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Snjo

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Everything posted by Snjo

  1. Cool craft. What's LLL short for again? Are those adapters on the end of those girders? Seeing the blurry discs in the screenshot makes me think of an alternate frozen blade plus motion blur display when the game is paused. But that would be insane. Not... going.. to... do... it! I really need to get working on some new stuff, not just messing with the old and tweaking those pieces of code. The rocket pods are a worthy endeavor.
  2. new version, v5.3 -Added the current version of the parts guide as a pdf in the zip -Propellers at full speed switch to a blur graphic (editable cfg value) -New model for the original propeller engines To be honest, I just uploaded this now so I could finally replace my thumbnail on spaceport edit: I needed a new desktop background, so I made these: 1920x1200 / 1920x1080
  3. It will only work on non-gimballing engines, because any gimbal module present will flip the thrust right back. But if you have the name of the thrust Transform correctly, which you can see in the cfg file, it should work. But if the object used as a thrust Transform also holds a mesh, it will look quite odd when that thing is rotated 180 degrees.
  4. The basic propeller engine was the first part I ever made for KSP, and I've always wanted to improve the mesh for it. I didn't want to change it drastically, but I was never happy with the blades, so here's a slight update. (I have not changed the size of the casing the mounting point, or the modules, so nothing should have changed for pre-existing craft) It now also sports the nice new blurry disc when at full speed.
  5. There is no rotor torque. If the craft yaws on its own, something else is off balance. I don't use any control surfaces at all, since the main rotor has built in roll and pitch control, and the tail controls yaw. The rest is fixed with trim and carfuel positioning of the main rotor. You can right click the tail rotor to increase its power (up to 32, which is very powerful indeed) The number one rule in flying pure helicopter with asymmetrical drag (which they pretty much all have), is don't go too fast, or you will spin out. Most of my helicopters freak out around 60 m/s. That's over 200 km/h, faster than an average helicopter, and about as fast as a Blackhawk according to a random internet person. (It was claimed that the Chinook can do 210 knots)
  6. the floats do nothing more than any other structural strut piece, so it can't create those errors. I would blame on of the other mods you have installed that play around with your SPH stuff.
  7. The original 1m propellers and helicopter rotors have internal air intakes like you propose. The .5m liquid fuel nose engine does not, as it's only meant to be the actual nose of an engine, and was built for planes like the mustang, which does in fact have a large visible air intake on the fuselage. If you want to add an air intake to your version of the nose engine, just take the air intake section of the larger engine and add it to the smaller one. Several mods also offer better looking air intakes than the stock ones. I just haven't bothered making one myself, as I think the stock one I'm using is "good enough". (Well, there is the nose intake part I made of course)
  8. The cfg values are in place to allow for sounds that work the same way as stock engines in that regard, I just haven't added in the coding for it yet. I just got the module to where I needed it bo be for my engines, but I fully intend to finish all the features, so it can be used for other engines, like jets or electric in a more flexible manner.
  9. The wings have FAR values, but if FAR doesn't fully support winglets, there's nothing I can do about that. The wings use the same part type as the stock winglets, so if they work, so should these.
  10. The pre-release build is a zip file in my dropbox I update pretty often, so the URL is always the same, but the contents change all the time. In between official releases, I may throw parts in there that have placeholder textures and meshes, or not yet fully defined config files. I will often update only the dll to improve some functionality that was buggy or incomplete. Or if I thought of some awesome new feature that I want to show off in a post. I will use this file when updating spaceport. After an official release, the spaceport and pre-release files will therefore be the same. The likelihood of horrible bugs is a little higher than a spaceport release, but I don't update it if I still have known errors. However a part may have major changes, so a craft built with a pre-release part may have meshes move around, get action groups messed up, or something else when using the final version of it. If you notice a bug in the pre-release (or full), please post it here. I have no way of knowing about a post in the addon support threads or on the spaceport comments section.
  11. I just have to incorporate the code into my own plugin and clean it up. Then I release a pod-only version. I'm gonna make a rocket/bomb rack after that.
  12. I was so inspired by sfr's VTOL engine that I finally finished my swap-blades-for-blurry-disc code that I have had lying around forever. His texture for it also helped me make mine less ugly.
  13. I've seen the pontoon issue on a smaller scale on some of my semi-heavy planes. On your very heavy planes it looks much worse than what I saw. I will have to experiment with some mass settings, and also see it this is an issue on the same kind of setup using other stock parts. The floats have abnormally low mass compared to other parts, for the way they are put to use. That's to get around the terrible water resistance code. It might be that heavier craft will just need physically bigger floats, and higher mass (but not above 0.8 tons you see).
