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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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@neistridlar Let's see, I will not make parts that are already in MH, though, for obvious reasons.

@camlost2 Well, firespitter nailed a Kerbal like mechanic for helicopters for me. There will always be mods which can simulate better. The most useful mechanic is its hovering system, though.

@Gordon Dry Or wait for me to quit my recent job because I can't stand not being able to not update my mods :P Which is pretty soon already. Less than a month.

@JogntI... forget them from time to time. The Release 20 zip has one I think. 

@only drift It's possible to increase the weight capacity using FSEngineBladed. I'll look into the balancing issues.

@UncleAge What do you mean in right orientation? Using nodes makes them upside down, I remember this is due to the transform requirements of FSEngineBladed. You can attach them radially no problem.

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Hello the "tweakscale" does not bring the expected result, the increase of the speed allows to a small extent to overcome the problem, 
but the rotor loses its speed beyond a collective pitch of 7.5, 
rising beyond allows the takeoff even under 60 t of load but the rotor then loses speed and no longer offers lift.
A version with 6/8 blades and collective pitch angle up to 20 or 25 would be appreciable
This is a machine translation I am French

mi inspiration source

zapEK1r1

my craft 

a400m a400m.jpg?width=963&height=451

Antonov 225 dzdLCO58

 

sukkoi su27 MIG_KSP.jpg?width=782&height=468

Edited by only drift
add some pics
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3 hours ago, only drift said:

 


Hello the "tweakscale" does not bring the expected result, the increase of the speed allows to a small extent to overcome the problem, 
but the rotor loses its speed beyond a collective pitch of 7.5, rising beyond allows the takeoff even under 60 t of load but the rotor then loses speed and no longer offers lift.
A version with 6/8 blades and collective pitch angle up to 20 or 25 would be appreciable
This is a machine translation I am French

seems like tweakscale is updated and my old config file doesn't work. But you can still try to write a config yourself.

example:  all you need to change is

        rpm = 324 // rotor RPM
        r = 7 //rotor diameter
        weight = 4500 //max take-off weight in kg
        power = 1600 //max shaft power in HP

 

Number of blades doesn't matter!

and change mass and rescleFactor of the part of course.

 

Edit: not sure what you mean by "a collective pitch of 7.5"

Edited by camlost2
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42 minutes ago, only drift said:

 

and YES succeeded increase of the power 5000 hp and rotor speed 2000 rpm with rescale factor 2 for 56 t but bad maneuvrability 

 

RN8Q5ufI

 

 

Look, AJE is aimed at reality so if you want to build a Mi-26 you better lookup the real world Mi-26 and tell AJE about it. There's no way a rotor runs at 2000RPM because the tip of blade will be several machs in speed. and 5000RPM is ridiculously low.

Besides, the plugin is in dev with constant updates

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19 minutes ago, [INDO]dimas_1502 said:

also no operational plane has used electric propulsion irl

This is a game, not real life. And electric propeller engine is not science-fiction.

Edited by CanOmer
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3 minutes ago, [INDO]dimas_1502 said:

uhhh this mod uses real life engine replicas so...

Where did you get this info?

If it is restricted to real life engines, there must be few examples at least:

https://en.wikipedi0.org/wiki/Lange_Antares

https://en.wikipedi0.org/wiki/Diamond_HK36_Super_Dimona

https://en.wikipedi0.org/wiki/Solar_Impulse

https://en.wikipedi0.org/wiki/Sikorsky_Firefly

https://en.wikipedi0.org/wiki/AgustaWestland_Project_Zero (In development)

https://en.wikipedi0.org/wiki/Airbus_CityAirbus (In development)

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Hey dunno if you had any plans for it but I've been scouring the forums for a cargo door nose cone to fit your 2.5m parts and turned a blank. I don't wanna be all pushy and stuff but it feels like something that could fit in well with this mod (something like this)

Image result for bristol freighter

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2 hours ago, CanOmer said:

If realism is what you want, then there's so much more to do than a propeller that runs on EC. First a typical solar plane is made of ultralight material, can we do that in KSP? The airfoil is chosen to maximize lift/drag ratio, can we do that in KSP? Even if we get one in the air, the thing is so darn slow so do we want to do that in KSP?

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1 hour ago, camlost2 said:

If realism is what you want, then there's so much more to do than a propeller that runs on EC. First a typical solar plane is made of ultralight material, can we do that in KSP? The airfoil is chosen to maximize lift/drag ratio, can we do that in KSP? Even if we get one in the air, the thing is so darn slow so do we want to do that in KSP?

