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blackheart612

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Everything posted by blackheart612

  1. There were wheel changes, they are much more stable so far, less super bounces. Now it's only half their fault and half my fault. But it's still a KSP problem too I think they fixed the wheels on my tests so far. I might need to make tweaks but I am unsure how as of yet. There are new shaders which I am so tempted to use. I want to redo everything though Im not sure how, but that will stop all the new part updates.
  2. It's an issue reported to me already not very recently. It's an old habit of mine to use the file before, so it's an artifact of my unity exporting behavior I gotta fix that when I remember. Is what I said before too. @AccidentalDisassembly Sounds useful. But I have no idea what to do... @theonegalen For an airplane based mods, I seem blissfully unaware about part aerodynamics. Do they really not? I believe I used a standard config for it. >>>Also, breaking news, I'm from 1.5! And surprisingly, very surprisingly, so far, everything works. Even firespitter. Even other mods in my install. So... wow. Alright, then.
  3. What I get for not using notepad++. I mean I have it but I can't resist the beauty of notepad. Rest assured I'll fix it, if I don't upload a wrong dev version. For the next update whenever that is.
  4. I've never had any real issue in flying the rotorwings. If it's a straight flight, I don't use hover, usually just managing the throttle in a low pitch forward works. It's really difficult to stop the Hummingbird Mk2 though, that one's just bad design.
  5. I tested with the current version, I can't replicate this, but if the trailer and the puller both steer, it counters the "bending" @damonvv but issues like what you recently reported still exists. Ah well... Looks good though!
  6. Yeah, that's the thing. @Val fixed it, though there are still some remnants. It's my fault after all, though it's invisible to the eye. Thanks again.
  7. Release 4.0(L) There's a weird thing going on in the OP and I think it's not my fault. Anyway, here's a small update just so it's legitimately 1.4.5, as well as fixing some issues, uploading sample crafts, too. I hope the OP somehow becomes alright, I put the pictures there and all that's needed is to click the ones under craft files. The legacy version only has a single fix but the version number still goes up because it's under the actual release, but legacy. Here's the changelog: Added "Brake Red" and "Turn Orange" to: Place-Anywhere Square Illuminator Place-Anywhere Circular Illuminator - Fixed Modular Platform Segment A + Chassis nodes being only the top Fixed missing mesh for TR-1L 22.5" Ruggedized Vehicular Wheel Fixed wrong model for TR-1L 25" Ruggedized Vehicular Wheel Fixed wrong G1 Mini Service Command bump texture change for deluxe black Legacy Changelog: Fixed Modular Platform Segment A + Chassis nodes being only the top if anybody knows how to fix the OP, please do tell.
  8. That's intended, if you notice, the zero folder has no texture but the placeholder. It uses the Zero texture on X1, which is loaded first. The X1 cockpit uses the Mk1 bulkhead texture from Zero.
  9. Remove airplane plus, does the issue persist? Not sarcasm, most likely it will still persist on another mod. So far this has always been the case. It's like caused by another mod.
  10. 0.35 is a non-existent bulkhead in KSP, so probably not (though Mk3SX and Mk2H are arguably the same, but they're basically like modified regular bulkheads). But in terms of the earliest flight, I am unsure if it will happen, but just to share, I made mock tests of a wright flyer design. Also thinking of a way to make use of the stock parts to blend in with. Currently on hold for priority parts, though. Until I find a eureka moment for it, that is.
  11. In its simplest form, you installed it wrong. The easiest way is to just open the .zip, there is a single folder inside that, drag the GameData into the main KSP folder where there is also a GameData, not INSIDE GameData, but the folder where the GameData is at. I commented that you may have unpacked the zip into a folder named after the zip, because my GameData folder isn't Airplane_Plus-22, so if you read back, I stated it on the last page.
  12. Nope, only on the longer edge when I added them. In hindsight, I should have width-wise too @Bottle Rocketeer 500 If only I could dev fast enough... I do want bigger parts though. @commanderbunbun That's an existing cockpit already. Technically, that jet I posted is already doable, I just want a new cockpit and some more parts.
  13. Alright, I added it on the FAQ instead. Here it is: How do I disable the sound patch for stock engines? The sounds are in AirplanePlus/Sounds/Patch, simply delete the folder.
