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blackheart612

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Everything posted by blackheart612

  1. @qromodynmc @neistridlar Alright, how's this look? @Vaga It's actually based on the Cessna 152 (most of it) and Best off Skyranger (tail). So the plan is to make this available early in career. It should match with the stock landing gears @[email protected] There are sample crafts in the OP. Click on the images, it will take you to its respective craft files.
  2. @Trevisan I'm certain now that FSAlternator broke in the earlier versions and probably not yet fixed. It's a firespitter issue as I use FSAlternator. I assumed that it will work with the FSEngineBladed but I will see if stock alternator works with it, I'm assuming not of course but hopefully it does. @scottadges Most of those are intentional deleting due to them not being needed but I exported them while referenced by the model. They're not game breaking but I intend to fix them when there's not much going on. Anyway, just a few parts as I said, here's a preview. I'm not even sure if 1.4.5 is out or when it will be out, I'm just making this so I can port to 1.4.5 as soon as I can with new parts... It's Mk3S1 sized but I'm not sure if I could fit 2 kerbals in there. I'll try my best to, I know I can. That's the Mk3S1 tail for comparison.
  3. KSP 1.4 wasn't the friendliest to stock module usage for mods... Some parts of it are still a mystery. @Trevisan Was it really generating electricity before? Last time I saw it not generate electricity was when I first released my Grounded mod. If it did then perhaps it's a good idea to report this issue to FS. As for suggestions, there's an overwhelmingly large amount right now, don't be surprised if not all make it in the game. Plus I want some parts in too. I'm making something else right now for a quicker patch, just a small number of parts.
  4. @Nightguard There is supposed to be one but I think I don't have the transform in the model itself that's why it doesn't show up. I like it without smoke but I'll try fixing it because it's supposed to have one.
  5. @GrubbyZebra Sorry for the trouble while I was away. Couldn't sleep and fatigued so I took the week off of KSP modding. @Mathrilord It's radial only so it has no nodes. I should disable it from being used as a first part. @Airomod That's a bit of a broad topic. Add-on Development subforum has a lot of info regarding it. Majority use blender because it's free (It's part of my modding process too) then Unity. @Nightguard I suppose it will work since it's not a major update and just a change in 1.4. @Trevisan Hmmm. It was a concern for me too, actually. I just remembered. I'm gonna go check on it. @Bottle Rocketeer 500 I kinda forgot about it. I'll try finding it and upload it when I can
  6. Probably because of the 2 reuploads, I don't know how to fix CKAN issues though...
  7. @Daniel Prates Thank you, the "root" wing is a 3-parter, it's composed of the FAT wing set. @neistridlar Trust me, I've done every way I could to have a variety of opening the door if you check the Mk1, it's based on the Citation Business Jets, the Size 2 is both for general Airline Design and Lockheed Airstair. Now I have nothing else I can think of but that. Let's settle that the Bombardier type door is like how we made it. I though I tested the 1.875m cabins already... I need to recheck it. The floors on my hollow parts don't usually line up but that would be neat, yeah, I don't know, we'll see. The CF34 is actually not performanced based on the CF34 but a middle ground between Size 0 and Mk1 engines.
  8. Alright, I'm sneaking in a nother re-upload. I fixed the issue regarding the 1.875m fuel tank and used a .version from ksp avc.
  9. Hello, there seems to be no rule about 1.875m which are not Making History. Here's my chance With that in mind here's my entry: Moa Regional Jet Mk2 (MRJ-2) Range · ~1100km Fuel · 1040 units Cruise speed · ~130m/s Cruise Altitude · 7000m~7400m Burn Rate · 0.12 Passenger Capacity · 40 Kerbals If you click on the image, it will take you to the craft page on KerbalX. It should fill in the spot for a small regional jet. Carries actual 40 kerbals and has usable flaps and slats as well as reverse thrust capable. Also features an Air Ramp, deploying from the door to get up and down the craft (adjustable). Needs the latest version of Airplane Plus, though. No rules against making my own set of parts Edit: KVV Images
  10. I fixed this on my dev version already! *stomps on the ground repeatedly*. This is so infuriating Edit: @Lisias So it needs github?
  11. Hmmm, alright. I really have no idea about it, how does one go about fixing this?
  12. Believe it or not, I have no idea how .version files are supposed to work, I was just told to make one Is this game breaking? Hmmm, alright. If you do encounter issues, you can just tell them here so we can try to fix.
  13. Theoretically, it should work with 1.3.1 as long as you have the right plug-ins (The 1.4.x-1.4.4 is due to FS and module manager version). Does it not for you?
  14. Sure, it should on any 1.4 versions. Also, I made a boo-boo, I reuploaded R23.0 to fix it. If anybody downloaded before this, you need to redownload to fix the missing cockpit.
