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Snjo

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Everything posted by Snjo

  1. So I hear you wanna make bigger vessels. We cracked it together, so I give you... WIENERPLANE
  2. It never hurts to recap some important points, so I added some basic info to the readme. I assume no one reads that every update, so... Installation: Check out Scott Manleys video on installing mods Make sure you put the Firespitter files in the GameData folder the way it is presented in the zip file. This mod relies on many assets that have to be in the right folder, like sounds and textures. If you get creative with the file and folder names, stuff will break! Troubleshooting: Q: I have no engine sounds, but the propellers spin A: You placed the folder in the wrong place or renamed it. Q: The propellers don't spin, but they provide thrust A: You somehow installed without the dll file, so only stock code is running. Q: I get sent to outer space when I launch a plane with an electrical engine A: You are using and old version KSP Interstellar or some other mod that is conflicting with my code. Firespitter code does not interfere with anything outside its own parts, so the fault here is usually with the other mod reaching into all parts and doing crazy stuff. Q: Everything is broken and I am sad A: Make sure you use the latest version of KSP and Firespitter. Do not post support questions on the spaceport, no one reads it. Use the forum if installing correctly didn't work. Keep in mind that lots of people are using the mod successfully, so unless it's a new bug introduced in the latest FS version, you probably messed up the install. License: You may reuse any part of this pack, as long as you give credit in the download file and on the download post/page. No reselling. No redistribution of the whole pack without permission. UV map texture guides are included so you can re-skin to your liking. AKA the Snjo/Attribution/Reuse/Benice/Nomoolah/Whocares license For reuse of the plugin, please either direct people to download the dll from my official release on the spaceport, OR recompile the wanted partmodule/class with a new class name to avoid conflicts. For modders re-using the dll directly, you MUST place it in the Firespitter folder in your zip file, so people don't end up with two copies of the dll. The right path is: [KSP_OS]\GameData\Firespitter\Plugins\ If people tell me they don't have a folder with [ and ] in it, I will cry
  3. I agree, and that is why I require any modders re-using my dll to do so (or recompile with new class names). If they do not, they have either never talked to me or they have not registered my explanation of the way that stuff works. I'll make sure the readme is clearer on that.
  4. Wouldn't that just make the stunt that much less impressive? What, you want seat belts too? Kerbals these days!
  5. All of that is taken care of in my buoyancy module. The stock water impact resistance is identical to the ground impact resistance, which doesn't really work out. So any part with FSbuoyancy has custom and separate water and ground impact tolerance. There's nothing to stop you from throwing that on any part, but it's better to make parts designed with that in mind which will impact the water, since you can then do a multi-point float where the hull will remain level in the water and not just roll around. Of course, if the float section is just an add on to the bottom of the round parts, they should also resist some water impact since they might clip into the water when landing. If you use the existing floats with just the nose attached to both sides of a strut, and place one on each wing tip, you don't have to worry about the wings breaking off on landing. Just try not to dip them into the ground. If you want to apply the buoyancy code to any part, from stock or an add on, just add this in the part.cfg: MODULE { name = FSbuoyancy } There are more values you can set up, like float power, described here
  6. Yeah, that's pretty. It's on my list for sure, but no promises about when I get to that part of the list
  7. Do you mean the fuselage shape, or the tail control surface layout (like H or T configuration elevators and rudders) The short answer is, I'm gonna be making Avro Lancaster parts with flat sided 3m sections, including slightly tapered tail, the bottom being raised, towards a level top. It holds an H set made of two flat elevators holding oval rudders. I've got the drawings and literature in place, but I'm still working on updating the old stuff a bit.
  8. New pre-release Download v6.2 -Landing gear tires bump, screech and smoke when touching down, and have rolling and retract sounds. -Scaled f-86 wing lift back to 72%, which should be around the realistic lift amount (still more than stock lift) -Subtle braking sound. -Fixed some old tail gear scaling and floating point error rendering issues (Scale has changed a little bit) -Support for part effects (sounds etc) in the animation module. -Shrunk some sound files (but added a few more).
  9. Yeah, I see the offset too. I guess it calculates the lift location in some odd way because the surface attach point is no on the wing, but below it... If I can't find a way around it, I will just have to remove lift from that part, making it just a strut in FAR. Nice shooting! The lanc engine is not supposed to be fiddly, no, but the attach point is set up so the engine will hang below and stick out from the wing. It's behind the yellowish shield on the top of the engine, and meant to stick a bit into the wing. Look at some Avro Lancaster pitctures and you will see how they are different than engines mounted at the vertical center of the wing. (It's supposed to be better for air flow, not that it matters in KSP)
  10. A heads up to all you gun nuts. You should take a look at this thread for updates on InfiniteDice's weapons. I know he's been working hard on it, cause he's been chatting my ear off about it for the last six months! It's not out just yet, but knowing how picky he is, the fact that he wants to show it off is very promising
  11. The pre-release is the closest to a mirror. Occasionally the updated dll is here
  12. Aren't the b9 engines jets that thrust down? Maybe something in the code gets the wrong idea in that configuration, trying do give less force cause it thinks the engine is facing the opposite way. It could be something like the part being placed the opposite way give the wrong info to the code that detects alignment on the plane. Hadn't found that site. Found a couple of samples that might do some good. Thanks!
