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[1.4.x-1.8.x] Airplane Plus - R26.4 (Fixed issues/Github is up to date) (Dec 21, 2019)


blackheart612

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7 hours ago, blackheart612 said:

@qromodynmc Yep, they don't work. I think it's because they use a special module in the configs. They function differently from normal engines. Just remember that the center of lift is on the shaft of the rotor. 

Yeah, i have been doing that. Thanks again, and keep up the good work!

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9 hours ago, qromodynmc said:

Hello Blackheart! thanks for awesome mod!, everything looks nicely but i have this problem;

qjYA23.jpg

Center of thrust icon doesnt work, Im very new to this mod so i dont know if this is intentional or not. It works perfectly on other propeller engines, just not on helicopter rotors.

Hope you can inform me about this.

If you need it to verify thrust balance, etc. you can use RCS Build Aid -- it'll show you the expected rotation/torque of your craft -- Just remember to switch it to engine (thrust?) mode.

I've not tried with with Airplane Plus yet, but I'm assuming it won't be confused by the CoT indicator being so detached from the craft. :wink:

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6 minutes ago, tetryds said:

Erm, the P-40 cockpit is kinda generic, in fact you could use the current A5M6 cockpit on it and it would look similar.

 

What so what you are saying is that THIS cockpit:

A6M-Zero-1.jpg

Cane be made into THIS?!

topa0705-main-lg.jpg

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Just now, tetryds said:

@Murican_Jeb I said they can look alike.

Simply clip something on the rear of the cockpit we have and it will look quite similar.

 

Quite?

That like saying

2 hours ago, Murican_Jeb said:

What so what you are saying is that THIS cockpit:

A6M-Zero-1.jpg

Can be made into THIS!

topa0705-main-lg.jpg

 

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4 minutes ago, qromodynmc said:

hah, that'd be very uncomfortable for a kerbal.

maybe a 0.9375 cockpit? (it's the middle size between 0.625 and 1.25 and there are actually some mods that use this size)

Edited by NeoFatalis
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On 03.12.2016 at 3:23 PM, qromodynmc said:

Imo this mod needs .625m propeller engine for smaller crafts. Only one is enough.

TweakScale can help you. Simply add this config to TweakScale patch folder.

Spoiler

@PART[fokkerprop]:NEEDS[TweakScale]
{
    %MODULE[TweakScale]
    {
        type = free
    }
}

@PART[51prop]:NEEDS[TweakScale]
{
    %MODULE[TweakScale]
    {
        type = free
    }
}

@PART[chaikaprop]:NEEDS[TweakScale]
{
    %MODULE[TweakScale]
    {
        type = free
    }
}

@PART[hawkerprop]:NEEDS[TweakScale]
{
    %MODULE[TweakScale]
    {
        type = free
    }
}

@PART[spadprop]:NEEDS[TweakScale]
{
    %MODULE[TweakScale]
    {
        type = free
    }
}

@PART[109Prop]:NEEDS[TweakScale]
{
    %MODULE[TweakScale]
    {
        type = free
    }
}

@PART[corsairprop]:NEEDS[TweakScale]
{
    %MODULE[TweakScale]
    {
        type = free
    }
}

@PART[fighterProp]:NEEDS[TweakScale]
{
    %MODULE[TweakScale]
    {
        type = free
    }
}

@PART[merlin]:NEEDS[TweakScale]
{
    %MODULE[TweakScale]
    {
        type = free
    }
}

@PART[spitfiremerlin]:NEEDS[TweakScale]
{
    %MODULE[TweakScale]
    {
        type = free
    }
}

@PART[yakprop]:NEEDS[TweakScale]
{
    %MODULE[TweakScale]
    {
        type = free
    }
}

@PART[zeroprop]:NEEDS[TweakScale]
{
    %MODULE[TweakScale]
    {
        type = free
    }
}


@PART[bellprop]:NEEDS[TweakScale]
{
    %MODULE[TweakScale]
    {
        type = free
    }
}

@PART[belltail]:NEEDS[TweakScale]
{
    %MODULE[TweakScale]
    {
        type = free
    }
}

 

On 03.12.2016 at 4:53 PM, OrbitalBuzzsaw said:

That and a .625m cockpit.

There also is a solution, at least for open cockpits.

There is Mk1 Cargo Bay mod which also has 0.625 cargo bay.

You take it, take command seat and as a result get tons of happiness :wink:

tYH9OxF.jpg

Edited by Shnyrik
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Whoa, I don't know why there are suddenly a lot of replies but I'm not complaining. Okay. I think that the best way to settle part priorities are through polls but I have no idea how to make polls. It may be my fault for not reading it somewhere. Anybody know how? Maybe @Red Iron Crown? Sorry for pulling you, I thought I'd ask since you were here. :blush:

Anyways, I just started making another engine very recently.

NpcSF1x.png

It's the Chinook's engine. Those side engines will be removable once it's imported. I've been playing a little bit of KSP for a while so I wasn't able to do some developing. Should be time to add the 2 engines for a next release.

--

Regarding the cockpits, I already explained this a bit, most framed cockpits look the same. It's likewise to bubble canopies. Yak cockpits looks like the stock MK1 inline. Not exactly but good enough. Framed cockpits such as SBD Dauntless and A6M Zero look the same. @Murican_Jeb I understand the P40 has a little bit more unique cockpit. It has an armored back flared backwards like a long razorback. I have been thinking of a way to implement its looks without actually making it a 0.625-1.25 from nose to back. This is why I did not make it yet. Patience and I hopefully will find a way of modeling this. Just like how I suddenly was able to learn IVAs thus releasing cockpits.

--

0.625 engines. Yes, this is very possible. In fact, there's one engine in the released pack that is probably going to be a 0.625 engine. But I'm thinking of releasing this when I make a 0.625-1.25 cockpit.

0.625 cockpits, I haven't thought of yet. Give it some time. Especially for cockpits, the work for cockpits are double because of IVAs and extra configs and props needed. I could probably do it faster but I haven't been doing this long enough to do it flawlessly. So I take it slow.

--

@Shnyrik I'm all for 1.25 bays. Just you wait, I will add them if I can. :D I already want them but we'll do it step by step to avoid confusion of my part.

 

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On 12/1/2016 at 6:13 AM, blackheart612 said:

@qromodynmc Yep, they don't work. I think it's because they use a special module in the configs. They function differently from normal engines. Just remember that the center of lift is on the shaft of the rotor. 

I'm not where I can try it so I'll ask, what happens if you turn the chopper sideways?  So the rotor blades fade the same way a plane's engines would naturally?  Or maybe open the craft as is in the VAB?  It may not show cot because of an assumption about which direction the thrust is "supposed" to be facing....

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