Gordon Dry Posted June 16, 2017 Share Posted June 16, 2017 Very kind. Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted June 16, 2017 Share Posted June 16, 2017 I'm really looking forward to playing in-depth with the new rotor controls -- seems like a "holy grail" of functionality for a while with KSP. It's probably too soon to expect them to work with any existing autopilot or automation like Throttle Controlled Avionics, but is it possible to fly around using more controls than simple throttle and pitch/yaw/roll controls? Can Collective and RPM, etc. be reached other than via right-click? Quote Link to comment Share on other sites More sharing options...
theonegalen Posted June 17, 2017 Share Posted June 17, 2017 (edited) 4 hours ago, Beetlecat said: It's probably too soon to expect them to work with any existing autopilot or automation like Throttle Controlled Avionics, but is it possible to fly around using more controls than simple throttle and pitch/yaw/roll controls? Can Collective and RPM, etc. be reached other than via right-click? Apparently it shouldn't be too difficult to integrate it into something like raster prop monitor, but I am super c# dumb and have no idea how to do it. What I'd really like to know is if it's possible to mod in some kind of alternate throttle axis though. Didn't there used to be a mod that provided an alternate way of assigning joystick/peripheral axes and buttons? Edited June 17, 2017 by theonegalen Quote Link to comment Share on other sites More sharing options...
TedwinKnockman66 Posted June 17, 2017 Share Posted June 17, 2017 Can you do a Mi-26, 8 bladed rotor, and small version of hippo engine as control rotor, maybe for size Mk-3 https://en.wikipedia.org/wiki/Mil_Mi-26 Quote Link to comment Share on other sites More sharing options...
SpaceBadger007 Posted June 20, 2017 Share Posted June 20, 2017 (edited) Hey @blackheart612 I have been making and testing some ww2 styled prop fighters, and have come across that the bumblebee (the big power double wasp styled one) has alot of power while at speed. Sationary its like 35 but at speed its like 150 something, makes it pointless to use any other prop (with in ww2) so i was wondering if you could add some more powerful, just after ww2 but no quite modern props like maybe on the hawker sea fury, the turbo contra rotating prop on the wyvren attack plane or the pusher prop on the j7w from japan late ww2 or maybe boost the griffen (very late spitfire)? Edited June 20, 2017 by SpaceBadger007 Quote Link to comment Share on other sites More sharing options...
KerbolExplorer Posted June 21, 2017 Share Posted June 21, 2017 i actually used good cuality craft on FSX and i have to say that the sounds , textures and ivas are wonderfull. I still dont know why there was an airp`lane cocpit orbiting the mun in carrer mode Quote Link to comment Share on other sites More sharing options...
theonegalen Posted June 22, 2017 Share Posted June 22, 2017 (edited) On 6/20/2017 at 4:10 AM, SpaceBadger007 said: Hey @blackheart612 I have been making and testing some ww2 styled prop fighters, and have come across that the bumblebee (the big power double wasp styled one) has alot of power while at speed. Sationary its like 35 but at speed its like 150 something, makes it pointless to use any other prop (with in ww2) so i was wondering if you could add some more powerful, just after ww2 but no quite modern props like maybe on the hawker sea fury, the turbo contra rotating prop on the wyvren attack plane or the pusher prop on the j7w from japan late ww2 or maybe boost the griffen (very late spitfire)? I would say the best solution isn't making the others better, or making more even better props (that just pushes the problem down the line), but to nerf the Bumblebee. There should be things it's best at, and things it's not best at. My two cents. I do have some alternate configs I'm playing with based on data collected from F4U flight tests. It's pretty WIP. Try dropping this into a .cfg file in GameData somewhere. (This will eventually be released as a companion download to my Warbird Cockpits mod found in my signature, once I have all the Pre-Modern engines configured) @PART[corsairprop]:AFTER[AirplanePlus] { // --- standard part parameters --- @mass = 1.070 @maxTemp = 495.15 @heatConductivity = 0.01 @emissiveConstant = 0.8 //radial engines are good at radiating! @MODULE[FSengineSounds] { @powerPitchBase = 1.4 @thrustAddedToPitch = 0.2 } @MODULE[ModuleEngines] { @name = ModuleEnginesFX @heatProduction = 40 @PROPELLANT[IntakeAir] { %ignoreForIsp = True } @useVelCurveIsp = False @useAtmCurveIsp = True @minThrust = 5 @maxThrust = 40 //Large three-bladed propeller, mechanical supercharger !atmosphereCurve {} atmosphereCurve { key = 0 17800 0 0 } !atmCurve {} atmCurve { key = 0 0 0 0.4950944 key = 0.1 0.05 0.4873725 0.4966392 key = 0.2 0.1 1.212028 1.962855 key = 0.2520615 0.2973241 10.08152 10.69248 key = 0.352629 1.407494 -0.931268 -0.6020336 key = 0.5807371 1.319278 -0.935968 -0.6839083 key = 0.837371 0.75 0.1717446 -0.5517068 key = 1.002457 0.7 } !velCurve {} velCurve { key = 0 0.1 0 0 key = 0.03818119 0.930127 -1.480186 3.640765 key = 0.1436505 0.9725937 -1.680585 -1.839557 key = 0.5013649 0.4019652 -4.712195 -5.715059 key = 0.6234659 0.06266855 -0.534535 -0.7436634 key = 1 0 -0.1565126 0 } !atmCurveIsp {} atmCurveIsp { key = 0 0 0 0.4950944 key = 0.1 0.05 0.4873725 0.4966392 key = 0.2 0.1 1.212028 1.962855 key = 0.2520615 0.2973241 10.08152 1.437634 key = 0.389484 0.4233794 0.6419257 0 key = 0.467715 0.6212435 -5.456381 0.6890054 key = 0.820172 1.126131 key = 1 1 } } @MODULE[ModuleAlternator] { @RESOURCE[ElectricCharge] { @rate = 35.0 } } DRAG_CUBE { cube = Default, 0.7536889,0.6974452,0.7221569, 0.7536889,0.6974494,0.7221569, 1.213026,0.45,0.7008534, 1.213026,0.9357337,0.1625167, 0.7536888,0.6983959,0.7221569, 0.7536888,0.6964872,0.7221569, 0,0.269185,3.208935E-08, 1.25,0.6633701,1.25 } } Edited June 22, 2017 by theonegalen Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted June 22, 2017 Author Share Posted June 22, 2017 @theonegalen I think you're right. I probably could dedicate some more time doing some spring cleaning with the configs first before adding more parts. I want to improve the IVAs even, once I'm back again, I'm certainly up for improvements this time around. Just wanna get some more inspiration and taking my time off for now playing some other games, doing some R&R (no worries, just like before). Important thing is it's at least compatible with 1.3 right now with all its flaws. By the way, I read a complaint back there about tweakscale not changing the power of the rotors, that might be a problem of tweakscale not recognizing FSEngine. Also, the complaint for the tail rotors not producing any actual thrust, I will look into as well once I'm back. Quote Link to comment Share on other sites More sharing options...
tjotimmy Posted June 22, 2017 Share Posted June 22, 2017 Could you possibly upload the craft files from the example pictures? They look really nice. Quote Link to comment Share on other sites More sharing options...
cineboxandrew Posted June 24, 2017 Share Posted June 24, 2017 (edited) By the way the size 2 doors are broke, when its closed it looks like its open. this wouldnt be a problem except that it also applies to the aerodynamics. they produce a lot more drag when they're closed which makes no sense it can be fixed by replacing the modules in the config file with this: MODULE { name = ModuleAnimateGeneric animationName = cargoopen startEventGUIName = Open endEventGUIName = Close actionGUIName = Toggle Bay Doors allowDeployLimit = true revClampDirection = false revClampSpeed = true revClampPercent = true } MODULE { name = ModuleCargoBay DeployModuleIndex = 0 closedPosition = 0 lookupRadius = 2 nodeOuterForeID = top nodeOuterAftID = bottom nodeInnerForeID = top2 nodeInnerAftID = bottom2 } Edited June 24, 2017 by cineboxandrew add fix Quote Link to comment Share on other sites More sharing options...
kevwedsd Posted June 26, 2017 Share Posted June 26, 2017 please make one for 1.2.2 i love this mod Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted June 27, 2017 Author Share Posted June 27, 2017 @tjotimmy I'll try to upload when I see the chance @kevwedsd It's available still on 1.2.2. You just have to have the right Firespitter version, or there's an outdated old versions download in the download site links. Quote Link to comment Share on other sites More sharing options...
kiwinanday Posted June 27, 2017 Share Posted June 27, 2017 (edited) @SpaceBadger007 @theonegalen @blackheart612 The Bumblebee isn't without it's weaknesses—at full throttle, it drinks fuel like an alcoholic does beer. Cut the throttle way back for a low-speed cruise, and it still has decent range, but not great. It's currently the only engine that overcomes KSP's flawed stock aerodynamics, able to hold speed decently in a turn. All the others shed speed far too rapidly (something Blackheart and I have back-and-forthed about). Edited June 27, 2017 by kiwinanday Quote Link to comment Share on other sites More sharing options...
