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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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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?

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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 by theonegalen
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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 by SpaceBadger007
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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 by theonegalen
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@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.

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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 by cineboxandrew
add fix
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@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 by kiwinanday
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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 by Ricardo.b
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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 by ObjektivePanzer
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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 by Kebab Kerman
Typing mistake.
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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. 

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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.

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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?

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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.

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