Jump to content

blackheart612

Members
  • Posts

    2,640
  • Joined

  • Last visited

Everything posted by blackheart612

  1. @johnkeale Sure she is, drew that myself. I'll keep testing with the wheel, maybe I just don't understand the issue, but the wheels are slippery sideways, and I like em. Everything else should work on 1.3.1 sure but the mesh and texture switching is a 1.4 feature and impossible to add on 1.3 without plugins.
  2. @memeconnoiseur I'm not able to replicate the issue, even with rear wheel drive. If anybody could provide visual footage, will probably help. @johnkeale Some parts were used to export the white texture so yes, it's not going to work quite as well. Backwards compatibility will be impossible due to overlapping meshes from part variants, I might try to release a 1.3 version though, let's see.
  3. @Emily King I don't know how that client installs mods but that may just be the root cause of similar issues. The problem before was it was installed incorrectly. The correct folder structure is Kerbal Space Program/GameData/AirplanePlus as well as Kerbal Space Program/GameData/Firespitter, together with a module manager. Basically, the GameData from the zip must be dropped to the root folder where the .exe is. Make sure it's installed correctly.
  4. @moose_cannon It's near impossible to make tapered fuselages, without making it kit based, the lengths are standardized and the sizes I make are fixed with squad defaults. This is because I'm not making a kit based parts mod, I make them as modular as I can. Doesn't mean I'm stopping about thinking how I might get one to work, though. Radial Cockpit Parts are indeed planned, sooner than you might think. One more thing I pointed out before already regarding suggestions, similar looking cockpits will not be separately added, for example, your WWII cockpits which look like the Mk1 Inline, or SBD type cockpit which looks like the Zero Cockpit, etc. But radial cockpits will circumvent that problem if they work great. @ThePowelly999 Either read the reddit thread I posted just above your post, or, I'm no expert on aerodynamics but I could simplify it for you: Blades lose thrust the faster you are. On sharp turns, you bleed speed but mostly the prop can keep up and could produce more thrust. Going vertical is a very common thing to do to get more thrust, you can do it on stock engines too. It will stall at some point, of course. More things to be pointed out: Props are more limited at altitude than jets Props are slower than almost every other jets Props are generally more efficient than jets in fuel Props react faster than jet spooling Edit: @DarkOwl57 Have a short footage
  5. That's a good joke @HeliosPh0enix I'll do further testing, what is the landing gear, all of them? During my tests, there were no issues so it's very likely I can't replicate that as I tested on both 1.4 and 1.4.1 with no issues. And Blades lose thrust eventually, various factors in hand, speed is a large factor. @TreyR9 My test version is from a 1.2.x save, updated and eventually updated to 1.4.x now, I don't encounter problems from the part mentioned, I currently have no idea how to replicate the issue making it impossible to debug.
  6. Nope, if you update the mod, you won't be able to change textures. The features are integrated with the new 1.4.x features, sadly.
  7. Release 2.0 I already changed how adding new stickers worked. Fixed all the issues about having the custom stickers now. Here's the changelog: -Integrated Texture Switch with 1.4 ModulePartVariant for easy adding of own texture -Updated to 1.4.x --- There instructions on how to add your own stickers in the OP, please check it out. I'm really sorry for lacking to check here from time to time as my bigger mods need more attention. But don't worry, I'm going to keep supporting this. And now it's better than ever.
  8. @TreyR9 Tested on 1.3 and 1.4, yes, 64bit on 1.4, and I couldn't replicate the issue. Also yes, of course, latest version of APP. I couldn't replicate the issue, not tested on 1.4.1 with DLC as it's on my other PC. Have you tried without other mods? Might not be APP.
  9. You need to know how to make configs for tweakscale. It's relatively easy, especially if you have module manager and adept at using it as well. Do note that I'm going to overhaul this already simple mod for 1.4.1.
  10. @Bottle Rocketeer 500 Kerbal Konstructs is always there for you @[INDO]dimas_1502 Reduce, Reuse, Recycle. Hehehe @DocMop Haven't tested with your settings, right now they work as default though, I'll look into your issue more closely, I did notice that there is no damping for the suspension so that one's tested. KSPWheels has no issue here, it needs to use its module before it can affect something. These are fully stock wheels and 1.4 has some stricter transform rules so there are bound to have problems. @SquaredSpekz I have KAS and it works, try without any mods and see if it works properly, what version are you using?
  11. @Bottle Rocketeer 500 Trust me, I've extensively tested it as well before, I'm still puzzled. I came to a point where I thought it was the wing parts. @TreyR9 I haven't encountered that error yet, I have a sample craft containing it and it doesn't reproduce that error, can you detail this more? @Acvila Yes it is normal, the engine it's using is a fuel guzzler. Though you can just keep adding fuel to it for more range. Do note that the craft files I provided aren't made to be used very long or have everything perfect and well thought out, I shared them to the public but all they are are just polished test crafts. That was made while I was trying to test the landing gears used in that craft so I used the craft relatively quickly.
  12. @theonegalen Your wheel problem's fixed now by the way @nascarlaser1 Unfortunately no, it says so on my release post why. @SquaredSpekz @Lvdovicvs Kerbal Joint Reinforcement? @DocMop What's the problem? With tests so far, I see that there might be some damping problems but grip is just fine. @Z3R0_0NL1N3 Improvements will always come, it's still the second release after all!
