  • 2M Aircraft Cockpit
  • 2M Fuselage (jet fuel)
  • 2M Structural Fuselage (empty)
  • 2M Tail Boom

This Add'On Requires Firespitter and Module Manager to enable all the features. 

Project Directives

This Management (Lisias) had agreed to oblige himself to the following directives for this project:

  • KAX will remain KAX
    • it will not be rolled into another Add'On
    • it can be expanded
      • expansions must be in keeping with the tone of the Add'On
      • it must be vaguely (as much as possible) stockalike.

This project aims to preserve the stock a like compatibility and versatility of these parts, and any subsequent parts will be designed with that in mind. The goal is that any new part will blend seamlessly with the current parts and add to rather than detract from the Add'Ons functionality.

Acknowledgements

Powered by Firespitter, special thanks to Snjo for his plugin.

Additional Models by @SpannerMonkey(smce).

Stockalike textures by Doctor Davinci.

Greetings to @TheKurgan for his helpful work on the SMCS's add'ons (including this one).

See LICENSE for the formal legalese. Please note the copyrights and trademarks in NOTICE.

References

 

can you add procedural parts please?

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12 hours ago, quangdinh said:

can you add procedural parts please?

Theoretically, I can. But should I? There're already Procedural Wings, Procedural Tanks et all available.

Unless there's a good reason to do so, I don't know if it would worth the trouble - mainly because I would internalise a "fork" of these ones inside KAX, and so we would had redundancy.

BUT it can, also, open some interesting possibilities...

Please expand about why you don't think that the current Procedural add'ons is cutting it. I already have some ideas for KAX (that are not available anywhere, by the way), so perhaps we con converge into a proposal! :)

 

Edited by Lisias
tyops as usulla…
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On 11/20/2021 at 1:38 AM, Lisias said:

Theoretically, I can. But should I? There're already Procedural Wings, Procedural Tanks et all available.

Unless there's a good reason to do so, I don't know if it would worth the trouble - mainly because I would internalise a "fork" of these ones inside KAX, and so we would had redundancy.

BUT it can, also, open some interesting possibilities...

Please expand about why you don't think that the current Procedural add'ons is cutting it. I already have some ideas for KAX (that are not available anywhere, by the way), so perhaps we con converge into a proposal! :)

 

really? i will search for procedural wings

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  • 2 weeks later...

NOTAM

It's not a secret :sticktongue: that KAX heavily relies on Firespitter for doing its business. And while working on my Giganta spaceplane

0007.jpg

I realised I was wasting a lot of dead mass due the lack of options on fuel tanks. I already have lots of fuel on these wings, what I was in need is Oxidiser. 

Hardly a novelty, I'm pretty sure everybody around here had passed trough this, we would not have Fuel Switches around otherwise.

However, why someone would need to install an additional fuel switch if the dude/gal only wants to use Stock Parts and Firespitter already has one available?

Thinking on it, I decided to add FS FuelSwitch support into Stock And Making History parts on KAX. Lisias graded patches, they aim to be well behaving - so the patch is only applied if and only if no other (known) fuel switch is already applied on the part (including FS Fuel Switch itself), so no toe stomping fest here. If you find some part with more than one Fuel Switch installed (TweakScale will yell on it!), please report and I will fix it ASAP.

To avoid redundancy, fuel tanks that already have a counter part for LiquidFuel only will not have this option available, allowing you to select only between LFO or Oxidiser (use the stock one for LF, it's more portable this way). I also decided to do not touch any non-stock parts, it would be out of scope for KAX.

I don't expect these patches to be widely used, most people is already using a newer fuel switch nowadays - but if you have a minimalistic KSP installment as I do and like to use, KAX's new patches may be of value for you.

The patches will be "officially" available on the next Beta Release of KAX (where I plan to add some other goodies) to be released Soon™.  Until there, early early adopters can test the thing by downloading them from https://github.com/net-lisias-ksp/KAX/tree/dev/GameData/KAX/Patches/FS-FuelSwitchSupport   . Please report any mishap.

Cheers!

Edited by Lisias
better phrasing
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  • 3 months later...
On 11/19/2021 at 10:38 AM, Lisias said:

Theoretically, I can. But should I? There're already Procedural Wings, Procedural Tanks et all available.

Unless there's a good reason to do so, I don't know if it would worth the trouble - mainly because I would internalise a "fork" of these ones inside KAX, and so we would had redundancy.

BUT it can, also, open some interesting possibilities...

Please expand about why you don't think that the current Procedural add'ons is cutting it. I already have some ideas for KAX (that are not available anywhere, by the way), so perhaps we con converge into a proposal! :)

 

What about procedural aviation engines? To be fair Im not sure such a mod would be possible, so I wouldn't be surprised if such a mod is never made.