Ricardo.b Posted June 28, 2017 Share Posted June 28, 2017 (edited) this mod is crashing on loading. I'm on Linux. fresh game with only FAR installed. where can I find older versions to test on my game? EDIT: nevermind, found version 15 on curse. it's working fine Edited June 28, 2017 by Ricardo.b Quote Link to comment Share on other sites More sharing options...
ObjektivePanzer Posted June 29, 2017 Share Posted June 29, 2017 (edited) Im having a bit of an issue with my engines. The mod is installed and is working but everytime I exceed a certain speed threshold, my engines flame out. They flame out from not having enough intake air while going 50m/s on a standard engine or 130m/s on my turboprop. Is this a mod feature or am I having a bug issue? EDIT: FAQ has the reason Edited June 29, 2017 by ObjektivePanzer Quote Link to comment Share on other sites More sharing options...
TedwinKnockman66 Posted June 29, 2017 Share Posted June 29, 2017 @blackheart612 Can you do a Mi-26, 8 bladed rotor, and small version of hippo engine as control rotor, maybe for size Mk-3 Quote Link to comment Share on other sites More sharing options...
Cdodders Posted June 30, 2017 Share Posted June 30, 2017 (edited) My ksp keeps crashing while loading, it seems to be caused by the Mk.1 intake from this mod https://www.dropbox.com/s/e3slj3sg52esbef/error 3.zip?dl=0 Edited June 30, 2017 by Cdodders Quote Link to comment Share on other sites More sharing options...
Kebab Kerman Posted June 30, 2017 Share Posted June 30, 2017 (edited) I'm still using a crap ton of mods for 1.2.2, could you make the next 1.3 update, if there's going to be one (Please have the next one include a cabin you can EVA in, even if the kerbal becomes an upside-down turtle), compatible with 1.2.2, I really want to use it in this version. Edited June 30, 2017 by Kebab Kerman Typing mistake. Quote Link to comment Share on other sites More sharing options...
TheRagingIrishman Posted June 30, 2017 Share Posted June 30, 2017 2 minutes ago, Kebab Kerman said: I'm still using a crap ton of mods for 1.2.2, could you make the next 1.3 update, if there's going to be one (Please have the next one include a cabin you can EVA in, even if the kerbal becomes an upside-down turtle), please make it compatible with 1.2.2, I REALLY want to use it in this version. Read 6 posts above yours. Quote Link to comment Share on other sites More sharing options...
Kebab Kerman Posted June 30, 2017 Share Posted June 30, 2017 On 6/30/2017 at 3:16 PM, TheRagingIrishman said: Read 6 posts above yours. Oh. I'm embarrassed I didn't see that. I also just read the updates and apparently the update didn't do much of what I hoped. The 1.2.2 version will work in the end, unless there are supercargo plane parts. Then I'm going to do everything I can, which isn't much, to make it compatible with 1.2.2 if it isn't already. Supercargo parts, with a size 4 (5.0 meter wide) fuselage, would be AMAZING. Quote Link to comment Share on other sites More sharing options...
stuChris Posted July 2, 2017 Share Posted July 2, 2017 i seem to be having a very troubling bug with this mod, after first installing it (along with several other mods, but this bug has not been the case untill KSP 1.3) when my game is loading, when it comes to any part related to this mod it crashes, starting with landing gear, then utilitys, then size2 modules, is there something im doing wrong, or some way to fix this? Quote Link to comment Share on other sites More sharing options...
TheRagingIrishman Posted July 2, 2017 Share Posted July 2, 2017 1 hour ago, stuChris said: i seem to be having a very troubling bug with this mod, after first installing it (along with several other mods, but this bug has not been the case untill KSP 1.3) when my game is loading, when it comes to any part related to this mod it crashes, starting with landing gear, then utilitys, then size2 modules, is there something im doing wrong, or some way to fix this? Did you install firespitter? Also, post a link to your log and we'll be able to see what's causing the crash. Quote Link to comment Share on other sites More sharing options...
Matenplays Posted July 2, 2017 Share Posted July 2, 2017 After i have installed the mod and have started the game there's a problem. Not all the parts are there. Why? Quote Link to comment Share on other sites More sharing options...
stuChris Posted July 2, 2017 Share Posted July 2, 2017 do i need the full firespitter or just one of those versions that many mods need to load? also, ah... i dont know where to find my log, i havent needed it before... Quote Link to comment Share on other sites More sharing options...
stuChris Posted July 2, 2017 Share Posted July 2, 2017 ok, i actually tried to post the output log because i found it, but it was too long to post, even in a spoiler... Quote Link to comment Share on other sites More sharing options...
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