blackheart612 Posted May 31, 2017 Author Share Posted May 31, 2017 (edited) @theonegalen The bell cockpit's internalcamera collider is also sized down. Since that view is kinda useless anyway. Just to see the center. But anyway, as you can probably see in the video, there are clickables on it too, I put some without needing action groups, it can be just clicked on the cockpit. Of course, nowhere as good as your cockpits. But I try to improve em. The RPM is shown on the part info if right click, when trying to shutdown or activate an engine. It has kind of like the Thrust Limiter but RPM to 1000 instead of that. The whole idea is still largely experimental, might be unbalanced but that's where we are going to start. I'm really proud of how stable using helicopters has become. Edit: I wanted to make my own, stockalike tachometer but I got lazy. Maybe next time I will, who knows. Edited May 31, 2017 by blackheart612 Quote Link to comment Share on other sites More sharing options...
kiwinanday Posted May 31, 2017 Share Posted May 31, 2017 @Jim Meillente thanks a gigawatt. Now it's just Scansat (and Mechjeb) that I'm waiting on. Hooray updates! Quote Link to comment Share on other sites More sharing options...
theonegalen Posted May 31, 2017 Share Posted May 31, 2017 I wonder if we could get some kind of firespitterRPM module to give the actual RPM for a tachometer? That excites me, although I am no good at coding. Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted May 31, 2017 Author Share Posted May 31, 2017 Just now, kiwinanday said: (and Mechjeb) https://kerbal.curseforge.com/projects/mechjeb/files/2425713 @theonegalen No need to code, it's possible. I'm just lazy. I ninja'd by editing the earlier post Quote Link to comment Share on other sites More sharing options...
kiwinanday Posted May 31, 2017 Share Posted May 31, 2017 (edited) @blackheart612 y'all are too kind @theonegalen/blackheart it should be labeled "None - Some - Many - All - TOO MUCH" Edited May 31, 2017 by kiwinanday Quote Link to comment Share on other sites More sharing options...
theonegalen Posted May 31, 2017 Share Posted May 31, 2017 Actual prop vs throttle controls in KSP, I think I'm getting lightheaded! Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted May 31, 2017 Author Share Posted May 31, 2017 1 minute ago, kiwinanday said: @blackheart612 y'all are too kind @theonegalen/blackheart it should be labeled "None - Some - Many - All - TOO MUCH" Also, there can never be too much. @theonegalen Actually, remember FSEngine used for my rotors right now before the next patch? That's supposed to be used for the piston props to have proper RPMs. I'm tempted but I won't since it's harder to use the curves with FSEngine. Quote Link to comment Share on other sites More sharing options...
theonegalen Posted May 31, 2017 Share Posted May 31, 2017 1 minute ago, blackheart612 said: @theonegalen Actually, remember FSEngine used for my rotors right now before the next patch? That's supposed to be used for the piston props to have proper RPMs. I'm tempted but I won't since it's harder to use the curves with FSEngine. I know AJE propellers also have prop pitch settings, too, but I don't know if it's available in an API. Too bad we can't assign things like that to joystick axes, it would make using throttle quadrant peripherals in KSP worth it! Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted May 31, 2017 Author Share Posted May 31, 2017 Alright, small update. After testing the parts, I realized just how important SAS is. Not wanting to put it on the rotor itself, I made an Mk1 Stabilizer. It's weaker than the stock Advanced Stabilizer, lighter, and more expensive. Something that you don't really want to use unless you want the control and the aesthetics. Yes, it's a drone core with the drone removed and yes, the new engines can hover upside down. Quote Link to comment Share on other sites More sharing options...
argentrolf Posted June 1, 2017 Share Posted June 1, 2017 (edited) call me stupid... but what are the flat pieces for? the bottom picture? it seems like i should know this, but... and btw... "yes, the new engines can hover upside down..." just call it reverse pitch and say its on purpose. cant find the video but the army has(had) a stunt pilot that can invert a uh-1 for extended time frames, lol Edited June 1, 2017 by argentrolf Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted June 1, 2017 Share Posted June 1, 2017 8 hours ago, kiwinanday said: @Jim Meillente thanks a gigawatt. Now it's just Scansat (and Mechjeb) that I'm waiting on. Hooray updates! the SCANSat dev version already works with v1.3 Quote Link to comment Share on other sites More sharing options...
argentrolf Posted June 1, 2017 Share Posted June 1, 2017 ok, i get the feeling this should be a question for firespitters thread, but since it has to do with the parts here... how do i fly a helicopter? i got the rotors balanced over the CoM... got the control rotor in place and pointed the right way... but it spins out (not counter-rotating, i checked that already) and rolls over, not to mention the max throttle just to lift off... really dont want to add ANOTHER mod just to use the copters (pc is at its limit already...) Quote Link to comment Share on other sites More sharing options...
Hytre Yakovlev Posted June 1, 2017 Share Posted June 1, 2017 @blackheart612, how do I use the passanger Doors? And congratulations for this great mod. Quote Link to comment Share on other sites More sharing options...