  14. Release 24 Probably not anticipated, but here's a new release which, surprisingly, actually contains more than I would have though. I was out for a bit, doing other art stuff, but most of all, seeking to play KSP again. And I waited until I wanted to pick KSP again and play - which I did. And I was disappointed by lack of flight for my early career. Thus, the changes mostly reflect it. I have yet to test it in my own save. Extra bit of story, AirplanePlus was first made because I wanted the parts in my own save which KAX couldn't put in when I asked Keptin. I ended up making the parts I wanted and actually not able to play KSP in the process. I enjoyed modding though, but lately I saw my decline in quality (which wasn't spectacular in the first place) and I realized I was losing my original vision so the off time was for me to recollect my thoughts. I don't know if I have yet recalled it, but we're carrying on when I feel like i have something. Here's the changelog! Added MK3S1 Cockpit based on Cessna 152 and Best off Skyranger Added L K-235 "Cat" Turboprop Engine based on 152 and 182 Skylane Added Mk3S1 Crew Cabin Added Mk3S1 Nosecone Added Mk3S1 Adjustable Ramp Intake, a based off the stock one Added Mk3S0 Nosecone - Added Angled Wing Connector A* Added Angled Wing Connector B* Added Angled Wing Connector C* Added Angled Wing Connector D* *angled 5 degrees - Added experimental Mk3SX variant for* J-119 "Cheetah" Afterburning Turbofan (Raptor Jet Engine) - Added Pontoon and Pontoon-Mk3S options for* *Mk3S1 Liquid Fuel Fuselage *Mk3S0 Liquid Fuel Fuselage *Mk3S1 Liquid Fuel Fuselage Junior *Mk3S0 Liquid Fuel Fuselage Junior - Resized FAT-T3R Aeroplane Main Wing (C-130 wing) Resized RR K56 "Titan" Turboprop Engine (C-130 engine) - Adjusted various tech tree nodes, allowing earlier flight* *Includes rotors and wing parts - Fixed KS-FAT-29 Huge Landing Gear with wrong turning animation - Modified some landing gear values (some still bouncy, mostly not my fault) ---- Also, I'm stuffing way too much pictures in the OP now, I'm sorry, I love them all. No 5th gen parts yet, but one day... one day. So the second (and third) picture actually has no craft files. I have yet to make the parts to complete the craft. That one is a prototype build to give me ideas (which I do now, but I already projected what to make next) Also, I know the Kingfisher Mk1 looks tame, but it's supposed to be a chill, early game craftable plane that looks decent, which I enjoyed cruising around the shores near KSC. I was so immersed. I hope whosoever pilots feel the same and you all enjoy.
  15. I mean, I was out for quite a long time again for some reason. So that's understandable. I'm glad this is still going while I'm away, though.
  16. Why is it Airplane_Plus-22? Where's that from? I name my .zip AirplanePlus_XX (but I occasionally make mistakes), but it still looks like you unpacked the zip into an entire folder, you need to open the zip, open the GameData in the zip and drop the contents to that folder that contains those.
  17. Control surfaces turn on x axis, I think the forward is the arrow head in unity, so left and right is going to be based off that. It shouldn't affect attachment, I don't know why it would? There's no config regarding it as it's set to follow on the x axis in the classes or whatever makes ksp. Edit - x axis on unity.
  18. I couldn't understand what's going on despite reading back, but NREs usually are because of wrong naming if I remember right. Few points, first, make sure you actually exported properly - see if the .mu is modified to your latest export. Gets me everytime. Second, on surfaces? I think it's what you're trying to build? ModuleControlSurface transformName is case sensitive and needs the correct name, I assume you know this already, just to point out. You could alternatively just not use transformName = and just use obj_ctrlSrf. If I actually capitalized it correctly. (I don't use transformName on AirplanePlus most of the time, if not ever.) Third, outside of config, the orientation and naming of the Control Surface in Unity is of course important, though unknowingly, the parent of the mesh usually messes things up too. If your hierarchy is Exporter > Holder > Mesh, you could try making it directly under the exporter (Exporter > Mesh). This actually causes the it's basically the same but it's not working issue, the parent isn't usually mentioned as an essential. If you could simplify your problem for my small mind to understand, I'll try to help. Your unity hierarchy and orientations posted here will probably help too. I just got back from a lengthy slumber from the forums so I don't know if I can help properly.
  19. @JPmAn Now there's the reason why we can't get past Size 2 bulkheads Not that I'm not to blame. Hehe. Time for IVA making and configs too. As well as sounds. I'm semi happy with this quick work. @FlyHighAviator If you knew how much @qromodynmc has been pressing me to do that But I did say I already have an idea for implementation. But not a tail boom. It's something else.
  20. @qromodynmc Honestly, it's going to be personal preference but I'd like the look to be as faithful to the reference as I could make it. Here's the adjusted blindspot now in a lame replica:
  21. @AtleSt The issue is actually the stock parts' standard of weight. They're pretty heavy. So everything else based or alike to it will be heavy. BDArmory I believe uses realistic enough weight (it would be a problem if they actually changed it). I base the weight off of stock too so there will be discrepancies if I changed it. The power of the props are already boosted as well - though that's basically the best way to circumvent the problem of weight. However, the bigger picture in all of the engines (early ww1 up to modern) has a balancing issue if a certain category is boosted significantly. In reality, the engines in APP is actually more powerful than some of its alternatives already as well. Anyway, should I boost everything equally to avoid the imbalance, the props may end up to be a power creep against jet engines (they are more fuel efficient). Now, I'm not certain about how much room there is to move around. I'm happy with the current balancing and so far nobody has complained about BDAC+APP except this one or maybe one or two I have forgotten. I just explained the situation but I'm still going to do some tests and snoop around things I can do, though. Don't hold your breath on it, but I'm not ignoring this either.
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