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blackheart612

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Everything posted by blackheart612

  1. I assume it's the obvious polygon edges? This is actually a problem for structures like these when it's shortened like this, as far as I remember. I at least tried what I can do about this and found no fix back when I was looking at it. I'm self taught on blender so I may be missing something but to my knowledge, this is a known issue and I can't fix it so far.
  2. I've tested it on my steam copy now, fixed the issues and the CF34 too. Everything's working as intended now. Sorry for multiple updates with incomplete fixes, I wasn't able to test before. I've updated it again, but now I guarantee it loaded and I was able to play on my latest version!
  3. Hmmm, is missing textures a result of the new DXT5 requirement? I do remember tending to this way back when but that's if my memory serves me right. So all the payload parts for you gets drag when it's closed?
  4. Hmmm, is it not the engines having different thrusts? I feel like KSP sometimes have problems with the mirroring mechanism and the thrusts are opposite on each side. It's been a while since it came up on my tests though, but then again I don't use the engine unless Im changing something on it or Im using it on career mode. - Also, I've updated to proper 1.8.1 I used both github and patch that was uploaded here detailed in the changelog: DDS conversion of some of the files to DXT5 ( @klgraham1013 ) Fixes on modulecargobay and bulkheadprofiles for payload parts* ( @Jognt ) *Mk1 Passenger Door *Mk1 Nose Trunk CRG-NT *Mk1 Junior Cargo Bay CRG-50-0 I left it uploading earlier while I was away so Im only able to update a few hours after I have uploaded. But there's the fixes! Don't forget to post here if there are more, or contribute on github if you want, the license is changed now too so it's more lenient.
  5. Oops, I just realized I may or may not have made a boo-boo. Am I supposed to close them? I have no idea what to do after I've checked them. Please inform me of what I should do if I made a mistake. Thanks for the changes regardless by the way. If I did it wrong, I'll confirm it on your next pull request.
  6. To be honest I thought initially that mbm -> dds conversion was already DXT5 but I guess I was wrong. I haven't updated it yet, I was recovering my github first of all before this because I had my compromised email address used for my username. I've now recovered my github and I uploaded AirplanePlus. I hope everything's in there. If anything needs change that I can do on github, tell me as I'm new and have absolutely no idea. I know a little bit now after reading around. Here is the github link, I also updated the OP for now with this: https://github.com/blackheart612/AirplanePlus I will find the time to test everything Would you mind if I used this as a patch for the main? I'll give you credit on the change log of course. One more thing, I've switched the license to CC BY-NC-SA 4.0, which is reflected in the OP.
  7. I was out of country for an entire week so I had no chance to check at all. I figured I'm indeed getting quite busy and there seem to have a lot of minor changes needed. I'm going to have to take time to learn github for everybody's convenience now especially with the scale of the mods compared to before. I'm sorry if I wasn't too up to date especially since had to organize stuff when I returned too so it took some time. That said, I allow patches like these here just upload them for everybody for now while I figure out stuff on github since I have no idea currently. I'll get to it as soon as I can. There's still a back log of post I couldn't read it seems.
  8. KSP doesn't simulate each blade as a wing that propels the aircraft forward, unless you're using robotic parts with no sounds. "Simulate" is key, in reality, like neistridlar said, it's just Mach Speed * Thrust Multiplier, aside from Atmospheric Pressure * Thrust Multiplier. KSP Jet Engines have spool time so they can delay this effect but they behave the same way. The props of course have basically no spool time needed for reasons already obvious, this just means that when your speed slows down, the engine immediately adjusts the thrust multiplier that "keep your speed". When the mechanic is supposed to be normal power thrust at lower speeds such as take off, and weaker as the speed is less efficient for the blades, this also means slowing down while going up gives you higher power in that same curve. If the engines are powerful enough, it will keep the speed. This can't be done on earlier era engines. If you use KAX you'll know its engines are simulating it better because it's not powerful enough to "keep your speed" when at high angles of attack.
  9. I'm not necessarily inactive, I check the forums everytime I can. I'm just trying to earn money on the side by drawing 2D art commissions. Like I've already said before. I've already one fixing the slat issue but trying to find the time to fix the wrongly referenced decal textures.
  10. Ill check this out. I can't like you guys' post to affirm or thank you but thanks for answering the more common questions as usual
  11. No parts were removed in any update, only changed one and it's not an He 111 cockpit, perhaps you've mistaken it to be from this mod?
  12. Do you need to change anything in the files? If not, you can just do as you wish no problem. I'm actually not that familiar with CKAN so I don't know what you need to do.
  13. That's really unfortunate to hear Usually these cases are from other mods yes. And it is indeed heavily reliant on SAS. I can't do much about it considering the nature of the situation and KSP.
  14. Kindly make sure the navball is oriented right. If you're using my own cockpits, back then there were issues where if you revert flight to launch it could change the cockpit's actual orientation. I'm currently not sure if there are cockpits with that issue but as for my last tests, there are none.
  15. It's normal, but not intended. I still haven't fixed it. It's an mu problem and been asked here before for a long long while now. If you need info it's basically the placeholder I used for the flag decal on cockpits which I unintentionally exported, resulting in the game trying to find them. But they aren't really needed. Nope. But there were patches which are outdated now. I'm not quite sure if people have patches somewhere for it. Try asking in their respective threads perhaps?
  16. Make sure the wheels aren't sideways. It's the same orientation as stock ones. The initial attachment is sideways.
  17. You mean fuel tank? Like in the OP screenshot? That's from stock still. Grounded doesn't add its own tanks, unfortunately. I thought it'd be redundant.
  18. The options are only possible through plug-ins. Assuming that the implementation I have in mind succeeds, there's only one way the lights will flash. Otherwise, if it's rotor powered, it'll just spin depending on the rpm.
  19. I just realized another problem that the rotators will be two. I don't think they won't be rotors anymore (I don't think it's possible to have two or it will not be intuitive if ever). Of course, if I do succeed, they'll still have color sliders. I'm not working on it right now but I was thinking of implementations in my mind. I think I have a workaround if I get to it. Im hopeful.
  20. Yes but the lights will be same color or separated left and right. I feel like I wanted to have a separate color bar lights and opted for a no deal instead during development, plus with that problem in mind, a single light is now even more practical and easy to make. If you think that having same color is fine, I'll reconsider my life choices.
  21. Well, I'd assume it's the firespitter, make sure it's the latest version. The versions move too fast and I can't be bothered to update because really, it's just a plug-in related updated. You update firspitter, everything works just fine. Usually it's not even needed.
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