Skylon Posted June 2, 2017 Share Posted June 2, 2017 18 hours ago, argentrolf said: ok, i get the feeling this should be a question for firespitters thread, but since it has to do with the parts here... how do i fly a helicopter? i got the rotors balanced over the CoM... got the control rotor in place and pointed the right way... but it spins out (not counter-rotating, i checked that already) and rolls over, not to mention the max throttle just to lift off... really dont want to add ANOTHER mod just to use the copters (pc is at its limit already...) The roll might be due to a slightly unbalanced CoM due to the control rotor, so try adding a balancing weight on the other side like a vertical stabiliser Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted June 2, 2017 Author Share Posted June 2, 2017 (edited) Release 16 So it's here, mostly experimental but works quite well. I'd like to know what people who like to use the rotorwings think. Expect the performance to be not very categorized or balanced. It's hard to operate with a different module, but this one's better when use in the game. Together with the new IVAs, it should improve how aircrafts handle even just a little bit. By the way, this is supposedly kind of half update to 1.3 and half an actual update. So the contents are quite small. Formal changelog which is also on the OP: Revised the way all helicopter rotors work, now with hovering (not for use with tandem rotors)* Revised most of the IVAs other than Size 2 cockpits that isn't Viewer's as well as Mk3 (includes click-able IVA props, working instrument display) Added Mk1 Inline Stabilizer for use with stabilizing VTOL aircrafts *Revision will likely break the way it worked before, thrust reversals are removed, the functions are changed, etc. -- Updated Firespitter to fix the sound only playing in one channel (working on lowering the volume of parts if I remember) Updated Firespitter also fixed the missing CoT when using rotorwings ---- I've also updated the OP, since the FS sounds are fixed, I've changed it into FAQs. Questions I encounter the most in this tried or important info. I'll update it if I remember more. I'm skipping the logos yet again as I plan to revise them suddenly ( @kiwinanday ) Anyway, I hope the new update's fun. --- A look at the new rotors. Also on OP @argentrolf The helicopter rotors are now revised, see if your woes get fixed. I don't know why your craft rolls, presumably a flight control plug-in misjudging the FSEngine. But if you're talking about pitching upward, it's likely because of having too much thrust, known problem of VTOLs for me, I put it in the FAQs just now. Edit: @TMasterson5 Edited June 2, 2017 by blackheart612 Quote Link to comment Share on other sites More sharing options...
qromodynmc Posted June 2, 2017 Share Posted June 2, 2017 is it okay if i install this on 1.2.2, still not decided to update my game. Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted June 2, 2017 Author Share Posted June 2, 2017 44 minutes ago, qromodynmc said: is it okay if i install this on 1.2.2, still not decided to update my game. Just replace the Airplane Plus folder, don't replace Firespitter or Module Manager. It should work. Quote Link to comment Share on other sites More sharing options...
argentrolf Posted June 2, 2017 Share Posted June 2, 2017 @blackheart612, @Skylon, thank you, ill check the CoM, and actually its a roll to the left (CR-side)and then a counter-spin to the right, followed by a pitch nose-up and a counter-clockwise spin... if it was a real helicopter, id say it was a bad rotor pitch control and out of sync tail unit (not enough power at first, then too much)... but what you said makes sense. ill take a look and give a heads up. it could just be that im bad at flying in atmo in this game, lol Quote Link to comment Share on other sites More sharing options...
Vanamonde Posted June 3, 2017 Share Posted June 3, 2017 Some posts have been trimmed from this thread. Keep it on-topic, please. Quote Link to comment Share on other sites More sharing options...
WereCat Posted June 3, 2017 Share Posted June 3, 2017 I actually can't use the rotors, the rotor is at full power but doesn't produce thrust, there is fuel and intake air so am i missing something? Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted June 3, 2017 Author Share Posted June 3, 2017 1 hour ago, WereCat said: I actually can't use the rotors, the rotor is at full power but doesn't produce thrust, there is fuel and intake air so am i missing something? It doesn't produce 'thrust', the blades are spinning wings that generate lift. If you look at it, it will have 0 thrust but it will be able to lift a craft as long as it's light enough for the rotor. Quote Link to comment Share on other sites More sharing options...
WereCat Posted June 3, 2017 Share Posted June 3, 2017 Oh so i just need more rotors. Quote Link to comment Share on other sites More sharing options...
Numberyellow Posted June 3, 2017 Share Posted June 3, 2017 2 hours ago, WereCat said: Oh so i just need more rotors. or a bigger rotor, or a lighter craft. Quote Link to comment Share on other sites More sharing options...
TedwinKnockman66 Posted June 3, 2017 Share Posted June 3, 2017 Mi-8 rotor is very weak Quote Link to comment Share on other sites More sharing options...
WereCat Posted June 3, 2017 Share Posted June 3, 2017 Just as a reference point does anyone know how much the rotors can actually lift? For example the Gemini rotor (the very big one) can't lift my 7 ton craft at 200 rpm and can't actually go past 400 rpm but the helicopter is somewhat controllable in flight. And im also encountering a strange bug, when i set the Gemini rotor on that craft in hover mode the helicopter just drops. Also could you make the helicopter skids TweakScale compatible? Quote Link to comment Share on other sites More sharing options...
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