  13. Been making sounds in my kitchen, scraping knives on wood and such Did you know that finding isolated sounds of wheels rolling is almost impossible? Fun fact! I wish I could find my skateboard... edit: hahahaha
  14. Tell you what, I've thrown it in the pre-release zip. Here's also the very unfinished new helicopter engine I'm working on. The exciting thing is the auto throttle mode it uses. By default a helicopter will hover. When you press Ctrl or Shift, it will descend or Ascend while the button is pushed. Press X and it stops lifting at all, allowing you to come to rest on the ground. It makes helicopters a whole lot easier to fly, and especially to land. You can switch it to normal throttle mode on the right click menu for a comparison. You can tell it's a prototype by the fact that it uses no fuel, works as well in space as on land, and has no animation at all. It has no pitch and roll control, so pack a reaction wheel for now. Oh, and there's an input visualizer on it
  15. Yeah, I've tweaked the falloff and smoke fx location since, so it actually happens on the bottom of the wheel, and is not tube shaped column of smoke. It definitely helps when you are flying IVA with no good view of the runway! I have had some planes where I never really knew if I was on the ground or not, cause it's all so quiet. Of course you might sill bounce off and not know it, but your vertical speed indicator should tell you that
  16. That is awesome! And it might just be a tiny bit better if you get: v6.1.1 Download -Fixed some FAR Values. Included two example craft re-tweaked for FAR. -A surprise
  17. Just got some good feedback from Ferram on what the cfg values mean, and I've been tweaking them a bit. With some more lift due to a better understanding of Mean Aerodynamic Chord, there is of course more drag on the oddly shaped wings. I'm gonna play with them a bit more, but expect to have to move the wings around if you are using FAR with pre-built craft.
  18. It's been pointed out to me that the wings will hold up without struts at any span length, which seems a bit silly. I'll experiment with lowering the break torque from infinity to a number where they will break during excessive maneuvers if un-strutted. For a max speed rating, I could probably do that too, just have to be careful how I delete or detach the part from the vessel. It would also effectively stop you from orbiting with it. However, I suspect some people want to use these things on other planets for kicks, and I've never wanted to discourage that, so maybe the max speed is undesirable. late edit: maybe max speed * Atmospheric density would be a good check. You can go fast in a vacuum, or high up, but try to go 300 m/s at the ground, and say goodbye to your wings.
  19. No, it's because the wing values, both for FAR and FS are based on the size of the wing, but FAR values provide something close to the stock lift amount. To get the planes taking off and landing at realistic speeds, I increased the amount of lift they produce almost four times in the FS values. Generally planes fly way too fast in KSP, and I didn't want that for these historic planes. As an example, the real take off speed of a Sopwith Camel is 39 knots, the take off speed before the tweak, using stock equivalent lift was 80 knots. I increased the lift, so the take off speed is now around 50 knots. Still faster than real life, but much better behaved than stock. A major factor in the take off and landing problems in KSP is the horrible, awful nature of the wheel collider code. People veer off the runway or skid, flip and bounce on landing, because you are going too fast. Lowering the take off and landing speed fixes these issues. I could of course fake the FAR values to be higher to bring them in line, but I figured some feedback from actual FAR users could set me on the right path. So FARstronauts, what do you think? edit: Oh, and there is a problem in FAR where I can only set the span, and not the total area, but that would probably only increase the lift to maybe 150%
  20. v6.1 Download -FAR values added to biplane wings and F-86 wings (FAR is optional as always!) -CoM indicator bug fixed, replace engines on existing craft for a fix. (Removed 0/0 electric resource node from engines) -Some wings have had module changes, which will reset the texture selection. For craft already in flight, you can EVA a Kerbal an Repaint the part. -All example craft renamed with the prefix FS to make them easier to find -Guide PDF updated -Added Normal map (etc) switching support to FStextureSwitch edit: note that when flying biplanes with FAR, they have FAR consistent lift values, which require a much higher speed, and can be scary to land with just the narrow biplane wheels.
  21. Yeah, I've noticed it happens on engines with electric charge as a resource because of the generator. I'll be testing that further and patching it. Cause CoM is kinda important. This is some new fancy 0.23 bug, cause I made no changes to the engines. Maybe to do with the fact that electric charge has no mass. edit: for now, if you tweak the amount of electric charge (from NaN to 0), the ball comes back until you right click the engine again
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