I want electric engine. I added these links because of [INDO]dimas_1502 said that it is not realistic and there is no operational electric aircraft in real life. I'm not for realism here. So, electric engines should be more powerful than in real life to balance non-existence of ultralight parts in KSP.

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On 7.4.2018 at 2:24 AM, blackheart612 said:

What do you mean in right orientation? Using nodes makes them upside down, I remember this is due to the transform requirements of FSEngineBladed. You can attach them radially no problem.

What I mean is, in some situations, if you don't check before flight, you might end up with control rotors inverted yaw. Just being one example.

I also had a suspicion that, if you turn main rotors 90° (keeping them in the "right" orientation), roll and pitch flip as well, but this might just have been me, not getting center of thrust, and center of mass aligned.

 

Either way, if you don't get CoL and CoM right, Helicopters are prone to flipping.

 

One trick I've been using with main rotors is, rotating them a little bit to the front. this way, you get a minor "forward" thrust from them xD. works niceley so far.

 

Greetings

UA

 

PS: For various reasons, I added some personalized parts to my Game. So I get niceley looking Helis xD. Had to adjust their config a lot to keep them ballanced. I wouldn't mind, if you added them to your parts. They're just rescaled stock parts anyhow xD.

 

Intake XS

Spoiler

PART
{
    // module
    name = UAIntakeXS
    author = UncleAge, Porkjet
    module = Part
    category = Aero
    subcategory = 0

    // title
    title = Mini Circular Intake
    manufacturer = #autoLOC_501624 //#autoLOC_501624 = C7 Aerospace Division
    description = A must-have for Heli engines, this intake duct will pull in outside air to run turbine engines on, as long as there is any outside air to begin with, of course. Optimized for Helis.
    tags = #autoLOC_500198 //#autoLOC_500198 = aero (air aircraft breathe fligh inlet jet oxygen plane subsonic suck

    // cost
    TechRequired = aviation
    entryCost = 3000
    cost = 250
    
    // model
    mesh = SmallIntake.mu // mesh = Squad\Parts\Aero\miniIntake\SmallIntake.mu need *.dds and *.mu in Config Folder
    rescaleFactor = 0.5
    node_stack_bottom01 = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0
    attachRules = 1,0,1,1,0
    bulkheadProfiles = size0

    // settings
    mass = 0.007
    crashTolerance = 7
    buoyancy = 0.1
    dragModelType = default
    maximum_drag = 0.3
    minimum_drag = 0.3
    angularDrag = 1
    thermalMassModifier = 4.0
    // heatConductivity = 0.06
    emissiveConstant = 0.55
    maxTemp = 1200 // = 3400
    fuelCrossFeed = True

    // config
    DRAG_CUBE
    {
        cube = Default, 0.1813352,0.6919296,0.4108824, 0.1813352,0.6919321,0.4108824, 0.3032565,0.4,0.3950377, 0.3032565,0.942507,0.1303004, 0.1813352,0.6928801,0.4108824, 0.1813352,0.6909673,0.4108824, 0,0.1324531,-2.368446E-08, 0.625,0.3274064,0.6250001
    }

    MODULE
    {
        name = ModuleResourceIntake
        resourceName = IntakeAir
        checkForOxygen = true
        area = 0.0005
        intakeSpeed = 15
        intakeTransformName = Intake
        machCurve
        {
            key = 1 1 0 0
            key = 1.5 0.9 -0.4312553 -0.4312553
            key = 2.5 0.45 -0.5275364 -0.5275364
            key = 3.5 0.1 0 0
        }
    }
    RESOURCE
    {
        name = IntakeAir
        amount = 0.25
        maxAmount = 0.25
    }
}

 

FuelTankXS

Spoiler

PART
{
    // module
    name = UAJetNacelleXS
    module = Part
    author = UncleAge, C. Jenkins, Porkjet

    // title
    category = Propulsion
    subcategory = 0
    title = Helicopter Engine Nacelle
    manufacturer = #autoLOC_501624 //#autoLOC_501624 = C7 Aerospace Division
    description = A small container for Heli fuel.
    tags = #autoLOC_500552 //#autoLOC_500552 = fueltank heli ?lf only propellant tank
    