  14. The blurred blades look so good, I think I will seriously have to finish my code to do the same. And the door opening when you EVA, very clever. Gotta test this out to see what conditions you set for that.
  15. That looks sweet! I used the first version of the sfr module, but it had a bug where a cockpit without sfr would spawn an extra copy of the cockpit IVA nearby, if there was an sfr enabled cockpit nearby. I assume that's no longer a problem. If not, it would be interesting to create an alternate build of the bomber cockpit with sfr.
  16. New stuff explained (from the guide) Trim adjustment tool Attach the small Trim adjustemt tool to your craft to quickly change trim settings to a preset, or do small controlled adjustments. Trimming normally with alt + arrow keys can be dangerous at launch, but pressing a button is so easy, even your mother could do it! Clicking on the Trim tool in the action editor brings up three separate windows, pitch, roll, and yaw. You can add up to three trim presets that will be saved to the vessel, or any number of presets during flight. Buttons [ + ] Adds one step to the active trim on the craft. (Up for pitch, Right for roll/Yaw) [ - ] Subtracts one step to the active trim on the craft. (Down for pitch, Left for roll/Yaw) [Add] Adds one preset line [Del] Removes one preset line (You can have no presets if you wish, but one is always added on Load) Show on Launch [Y/N] Toggles whether this popup box will appear when the craft is launched/loaded Presets Each line has an editable text field, and a button to use the trim value written in that field. Values are in percent of total trim, so -23.5 will give 23.5% of total possible steering input. Be careful to click outside the text field after you’ve edited it, as it will keep taking inputs instead of letting you steer if you don’t. Tips If you find a good pitch trim setting for takeoff, add the action “Use Pitch Preset 1†to the Stage Action Group, to apply that trim value as soon as you start your engines. If you don’t use the Abort Action Group for anything else, you can add the actions for toggling the popup windows to that. Then you can just press Backspace to show or hide all or some of the windows. The roll is usually way overpowered in planes when using the keyboard. Add the Action “â€ÂRoll trim +1 step†to for example action group 8, and -1 roll to 9, to make very gentle turns by pressing these buttons a few times. Water Launch System By adding the water launch system to your craft, you will automatically be moved to the water near the Space Center when you launch. It will take a second for the craft to drop down and settle in the water. You will see an on-screen prompt to Quickload (press f5), and Quick Load (hold f9) to get all parts working properly. This should only be needed on craft with wings, since they don’t get properly activated after the move. Please note that you have to be moving no faster than 0.2 m/s in order to quick save your game.
  17. New version! Download v5.2 Plugin fun: - Trim adjustment gadget. Create trim presets in the hangar action editor, or edit trim easily while flying. - Move to water at launch module. Slap this on, and you’ll start out in the water. Follow on-screen prompt if you use wings to avoid lockup. - VTOL action editor options. Set rotation increments and deployed angles in the hangar action editor. - Added static normal/reverse actions to the engine thrust reversers Bug Fixes: - Fixed FSanimateGeneric always animating at launch - Electric rotors would spin in retracted state instead of deployed - Electric rotors would try to reach parked rotation at odd times.
  18. To work, the sounds must be in exactly the right place, which they will be if you unzipped the files in the zip directly into the KSP folder:
  19. I tested your craft file, and it works fine in the upcoming version, which I'll try to get out as a bug fix later today. You can get it from the pre-release file right now.
  20. Could you send me the craft file, so I can test this? Also, are you using the version from spaceport, or a pre-release version?
  21. Someone suggested edit options for the VTOL engines in the hangar, so that's now a thing. I'll be updating the guide about it later, when I know it's actually working and understandable. I updated the pre-release with the following plugin fixes: -VTOL action editor options -fixed FSanimateGeneric always animating at launch -Added static normal/reverse actions to the engine thrust reversers
  22. I tested it here without being able to replicate it, but I've done some bug fixes to the plugin. Try the pre-release and see if that makes a difference.
  23. The often quoted line about how wings only create lift due to the shape is incomplete. It contributes to the lift for sure, but the angle of attack of the surface is just as important. That's why you can fly upside down with a shaped wing, or with a totally flat wing. It's a lot less efficient though. Point being, I agree that the air brakes should realistically create a lift effect in the appropriate direction. However, doing so with the existing lift code might be kind of weird and uncontrollable. I've been thinking of creating some alternate control surface code to handle stuff better, especially the planetary kraken that messes up and flaps the control surfaces at times lately. Problem is, I have tried creating flight logic in a separate Unity project before, and know how weird it can get. I at one point got shot out to 40km in a matter of 30 seconds, and started getting hilarious floating point errors on the geomtery I would have to replicate either the control surface code, minus the control input bit, from Squad, or look into some of the FAR stuff. But first I'm going to mess with other stuff, so no promises.
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