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48 minutes ago, Zmeya said:

What about procedural aviation engines? To be fair Im not sure such a mod would be possible, so I wouldn't be surprised if such a mod is never made.

Yes, it's possible. And it was already made (to an extension) on Firespitter - but, granted, on propped engines only.

It's something that I can think about, I have some in-dev ideas on the works. But I'm unsure if I should shove them on KAX? I don't want to turn it into a feature-creep add'on, it may be a better idea to complement it , like I'm doing with TweakScale and tis Companions...

What do you think?

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2 hours ago, Lisias said:

But I'm unsure if I should shove [procedural aviation engines] on KAX? I don't want to turn it into a feature-creep add'on ... What do you think?

I'm not the one who asked, but I think a new mod. These engines would be useful for many non-KAX users.

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On 3/7/2022 at 2:41 AM, Lisias said:

But I'm unsure if I should shove them on KAX? I don't want to turn it into a feature-creep add'on, it may be a better idea to complement it , like I'm doing with TweakScale and tis Companions...

What do you think?

Either would work for me, could include an extras folder in KAX with "procedural aviation engines" versions of KAX's engines if "procedural aviation engines" does become a mod on it's own.

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  • 1 month later...

NOTAM

I was wondering how would be the Altitude Record for a Prop Plane?

Well, it was 56k feet (~17.000 Meters!!!), in 1937 by Lieutenant Colonel Mario Pezzi on a Caproni CA 161.

 

0000.jpgSo I wondered… What would it take to build something on KSP? KAX, of course!!!

 

0001.jpg

So, proceeding with the rebalance of the D-45 Radial Engine, I trimmed it to allow a reasonably sturdy metal biplane to reach that altitude. And boy, that engine is powerful. It will give you a lot of trust, if you give it enough Air. And it will show its gratitude with great warmth... :P

 

 

0002.jpgEngine waste heat is terribly underrated on KSP in my opinion. We lost the challenge of balancing our crafts for maximum performance, for maximum range or for maximum airborne time.

 

0003.jpgWith KAX, not anymore. :)

 

0004.jpgYou will need additional Air Intakes (simulating turbo pumps or blowers), and you need some heat sinkers to get rid of the horrendous internal heat this engine produce - exactly as the real life counterparts, by the way. For now, Basic Fins are excellent passive heat sinkers, you will be able to get that juice for more time using them on the Engine - depending of your airspeed and altitude, of course. ;) 

But it will not be enough, you will need to compromise!

 

0005.jpgIntercoolers are in development, and they will keep the engine running at maximum power indefinitely.  But they will cost you something - slightly worse fuel consumption, or slightly worse engine performance. In both cases, it will cost you some Air Intake. But you will always be able to turn then off for that extra bit of power now and then!

High performance planes, as this Kerben Krakenburg Type F of mine I'm using for development, can rely on passive heat sinkers as long you don't keep the engine at maximum for too much time!

 

0006.jpgThings are slightly messed up in Real Life™ yet, but work is being done as time allows (as well the bug hunting from my others Add'Ons!).

Stay tuned!!

Fly Safe
(and don't cook your pilots!)

Edited by Lisias
Form editor is bitting me… :/ (again)
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  • 3 weeks later...

As a note to anyone interested, I haven't run into any issues on KSP 1.12.3

It's not like a minor bugfix release of  KSP is likely to cause problems.  However, it is good to let everyone know.

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  • 2 weeks later...
23 hours ago, Shaun said:

All works fine to me, just wish it would work with tweakscale.

But it does!!! It's working with TweakScale alright!

https://github.com/net-lisias-ksp/KAX/blob/master/GameData/KAX/Patches/KAX_TweakScale.cfg

And since the very first release.

If you are unable to scale KAX besides having all the dependencies installed, publish your full KSP.log and MM Config Cache and I will check what's happening!

Edited by Lisias
Playing SEO.
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  • 3 weeks later...

uh there isn`t any interior for me in the C-2B Horizon Cockpit, kinda gray in IVA, could you add one? i just would need a simple one (for best even RasterPropMonitor integration) to fly from IVA; i like flying from inside cockpits

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1 hour ago, kerbmario said:

uh there isn`t any interior for me in the C-2B Horizon Cockpit, kinda gray in IVA, could you add one? i just would need a simple one (for best even RasterPropMonitor integration) to fly from IVA; i like flying from inside cockpits

It's planned.

I will probably use one of the default ones at first - that cockpit, to tell you the true, doesn't have even lights yet… (shame on me)...

