blackheart612 Posted November 20, 2016 Author Share Posted November 20, 2016 Release 6.0 Alright. Finished the cheesy cover photo at last. Here comes one of the most feature heavy update of all. It's also the start of the modern age releases. Contains Turboprops and Helicopter parts for now. Here is the formal changelog which can be seen from the OP: ------------ Latest Changelog: Added KP-12 "Bear" Kontraprop Engine based on Tu-95 Added KT6A "Kitty" Turboprop Engine based on TBM 900, contains a pusher variant* Added RR K250 "Maverick" Turboshaft Engine** based on Bell 206, as well as its tail rotor, RR K250-S Control Rotor Added K73 "Beluga" Turboshaft Engine based on Sikorsky S-64, as well as its tail rotor, K73-S Control Rotor *still needs the thrust to be reversed **meshswitch capable to remove engines - Added Mk1 Viewer's Cockpit based on Bell 206 Added MK1/0 Caged Inline Cockpit based on A6M "Zero" Added Anti-Roll Landing Skids - Included Part Deleter's Guide in the zip for those who want to delete specific parts - Fixed bad sound loops and bad sounds over all Fixed config complaints about errors and issues (ignitionthreshold, texture on meshswitching) - All engines will now have a small startup time before shooting off the runway ------------ No more missing textures for K1710, and ignitionthreshold error ( Thanks to @BureauJaeger). There is a problem which the KP-12 is rotated as default. Just rotate it when using it for now. I'll fix it next release. The same old mega album for new updates is updated - http://imgur.com/a/6kDLM It took quite a while before release because I added an extra feature. I wanted the cockpits to be as fully functional as stock ones so here you go, the reason why: Compared to stock cockpit light (It's just lower resolution because I wanted to optimize the textures, it wasn't that necessary): Spoiler Enjoy! Quote Link to comment Share on other sites More sharing options...
Shnyrik Posted November 20, 2016 Share Posted November 20, 2016 Hurray! Quote Link to comment Share on other sites More sharing options...
Rhedd Posted November 20, 2016 Share Posted November 20, 2016 You've added some REALLY awesome stuff since the last time I downloaded this. Nice!! Quote Link to comment Share on other sites More sharing options...
Rjtaml Posted November 20, 2016 Share Posted November 20, 2016 Celebrate! Quote Link to comment Share on other sites More sharing options...
Guest Posted November 20, 2016 Share Posted November 20, 2016 I love how you were able to make cockpits! I'm going to install it right now! Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted November 20, 2016 Author Share Posted November 20, 2016 It was indeed a long way down. But learning new things is always fun. Quote Link to comment Share on other sites More sharing options...
RopetorGamer Posted November 20, 2016 Share Posted November 20, 2016 On 22/5/2016 at 5:31 AM, ZentroCatson said: Nice pack! I'm a sucker for prop engines and WW2 era planes, so thanks for making these! Now I finally can recreate the P-38, my favorite WW2 era plane. Can I suggest some parts for this pack? Firstly, a Razorback cockpit addition that would turn the mk1 inline cockpit from a bubble top canopy into a razorback like this: Secondly, a 1.25m air intake similar to the one on the MiG-21 Fishbed. That's all I really need for now, keep going with this beautiful work add the f 190 engine and cokpit Quote Link to comment Share on other sites More sharing options...
kiwinanday Posted November 20, 2016 Share Posted November 20, 2016 (edited) Excuse me, I have to go build something ridiculous with that NK-12. BRB 9 hours ago, blackheart612 said: Also, the mix of heli cockpit and Mk1I could totally be the nose of some WW2-alike bomber: Edited November 20, 2016 by kiwinanday Quote Link to comment Share on other sites More sharing options...
