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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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11 hours ago, blackheart612 said:

 

@Murican_Jeb Certainly an interesting engine. I'm interested in adding more, but as it is, the pre-modern engine has a lot in its arsenal. If I'd have to add engines, I would like them to be way later when many parts are in already. Another issue is I'm addicted to adding engine sounds which adds to the file size, which is already bloated since I first released two parts. :P My upload time is getting longer and longer.

 

Well, I have some subsitute sound ideas that you could use until you have the time to make the Fw-190 sounds:

A. Just use the Bumblebee's (F4U-Corsair engine) sounds.

B. Just use the Tornado's (Bf-109 engine) sounds.

C. Use the Bumblebee's start-up sound as start up, then the Tornad's idle sound for the idle sound, and then use the Tornados shut-down sounds for the shut-down.

D. Slap options A,B, and C in the face with a wet fish, and try to make the Fw-190 sound (Not recommended because D is a terrible idea)

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1 minute ago, Murican_Jeb said:

Well, I have some subsitute sound ideas that you could use until you have the time to make the Fw-190 sounds:

A. Just use the Bumblebee's (F4U-Corsair engine) sounds.

B. Just use the Tornado's (Bf-109 engine) sounds.

C. Use the Bumblebee's start-up sound as start up, then the Tornad's idle sound for the idle sound, and then use the Tornados shut-down sounds for the shut-down.

D. Slap options A,B, and C in the face with a wet fish, and try to make the Fw-190 sound (Not recommended because D is a terrible idea)

E. Mix the Bumblebee and Divine Wind sounds.

F. Record the sound from the YouTube video above.

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Just now, kiwinanday said:

E. Mix the Bumblebee and Divine Wind sounds.

F. Record the sound from the YouTube video above.

G. Just take the Divine Wind engine and make it more powered with a slight texture change and use any of the sound options you like

H. See where me and @kiwinanday take this (Not recommended because slightly off-topic and risk of getting a warning... But taking risk's are good, right?)

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@Murican_Jeb The problem is it's not that I can't because of the file size, it's that I require me to have a custom sound for the engine. And also the fact that there are still a couple of pre-modern engines to use (7 total) while compared to the rotorwings has 5 as a set (meaning with the main + tail rotor), and the modern, despite having 8, has one as a vtol engine, and divided into prop and jets.

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On 5/17/2017 at 10:09 AM, qromodynmc said:

Just shameless self advertising :P

Any chance you can post a demilitarized version? I'm curious to see how you made those tilt rotor engines work so well, as I've had nothing but trouble from them.

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@blackheart612 Hey man, i was getting some inspiration from tail you made and made italian plane but sadly it didnt fit to it. But something came to my mind so i decided to share it.;

ZZGGY0.jpg

Can you make a control surface like this?

It'd be extremely useful when making prop planes, lot of ww2 planes use similar elevators too;

07RepublicP47ThunderboltTail.jpg

RE2005-RSI-CODA

new-mexico-santa-teresa-war-eagles-museu

A mix of them all would solve lot of problems :)

tho, mine is just an idea, you're free to do whatever you please. Also other opinions would be welcome.

 

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Hi I am having trouble with propellers engines, their intakes always show "Effective Air speed" of 9 m/s and the thrust is heavily dampened even they flame out.

some insights on how to fix it?

 

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7 minutes ago, Murican_Jeb said:

Is that a C.202? It looks very close to one:

c202ir_1.jpg

I got inspired from re.2005 but couldnt make it similar because lack of parts. It resembles mc.202 a bit too since most italian planes look rather similar (g.55, re.2005,mc.205 etc.

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1 hour ago, ethanwdp said:

Just FYI, there's a new firespitter version out.

https://github.com/snjo/Firespitter/tree/master/For release/Firespitter/Plugins

 

It fixes the CoT marker in the SPH and it now has true 3D audio (sounds no longer magically reach along the globe, and the audio is now balanced/isn't exclusively in the right channel anymore)

Nice! did you tried yourself, i wonder if it'd cause to any incompabilities.

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Just now, qromodynmc said:

Nice! did you tried yourself, i wonder if it'd cause to any incompabilities.

The tweaks I made were rather simple, I just edited FSEngine.cs a bit so that it correctly implements IThrustProvider (which is what the CoT marker uses to get info on the part's thrust) and replaced FSengineSound's PanStereo variable with spatialBlend so that A: the right channel bug is fixed and B: audio will drop off over distance.

It shouldn't cause incompatibility with other mods, since it doesn't override anything. For FSEngine.cs it's just three new functions that are called by IThrustProvider, and FSengineSound.cs is just a few line tweaks.