  13. @TreyR9 It's typo, actually, it's supposed to be 0.095, will change it since I just noticed it. @Bitrefresh Increase the blade "Span" in the configs, as well as power production. @Bottle Rocketeer 500 Other crafts containing the cockpit does not steer on its own with faster time warp, if I remember correctly.
  14. Release 2.0 Here's the port and update for 1.4.x, and it's only for 1.4.x because of the features introduced to the version integrated within the mod itself. Go check them out when you download. Here's the changelog also on the OP: Updated to 1.4.x - Added G1 Access Ramp Added G1 Vehicle Command II Added G1 Service Command Added G1 Mini Service Command Added G1 Vehicle Passenger Habitat Added G1 Hatch Back Added Modular Platform Cap Added Modular Platform Cap Half Added G1 Service Bay Added G1 Hybrid Cell C - Added TR-1L 22.5" Ruggedized Vehicular Wheel Added TR-1L 25" Ruggedized Heavy Duty Wheel - Renamed TR-1L Ruggedized Vehicular Wheel to TR-1L 25" Ruggedized Vehicular Wheel - Fixed Modular Chassis Segment A-Half clipping on other parts Fixed Wheels on port to 1.4.x - Added Part Variant switcher to all parts I hope you all enjoy!
  15. Release 21.1 Nothing major, I decided to update to 1.4.x in the end. There you go, just fixed the porting issues for now, all is well. A proper patch will be developed soon. @Bitrefresh There actually is, just not the regular way of doing it @JANXOL The old ones work except for the Mk1 Non-commercial cockpit. They are all very dated compared to the current IVA configs though. @GDJ Well, the gears didn't work properly so there you go Enjoy! Edit: I will get to look at the discussed problems soon, for now, it's just a port.
  16. @theonegalen Indeed, I've tested on 1.4, there's quite a lot of fixes including Airplane Plus. This might take a while... @Turtles4Life The skycrane is in KerbalX, click my Kerbal Standard signature. And 1.4 has quite the issues, especially because Unity is finicky and there's a new version I need to have, might take a while + real life.
  17. I can't respond to each and every post right now, but thanks for all the comments about issues, I'll be referencing your posts once I get into fixing things. For now, a 1.4 update is debatable and broke complicated things that needs my attention (as well as real life).
  18. @neistridlar We're generous like that I'll change the pricing accordingly. Anyway, it sounds to me like hollow parts require cargo bay module or else it doesn't shield the inside part? @Hellbrand Check out the Sparrow VTOL craft regarding how to properly place the AirRamp as short as possible without obstruction. The collider is actually free from obstruction and kerbals could actually spawn in there. No idea why it doesn't work for the game. I may or may not add length to it but I'm worried it will break existing crafts. @Bill Kerman Brother Here: Download the Mod Open the .zip file - should contain the folder "GameData" Go to KSP directory - you should see the GameData folder here along with other folders but notably, these folders are with the KSP.exe which you use to launch the game. So the easiest way is to find the file location of the exe or use steam to go to the local files. Back to the .zip file, drag the GameData folder to the KSP directory as referenced above. If it confronts for an overwrite, opt for yes. It's high suggested that you remove old folders of AirplanePlus before installing a new one. That is all. Once installed, if you open the GameData folder from the KSP directory, you will see AirplanePlus and Firespitter folders along with Squad and a module manager dll file. And when you have other mods, some other folders should be there too.
  19. @Bottle Rocketeer 500 Thanks, I'll look into it once I'm free. @Spike88 That's indeed how I made them. I'll see what I can do about it, I'm not yet sure how to implement something like that while being modular. X-15 has actually been requested by CobaltWolf to me... It's most likely going to be there in the future.
  20. I actually already tested parts and fixed small offsets in CoM that I saw, still no luck as to why it veers off here. Still a big mystery. I was hoping it was this aerodynamic problem.
  21. @GrandProtectorDark That's the plan, I know that layer tag for that, I just gotta remember. And I do agree that there are parts that still need to be done. Though I just release early for a working version to be out. @Sixshot Airstair is totally planned, bet on it, it will be adjustable, I'll make sure of that. But the tug/pushback idea is kind of crossed out right now. The wheel and landing gear colliders don't behave well to being touched by another craft. Initial tests using Klaw yields explosions, and no docking occurred. @Mnh224 There are more parts to be added. Though the initial plan was actually to fit the 1.25m tanks in the vehicles (it does right now). We'll see in the future how it turns out. May be I could have a plan.
  22. @[INDO]dimas_1502 I'm not sure how I could mirror a specific part of the model, or especially mirror the FS module of EngineBladed but I'll see if it's possible. @neistridlar @Bottle Rocketeer 500 Interesting, I thought it was the CoM at first. Turns out it is that thing. I'll get into it once I release the next patch for Grounded. Once that's done, I'm back to developing here, then it will be a juggle.
  23. @MaxPeck Well, there is truth in that @sebam1975 Maybe soon in the future, but I could help your problem if you want, you could ask for help here. @Bobomir Your wheels are sideways. Make sure the suspension is pointed downwards. It is quite difficult to tell so I might add a guide for that in the future. For now, the squarish corner of the attachment point of the suspension should be the top side.
×
×
  • Create New...