Deizelpunk Posted November 20, 2016 Share Posted November 20, 2016 10 hours ago, blackheart612 said: Release 6.0 Alright. Finished the cheesy cover photo at last. Here comes one of the most feature heavy update of all. It's also the start of the modern age releases. Contains Turboprops and Helicopter parts for now. Here is the formal changelog which can be seen from the OP: ------------ Latest Changelog: Added KP-12 "Bear" Kontraprop Engine based on Tu-95 Added KT6A "Kitty" Turboprop Engine based on TBM 900, contains a pusher variant* Added RR K250 "Maverick" Turboshaft Engine** based on Bell 206, as well as its tail rotor, RR K250-S Control Rotor Added K73 "Beluga" Turboshaft Engine based on Sikorsky S-64, as well as its tail rotor, K73-S Control Rotor *still needs the thrust to be reversed **meshswitch capable to remove engines - Added Mk1 Viewer's Cockpit based on Bell 206 Added MK1/0 Caged Inline Cockpit based on A6M "Zero" Added Anti-Roll Landing Skids - Included Part Deleter's Guide in the zip for those who want to delete specific parts - Fixed bad sound loops and bad sounds over all Fixed config complaints about errors and issues (ignitionthreshold, texture on meshswitching) - All engines will now have a small startup time before shooting off the runway ------------ No more missing textures for K1710, and ignitionthreshold error ( Thanks to @BureauJaeger). There is a problem which the KP-12 is rotated as default. Just rotate it when using it for now. I'll fix it next release. The same old mega album for new updates is updated - http://imgur.com/a/6kDLM It took quite a while before release because I added an extra feature. I wanted the cockpits to be as fully functional as stock ones so here you go, the reason why: Compared to stock cockpit light (It's just lower resolution because I wanted to optimize the textures, it wasn't that necessary): Hide contents Enjoy! Daaaaayum! (love i wish that only right side audio wasnt a thing ;-;) Quote Link to comment Share on other sites More sharing options...
Deizelpunk Posted November 20, 2016 Share Posted November 20, 2016 Why do you have to use firespitter anyways? If its just for the audio id rather have poopy audio in both ears than glorious audio in only one. Quote Link to comment Share on other sites More sharing options...
kiwinanday Posted November 20, 2016 Share Posted November 20, 2016 ^^Disagree. But I don't use headphones. Quote Link to comment Share on other sites More sharing options...
Guest Posted November 20, 2016 Share Posted November 20, 2016 21 minutes ago, Deizelpunk said: Why do you have to use firespitter anyways? For the Prop blurs, Propeller Animation, non-smoke engines, ect. Without Firespitter, this would look a bit weird (I didn't know how to say it so I just said weird) Also, please edit your post and remove the quoted OP, it's taking up space. Thank you. Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted November 21, 2016 Author Share Posted November 21, 2016 (edited) @Deizelpunk Yes, all what they said was correct. The features borrowed from firespitter are as follows: Blurring of the propellers when it's spinning fast enough Spinning of the propellers and the controls on how it goes together with blur Thrust reversal of prop engines Mesh Switching so you can have multiple engines in one part Bladed engines for the engines with RPM such as helicopter engines Tail Rotor functions maintaining aircraft stability If FSengineHandCrank still works, you can activate engines while outside even if your class sin't engineer In some cases, alternator modules and lastly, coordination of sounds. It's not just gonna be poopy, it's going to be a snafu of sounds at the beginning. The engines will just be trying to kick in silently when all of a sudden the idle sounds of propellers will already be playing loudly. All while there's still a sound of an engine starting up and your aircraft is still slow enough but there's sound of engines firing already. Edit: I'll take this time to say that Snjo was very awesome because he made firespitter. Look at all those borrowed modules. Unfortunately it's just being maintained by RoverDude now so no more Snjo. Edited November 21, 2016 by blackheart612 Quote Link to comment Share on other sites More sharing options...
TedwinKnockman66 Posted November 21, 2016 Share Posted November 21, 2016 I have one question can you add Mi-8 engines? Quote Link to comment Share on other sites More sharing options...