I found how is the cockpit of the original craft, and I intent do at least try to make one that resembles it - it will be probably somewhat crude at first, but it's a starting point! :)

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  • 1 month later...

annoyingly i have 1.12.3 on steam and steam wont update to 1.12.9 and i know the 1.12.9 version will work on 1.12.3 could you change the ckan so it can download. thanks in advance. 

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3 hours ago, lorange7 said:

annoyingly i have 1.12.3 on steam and steam wont update to 1.12.9 and i know the 1.12.9 version will work on 1.12.3 could you change the ckan so it can download. thanks in advance. 

Uh… 1.12.9? There's a KSP Release 1.12.9???

The latest KSP I'm aware is 1.12.3, published on Steam on 13 December 2021 – 18:13:47 UTC

https://steamdb.info/depot/220202/manifests/

I'm afraid I didn't understood you...

— — POST EDIT — — 

Perhaps you are confused about the meaning of the KSP_VERSION_MAX item on the KAX.version?

{
	"NAME"		: "KAX - Kerbal Aircraft Expansion /L",
	"URL"		: "https://raw.githubusercontent.com/net-lisias-ksp/KAX/master/KAX.version",
	"DOWNLOAD"	: "https://github.com/net-lisias-ksp/KAX/releases",
	"CHANGE_LOG"	: "https://raw.githubusercontent.com/net-lisias-ksp/KAX/master/CHANGE_LOG.md",
	"CHANGE_LOG_URL": "https://raw.githubusercontent.com/net-lisias-ksp/KAX/master/CHANGES.md",
	"VERSION":{
		"MAJOR":2,
		"MINOR":8,
		"PATCH":1,
		"BUILD":0
		},
	"KSP_VERSION_MIN":{
		"MAJOR":1,
		"MINOR":3,
		"PATCH":1
		},
	"KSP_VERSION_MAX":{
		"MAJOR":1,
		"MINOR":12,
		"PATCH":99
		}
}

What it's saying is that KAX can be installed from KSP 1.3.1 to KSP 1.12.99 , i.e., I'm saying you can install it on anything after 1.3.1 - but defined a limit to 1.12.x - as nobody can say anything about an hypothetical (but probably mitical) KSP 1.13.0 , so by saying 1.12.99, I'm telling KSP-AVC and CKAN that if KSP 1.13 is ever released, to do not install KAX on it without alerting the user that the thing is not known to work on it.

If you need information about KSP Versions, check this page: https://wiki.kerbalspaceprogram.com/wiki/Version_history

Edited by Lisias
post edit
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  • 4 months later...

NOTAM

TweakScale (and some other mods) are borking due PDLauncher changing how things are started up on KSP.

On reddit, it was found the copying everything (but Squad and SquadExpansion) from <KSPROOT>/GameData to <KSPROOT>PDLauncher/GameData will "fix" the problem.

Problem: what happens with the settings.cfg? The savegames? KSP.log surelly is there now.

I will have an answer to it soon.

In a way or another, using PDLauncher is highly not advisable with or without Mods. 

— — POST EDIT — — 

The whole ordeal was a mess. PD Launcher is not a problem. POINT. TweakScale was the one reporting something wrong, not the victim nor the cause of the problem. POINT.

Some dude tried to accomplish something on Steam Launcher, made a mistake, and then a lot of people started to shoot the messenger (TweakScale) and I got involved on the shooting without a gun.

Edited by Lisias
POST EDIT
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13 hours ago, Lisias said:

In a way or another, using PDLauncher is highly not advisable with or without Mods. 

I noticed before the PD launcher was added I couldnt launch KSP normally through steam, so by adding "KSP_x64.exe" as a non-steam game to my steam library I was able to get around that problem, it also works for getting around the PD launcher.

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NOTAM

Given that I finally got a Windows machine (blergh) to test things, I could check things myself and understood what happened about PD Launcher

The whole ordeal was a mess. PD Launcher is not a problem. POINT. TweakScale was the one reporting something wrong, not the victim nor the cause of the problem. POINT.

Some dude tried to accomplish something on Steam Launcher, made a mistake, and then a lot of people started to shoot the messenger (TweakScale) and I got involved on the shooting without a gun.

Yes, I'm eating my words on this one.

— — 

I just got notice of an even better solution!

 

Edited by Lisias
better solution
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  • 1 month later...
  • 1 month later...

NOTAM

KAX is working on KSP 1.12.5.

I failed to manage time to do proper playing, I mean, testings (working heavily on TweakScale, and still have Day Job® and Real Life™ to cope with), but the thing passed trough the Smoke Tests.

Remember:

  • Firespitter is an optional dependency, but believe me: you want it installed
    • Install Firespitter Core at least.
  • If you have TweakScale installed, you need to install TweakScale Companion for Firespitter!!

 

Edited by Lisias
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