    // model

     MODEL
    {
        model = Squad/Parts/Structural/mk1Parts/Nacelle1
    }
    rescaleFactor = 0.25
    node_stack_top = 0.0, 0.9375, 0.0, 0.0, 1.0, 0.0, 0
    node_stack_bottom = 0.0, -0.9375, 0.0, 0.0, -1.0, 0.0, 0
    node_attach = 0.0, 0.0, -0.625, 0.0, 0.0, 1.0, 1
    attachRules = 1,1,1,1,0
    
    // cost
    TechRequired = aviation
    entryCost = 1500
    cost = 170

    // settings
    mass = 0.025
    dragModelType = default
    thermalMassModifier = 1
    emissiveConstant = 0.8
    maximum_drag = 0.2
    minimum_drag = 0.3
    angularDrag = 1
    crashTolerance = 10
    maxTemp = 1200 // = 3400
    fuelCrossFeed = True
    bulkheadProfiles = size1, srf

    // config
     RESOURCE
    {
        name = LiquidFuel
        amount = 20
        maxAmount = 20
    }
}

NoseConeXS

Spoiler

PART
{
    // module
    name = UAMiniCone
    author = UncleAge, C. Jenkins, Porkjet
    module = Part
    category = Aero
    subcategory = 0

    // title
    title = Mini Nose Cone
    manufacturer = #autoLOC_501624 //#autoLOC_501624 = C7 Aerospace Division
    description = #autoLOC_500161 //#autoLOC_500161 = An aerodynamic nose cap.
    tags = #autoLOC_500162 //#autoLOC_500162 = aero aircraft )cap drag fligh missile plane speed stab stream
    
    //model
    MODEL
    {
        model = Squad/Parts/Aero/cones/TinyCone
    }
    rescaleFactor = 0.5
    node_stack_bottom01 = 0.0, -0.25, 0.0, 0.0, -1.0, 0.0, 0
    node_attach = 0, 0, -0.156, 0.0, 0.0, 0.0
    attachRules = 1,1,1,1,0
    bulkheadProfiles = size0
    
    // cost
    TechRequired = aviation
    entryCost = 1000
    cost = 100

    // settings
    CenterOfDisplacement = 0.0, -0.1, 0.0
    mass = 0.005
    dragModelType = default
    maximum_drag = 0.1
    minimum_drag = 0.1
    angularDrag = .25
    crashTolerance = 10
    maxTemp = 2400
    fuelCrossFeed = True
    thermalMassModifier = 6.0
    emissiveConstant = 0.95

    // config
    MODULE
    {
        name = ModuleAnimateHeat
        ThermalAnim = Cone_Heat
    }
}

Basically an EngineExhauste

Spoiler

PART
{
    // module
    name = UARadialLong
    module = Part
    author = UncleAge, Porkjet
    category = Structural

    // title
    title = Radial Exhaust
    manufacturer = #autoLOC_501624 //#autoLOC_501624 = C7 Aerospace Division
    description = This module may look like one, but is no intake.
    tags =  = aero (air aircraft cone fligh heli
    
    // model
    mesh = model.mu
    rescaleFactor = 0.6
    node_attach = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0
    
    // cost
    TechRequired = aviation
    entryCost = 1800
    cost = 100

    // settings
    buoyancy = 0.1
    subcategory = 0
    attachRules = 0,1,0,1,1
    mass = 0.01
    thermalMassModifier = 12.0
    // heatConductivity = 0.06 // half default
    emissiveConstant = 0.7
    dragModelType = default
    maximum_drag = 0.2
    minimum_drag = 0.2
    angularDrag = 1
    crashTolerance = 7
    breakingForce = 200
    breakingTorque = 200
    maxTemp = 2400
    bulkheadProfiles = srf

}

 

Edited by UncleAge
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@Box of Stardust Very nice looking jet! Suggestions will always be welcome, but development is in hiatus until the end of the month, with reason stated from my previous post already (it's not a vacation sadly).

@Lord_Chappington I don't think that's bad, I'll check it out once development's back and see.

@CanOmer It is indeed mostly taken from their real life counterparts. I don't have enough basis to actually make a close resemblance to any real life engines, mostly in terms of performance, sometimes in blueprints to model them. Except the Solar Impulse Engine which is already in KAX.

@UncleAge First time I've heard an issue like that, are you sure it's not a different control point which is the problem?

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3 minutes ago, memeconnoiseur said:

does anyone know if there is a 1.4.x version of the B9 procedural wings fork?

It's dedicated thread looks dead so I'm asking here instead.

I don't use B9 PWings, does this look like a B9 PWings thread to you?

I'm just kidding (except I don't use B9 PWings) :P
https://github.com/jrodrigv/B9-PWings-Fork/releases

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