  15. Release 3.0(L) Hmmm, alright. That seems to be good. I released twice (3.0/3.0L) the one with the L is legacy, it's made for 1.3.x but since it's difficult to test with old versions for me, I only barely tested them, at least not as much as I did for 1.4.x version. But still, should work pretty good. The features are the same except no part variants for the legacy version. Curse seems a little finicky in uploads but oh well. As it will be said in the change log, it will break (old) saves of crafts. I fixed the nodes to reduce redundancy is why. Here's the changelog also on the OP: NOTE: Latest changes will break saves Added Chassis Hybrid Cell - can be attached with the chassis but no fuel on its own Added Modular Chassis Fuel Tank - attached on Chassis Hybrid Cell sides or below widebody platforms with nodes Added "Deluxe Black" texture for all variant switch capable parts - Separated Modular Platform Segment A to with and without chassis Separated Modular Platform Segment D to with and without chassis - Fixed G1 Mini Service Command having up to 2 kerbals despite only physically fitting 1 Fixed G1 Hatch Back colliders making it unable to attach inside the hatch Fixed Hitch Parts not appearing due to wrong tech nodes in configs - Ported to 1.3.x for legacy version of R3.0 Enjoy and report back if there are any problems
  16. Release 23 Here's the update finally (as I stated to you @TMasterson5, sorry I couldn't be of much help). Anyway, as promised, expansion of 1.875m from where we left off last patch. Let's skip aerodynamics for hollow parts for now, I really want to add a whole lot of parts and I can't afford to cut my pace for now (Hopefully not a big issue for everybody). I also fixed the collider issues. Here's the actual changelog also on the OP: Added Size 1.5 Cockpit based on the CRJ series Added J-34 "Chevron" High-Bypass Turbofan Engine based on E-170's CF34 as well as CRJ-900 Added Size 1.5 Crew Cabin Added Size 1.5 Air Ramp Added Size 1.5 Structural Fuselage Added Size 1.5 Structural Fuselage Junior Added Small Nose Cone B Added Size 1.5 Tail Connector A Added Size 1.5 Tail Connector B Added Size 1.5 Tail Connector A Short Added Size 1.5 Tail Connector B Short - Fixed 1.875m Liquid Fuel Fuselage having no colliders Fixed Mk3S1.5 Structural Fuselage collider preventing entry inside the hull Fixed Mk1 Inline Stabilizer weight being too heavy - Changed some tech tree distributions Have fun and don't forget to remind me if there are issues I forgot to fix again. Here's some pics (CRJ-900 and CRJ-700): -
  17. Yup, I release my test crafts with the release of the pack. Here's some more
  18. Literally unplayable. (Not entirely) I was going to make a Legacy Version, I hope I could, I'm going to release it with 3.0 - a 3.0 legacy version. There will be no mesh and texture switching though, that's a feature of 1.4.x
  19. Well, it seems like a few things happened while I was away from the thread. Perhaps if the rude ones knew how difficult it was, they'd be more appreciative of the work done, eh? Anyways, back to dev update, I just finished IVAs too for the new cockpit: Nothing spectacular as usual. Please don't mind the speed of the plane during screenshot. The new cabins can be occupied by up to 8 people. I've actually fixed the wrong weight of the Mk1 Inline Stabilizer which sucks because I had to redo a number of my crafts to balance them back again. Though it did come up during the testing phase. Still some improvements to go. Here are some screenshots of the CRJ-700 (32 passengers): Here's a CRJ-900 (40 Passengers)
  20. @qromodynmc I saw that one coming Ah. I thought C-Series stood for Canadair (Regional Jet) Series. My bad. Turns out I'm not familiar with the CSeries (just CRJ). I fixed it now.
  21. Good god. I don't even know how that works. I'll look into it. Perhaps when I decide to the more bizarre engines rather than conventional. Right now, a proper engine is finished, based on CF34 basically close to real life resized to 1.875m hull. So it's 1.0m but it's not a bulkhead but a radial only engine. --- IVA's all that's left then configs. I've fixed the issues I know of current version. Still finding some more and remembering some more. The set's complete for next release. The release after is already planned but this one's important for now. CRJ configuration: E-Jet Configuration:
  22. Kinda a bit of both. But mostly Bombardier of course. C series and E-Jets have basically same engine anyway so I took the liberty of mixing them up a bit. The engine's all that's left. I've finished most of the things. Of course, except most balancing and aerodynamics of hollow bodies (I won't focus there yet so it will still be bad) For everything else, the requests are accepted as long as everybody knows I can't put everything as fast as I can and sometimes I just can't make them because I'm making something else or similar features already exist. With that said, as mentioned, just keep the suggestions going.
  23. Correct. @damonvv brought this issue to me and I still haven't released a fix due to priorities (Airplane Plus) but it will be fixed in the coming patch for sure. Coupling is a category which I mistakenly put on TechRequired.
  24. That's me. Stock landing gear modules are a no man's land and people rarely travel it but Squad has changed it in 1.4.x! Which of course broke everything and I had to port the wheels back then. That steering has slipped from my testing (because I had to rework all of the transforms). Anyway, I will fix that dreaded steering animation, just give me time. Gah. Regarding the collider missing on the wheels, it gets loaded as it deploys (configured when on the config) try it on stock wheels, the wheels also don't have colliders if you hover over it. If you're thinking why it's on the ground as it spawns read this on your log as you launch: [Untitled Space Craft]: ground contact! - error. Moving Vessel down -0.996m At which point I'm going to ask KSP while I try to debug this "Excuse me, why?" And I was never able to solve it. So that's why people said it's a problem World Stabilizer mod fixes. And that it's KSP fault, not mine. Still gets me pretty bummed about it. @vardicd That would make sense, I have a feeling it would be difficult if not impossible. The module for the FX and sounds are the same. Therefore there can only be one. Just a wild guess from my own knowledge. @TMasterson5 Oh my, I'm glad you're back and can contribute again. @theonegalen has made some great RPMs but for limited cockpits and not only for this mod. And the latest tweakscale as I know is from mechanicH's post linked on the OP, not pretty far behind, actually. Maybe just a patch or two if I remember correctly. -- I know there's also a lot of things that needs to be fixed but I also want to add more parts. I have so much parts in mind but it's bogged down by looking at fixes too. Ahhh. Here's for the next release. The cockpit's not yet textured but the model's there. Need to animate the door first then set configs up for em later on:
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