klgraham1013 Posted November 21, 2016 Share Posted November 21, 2016 On 11/20/2016 at 5:18 AM, blackheart612 said: Release 6.0 I'm am blinded by amazing. Good job, sir. Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted November 21, 2016 Share Posted November 21, 2016 12 hours ago, blackheart612 said: The features borrowed from firespitter are as follows: Blurring of the propellers when it's spinning fast enough Spinning of the propellers and the controls on how it goes together with blur Thrust reversal of prop engines Mesh Switching so you can have multiple engines in one part Bladed engines for the engines with RPM such as helicopter engines Tail Rotor functions maintaining aircraft stability If FSengineHandCrank still works, you can activate engines while outside even if your class sin't engineer In some cases, alternator modules and lastly, coordination of sounds. Edit: I'll take this time to say that Snjo was very awesome because he made firespitter. Look at all those borrowed modules. Unfortunately it's just being maintained by RoverDude now so no more Snjo. Yeah... The Firespitter plugin is one of those, thats ALMOST as important as ModuleManager... lol So, just wondering if ALL or which of those functions llisted, are included/supported in Interstellar Fuel Switch... Which, I believe is built on the FS modules...?? While theres practically zero documentation for IFS, at least its being actively developed and maintained, IIRC, and not on life support like FS basically is...?? Plus, having the option of having EITHER FS or IFS installed might be nice, IF, IFS truly does EVERYTHING, FS does... Quote Link to comment Share on other sites More sharing options...
NeoFatalis Posted November 21, 2016 Share Posted November 21, 2016 44 minutes ago, TedwinKnockman66 said: I have one question can you add Mi-8 engines? I don't really know if we need them at this point because they kinda look like the big rotor that was added in the last update altough a coaxial rotor like in the KA-50\KA-52 would be cool Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted November 21, 2016 Author Share Posted November 21, 2016 @Stone Blue As far as I remember IFS only has Fuel and Mesh Switch features that's like Firespitter? But everything else I believe is only Firespitter exclusive features. I don't think FS will be let go soon enough. A hero will always come by to patch it because it's in github @TedwinKnockman66 @NeoFatalis It's not far from possible. My plan is to add at least one of every different rotor number. I mean the Beluga has 6 blades now. The Maverick has 2 blades now. I plan to release (and I'm working on it atm) next is Chinook Rotor (3 blades) and Black Hawk rotors (4 blades). Which means release 8 might contain Mi-8 (5 blades) then since I make exceptions for unique engines, Ka-50 might be its partner for the distinct Coaxial Rotors. Also, thank you for the good feedback, if you guys encounter issues that are not on the very short issues list on OP, please let me know. Quote Link to comment Share on other sites More sharing options...
NeoFatalis Posted November 21, 2016 Share Posted November 21, 2016 3 minutes ago, blackheart612 said: Beluga has 6 blades , Mi-8 (5 blades) oh , I didn't realized it Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted November 21, 2016 Author Share Posted November 21, 2016 (edited) Meanwhile of course there are turboprops coming with it. Here's one I'm currently working on. The engine of Predator (B) Drone. Better known as the Reaper. It's the only Pusher by default engine but of course it has a tractor config as well (Bronco). This is subject to change, just a quick model and import. Now I miss Adjustable Landing Gear... Edited November 21, 2016 by blackheart612 Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted November 21, 2016 Share Posted November 21, 2016 1 hour ago, blackheart612 said: Now I miss Adjustable Landing Gear... Aint THAT the truth?!?... Amen, Brother Quote Link to comment Share on other sites More sharing options...
Deizelpunk Posted November 21, 2016 Share Posted November 21, 2016 Damn, so I assume roverdude is working on the audio thing? Because hes maintaining firespitter now? Quote Link to comment Share on other sites More sharing options...
stryth Posted November 21, 2016 Share Posted November 21, 2016 That Mk-1 junior liquid fuel tank confuses me. It's half the size of the stock Mk-1 liquid fuel tank, but it only has an 1/8 of the fuel. Shouldn't it have something like 200 LF instead of 50? Quote Link to comment Share on other sites More sharing options...
Guest Posted November 21, 2016 Share Posted November 21, 2016 2 hours ago, Deizelpunk said: Damn, so I assume roverdude is working on the audio thing? Because hes maintaining firespitter now? I think a better place to talk about audio in firespitter so we don't start a flaming war for just audio. Also, if the audio really bugs you then take off your headphones. Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted November 22, 2016 Author Share Posted November 22, 2016 @stryth Because when I made it I assumed Mk1 Junior has the same volume as Mk0 Fuel Tank inside (both of them are half the size of Mk1). I'll have to recalculate this to confirm if that really is true but I'm going to do something in real life so I'll do it asap when I'm not doing stuff. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.