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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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UPDATE: Please ignore my previous post. 

...Switching KSP versions is hard.

On another note, I have an idea. Why not try something like Adjustable Landing Gear, but have different types, like the flotation pods one sees on an SH-3, or angled/offset ones like on an F/A-18? 

I love this mod, BTW

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@Davoda1 It's in the config settings, you need to adjust the velcurve, find where (key = x y) x is biggest while y is lowest but not 0, you need to raise that number. x is the mach number and it says that y (throttle multiplier, throttle*y = result) should be this at this mach number.

@EVA_Reentry @qromodynmc Work on 1.2.1 and 1.2.2 alike. Curse doesn't have a choice for 1.2.2, so 1.2 is about its latest version.

@NeoFatalis I wanted to do that, in fact, I've already made a mesh to go with ALG, I was so sad when it stopped the dev. Of course I still don't understand the fundamentals of wheel colliders that much and its hierarchies but I do want to learn and add them at some point.

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4 hours ago, blackheart612 said:

@NeoFatalis I wanted to do that, in fact, I've already made a mesh to go with ALG, I was so sad when it stopped the dev. Of course I still don't understand the fundamentals of wheel colliders that much and its hierarchies but I do want to learn and add them at some point.

If you are going to make wheels at some point maybe you could use something like this

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20 hours ago, Davoda1 said:

its realistic (kind of) prop planes couldnt go faster even the 165 m/s is more than the top speed of most ww2 planes, but mainly its because the wings would just rip off

Incorrect, the Supermarine Spitfire could almost break the speed of sound in a dive (it got close but was fatal for the pilots) but the prop blades would stall and cause significant drag as well as the carburetors would stall. The VNE wasn't because the wings would rip off it was that the plane would be forced out of the sky. The concept of supersonic boundary layers were not discovered till later.

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5 minutes ago, Eskandare said:

Incorrect, the Supermarine Spitfire could almost break the speed of sound in a dive (it got close but was fatal for the pilots) but the prop blades would stall and cause significant drag as well as the carburetors would stall. The VNE wasn't because the wings would rip off it was that the plane would be forced out of the sky. The concept of supersonic boundary layers were not discovered till later.

True, props aren't for supersonic because of the prop blades anyway. But in stock KSP flicking the stick at (near) supersonic, no craft or kerbal would care :P best way is to just stick to how it is irl and limit it. Kerbal Speed Governor style

@XOC2008 Wow, lol the guns are there too :D That's amazing!

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19 minutes ago, Beetlecat said:

Is that cockpit from the Quiznos pack, or KAX? I can never keep up... :D

 

2 minutes ago, BureauJaeger said:

That's Fantom Works, isn't it?

Yup, Fantom Works with some tweakscale patches. Had to edit the cfgs on the cargo section and tail too as they said module = strut instead of part.

18 minutes ago, blackheart612 said:

@XOC2008Probably not as it already looks the same as C-130H.

That's cool, just figured I'd ask. Now I just have to hunt down a 6 bladed prop for my ac-130j. :)

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2 minutes ago, BureauJaeger said:

@blackheart612 Here's another part idea: the cargo bay got me thinking, an inline cabin door with the same kind of animation could be nice. Essentially a short version of the bay but with hatches on the inside that visually lead to adjoining fuselage parts.

airplane-main-cabin-door-picture-id46993

I'll see what I can do. I did want access like this but IVA is the way to go because it has the IVA view (close up of the inside). Plus all the colliders needed to make a cabin... unless you only want a tube with a door like that - that's more feasible.

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1 minute ago, blackheart612 said:

I'll see what I can do. I did want access like this but IVA is the way to go because it has the IVA view (close up of the inside). Plus all the colliders needed to make a cabin... unless you only want a tube with a door like that - that's more feasible.

I wouldn't mind if it was basically just a door. Come to think of it, the simplest solution might be to make it so that it doesn't block the hatch access on the mk1 crew cabin for example. Slap on some ladders and walk the kerbals through the door to the hatch. Could it work like that?

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3 minutes ago, BureauJaeger said:

I wouldn't mind if it was basically just a door. Come to think of it, the simplest solution might be to make it so that it doesn't block the hatch access on the mk1 crew cabin for example. Slap on some ladders and walk the kerbals through the door to the hatch. Could it work like that?

I think the stuctural Mk1 works so if I maintain the same structure, it should work, yes. I'm not saying I'll do it as soon since I'm developing cockpits atm, but I think If I develop that idea, I'll make it same size as the Mk1 Junior Fuel Tank. Which I forgot to put in the changelog that I've recalculated that fuel so it contains more now. lol

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Just now, blackheart612 said:

I think the stuctural Mk1 works so if I maintain the same structure, it should work, yes. I'm not saying I'll do it as soon since I'm developing cockpits atm, but I think If I develop that idea, I'll make it same size as the Mk1 Junior Fuel Tank. Which I forgot to put in the changelog that I've recalculated that fuel so it contains more now. lol

Yes, that would be good size, perfect for a small business jet type of plane I think. Oh and good to know about the tank, I had a capacity override for that in my game, I can remove that now.

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5 hours ago, XOC2008 said:

 

Yup, Fantom Works with some tweakscale patches. Had to edit the cfgs on the cargo section and tail too as they said module = strut instead of part.

That's cool, just figured I'd ask. Now I just have to hunt down a 6 bladed prop for my ac-130j. :)

Yup, I'm in the middle of remaking the Fantom Works parts for 'Fantom Works Redux'

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@Aerospacer It's meant to be the same structure as Mk1 so the best places to attach places radially are ceiling and floor. Or have a platform be attached so that you can radially attach on the platform. Though sometimes the door might need to be left open

BkSAHHp.png

 

@SpaceToad The one with rover wheels? It's on my other PC sadly but here's in my test instance. Taken a lot of pics but I've uploaded similar ones already

Z3CBXpY.png

 

@BureauJaeger You seem to have the wrong cockpit. Because it looks like the OH-6 Little Bird. Let me help you with that.... (I already made OH-6 cockpit meshes)

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