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Just now, kiwinanday said:

@ethanwdp do I need to update all three files?

.mdb and .pdb is just debugging stuff, it's not needed. (Plus the .mdb is 5 months old, since I didn't have pdb2mdb to make a new one) The only thing you'll need is the .dll, put it in /KSPfolder/GameData/FireSpitter/Plugins.

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3 hours ago, Skylon said:

How do I use a control rotor as a normal propeller? Throttling doesn't increase thrust (no thrust output)

Now you're just being silly... :wink:

 

But it may not function like a normal powerplant. You may just need to tweakscale down the large rotor?

Edited by Beetlecat
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On 5/22/2017 at 11:15 PM, blackheart612 said:

 

@AccidentalDisassembly Keep in mind that colliders and meshes are different. And to keep the polygon count low, the colliders aren't the exactly the same as the mesh, but just a... well, kind of a circle around the proximity of the spinning blade. That's why it's like that upside down.
Another thing, the part isn't animated, but the rotation is made possible due to module functioning. This helps in making mirrored parts move simultaneously instead of setting them per part. As far as I know, using animation instead make the animation play for the specific part instead. Example, if you set the right engine's clamping to a certain percent, the other part will be stuck until you also change that to the same amount as the right (or else you'll crash). In using the airbrake module, changing the left changes the right at the same time, vice versa. You can remove the braking action group in the action group tab, unless you're in career and don't have it yet.

 

I think I see what you mean now, and wonder why deploy limits (for moduleAnimateGeneric, I think) don't propagate to mirrored parts in flight like they do in the editor...

Do you happen to know what the range of possible values is for the DefaultActionGroup setting inside the moduleAeroSurface (or whatever) is? Could it be set to DefaultActionGroup = none? In which case I'd just make a patch that fixes it up for my own personal preferences. I didn't find any documentation of the possible values by Googling, though admittedly my Google-fu is not amazing.

Edited by AccidentalDisassembly
clarity
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@ethanwdp I've tested it hours after it was released. In fact, I'm working on improving parts right now. I've been playing around FS and I'm planning to improve the IVA props and Rotorwings for next update. Trust me, it's going to be easier than ever to fly a helicopter if I succeed in everything. The development is underway as I type. I'm still figuring out some technical stuff making it take a longer time. I'll update if something exciting happens.

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13 hours ago, AccidentalDisassembly said:

I think I see what you mean now, and wonder why deploy limits (for moduleAnimateGeneric, I think) don't propagate to mirrored parts in flight like they do in the editor...

Do you happen to know what the range of possible values is for the DefaultActionGroup setting inside the moduleAeroSurface (or whatever) is? Could it be set to DefaultActionGroup = none? In which case I'd just make a patch that fixes it up for my own personal preferences. I didn't find any documentation of the possible values by Googling, though admittedly my Google-fu is not amazing.

Which parts in particular did you want DefaultActionGroup to set to none for? I've found where DefaultActionGroup is defined, I'm just not sure how many parts you want the patch to change.

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10 hours ago, ethanwdp said:

Which parts in particular did you want DefaultActionGroup to set to none for? I've found where DefaultActionGroup is defined, I'm just not sure how many parts you want the patch to change.

Really just the tiltrotors, so that you can still adjust one rotor's authority limit (tilt limit) and have it propagate to a mirrored part, without having them tilt when you press B (have to bind it to another action group, just don't want to also have to remember to UN-bind it every time) - if "none" is a valid option, then it's easy peasy:

@PART[609prop]
{
	@MODULE[ModuleAeroSurface]
	{
		%DefaultActionGroup = none
	}
}

I'll find out if "none" is an option shortly, just hadn't given it a try until now.

Edited by AccidentalDisassembly
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14 hours ago, AccidentalDisassembly said:

Really just the tiltrotors, so that you can still adjust one rotor's authority limit (tilt limit) and have it propagate to a mirrored part, without having them tilt when you press B (have to bind it to another action group, just don't want to also have to remember to UN-bind it every time) - if "none" is a valid option, then it's easy peasy:


@PART[609prop]
{
	@MODULE[ModuleAeroSurface]
	{
		%DefaultActionGroup = none
	}
}

I'll find out if "none" is an option shortly, just hadn't given it a try until now.

Q2LxXnr.pngI don't think that DefaultActionGroup is defined for ModuleAeroSurface.

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Hi!

Is anyone experiencing this? Rotor engines built in air intake is capped at effective air speed of  9m/s.

This image is from a clean install (1.2.2) 

GY3rd5D.png

Other intakes do get more effective air speed

4JXKSZN.png

And they even flame out

HaYDsfU.png

 

Any idea why? or how to fix them?

Thanks

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