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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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7 hours ago, blackheart612 said:

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

espacially with Control rotors. Yes, I've tried many things and figured they're the problem.

Control Rotor with correct "Yaw" Axis

Same Control Rotor, however inverted "Yaw" Axis

(so all I did, was turn them 180° in the horizontal Axis to fix the problem)

Greetings

UA

 

PS: if I may, radial attached Ladders, MkI Size, would be amazing xD the clunky stock parts ruin the asthetics :P

Edited by UncleAge
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I know this isn't the place for bringing this up but in spite of anywhere else to talk about it...

Is anyone having problems with procedural wings in 1.4.x with the newest version? every time I try to attach a control surface to a wing it attaches on an angle which is a massive annoyance!

again, sorry for bringing this up here, but I wanted to know if anyone is experiencing the same issue.

 

 

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3 hours ago, memeconnoiseur said:

I know this isn't the place for bringing this up but in spite of anywhere else to talk about it...

Is anyone having problems with procedural wings in 1.4.x with the newest version? every time I try to attach a control surface to a wing it attaches on an angle which is a massive annoyance!

again, sorry for bringing this up here, but I wanted to know if anyone is experiencing the same issue.

Sounds like faulty install somewhere. IIRC, such things were happening/reported in the past and reason was mod not being installed properly or removed properly. Check out if you have some empty folders from some other mods. Also more apropriate place for asking questions about procedural wings is in procedural wing thread. Despite original author is no longer active, other users might be able to help you.

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On 4/9/2018 at 6:31 PM, 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.

 

On 4/9/2018 at 6:36 PM, blackheart612 said:

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

The listing on CKAN seems to be this version -- it's obviously keying to the github releases.

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10 hours ago, commanderbunbun said:

Could I suggest a very low profile landing gear for the Falcon cockpit to be able to place under the intake?

u can clip the stock single wheel gear inside, also the KS-1 gear should be good

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Bobby Kerman, the head of R&D Department at UVM, had a very bad day since the morning. A new order was received from the United Kerbals’ Ministry of Defense for the manufacturing an attack helicopter. It should be very small and fast. There were rumors that terrible East Red Tomatoes could attack at any moment and the army needed this heli as soon as possible. Terms were rather tight - by the end of the day the final model had to be ready.

Bobby knew that there was no threat from the Red Tomatoes, and the helicopter was needed for the army’s general to fly to the Paradise Islands with his new girlfriend. But this knowledge did not change anything and Bobby didn’t like joking with the militaries. Who served in the army, wouldn’t laugh in the circus, as that old general used to say.

Meanwhile, the construction of a new helicopter was going on all the way - similar machines were already built by competitors and the design was not new at all, but the quality of construction from the UVM Corporation always deserved the greatest respect from customers. At least from those who were able to return from the first flight alive.

 “I'll get a bonus for a successful project launch and buy a new bicycle” - Bobby thought dreamily…

4J8U3JX.png

P.S. Awailable for downloading via kerbalx.

Album: https://imgur.com/a/cdydU

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By the way... While building my MD 500 I have met a sad bug with Airplane Plus and Raster Prop Monitor if U use them both with oh6cockpit - no IVA at all after craft loading and it's impossible to unboard kerbals from helicopter cabin.

In the debug pannel (Alt+F12) is written in red text that It is impossible to load internal because there is no "oh6InternalRPM". Clean KSP with SQUAD + Airplane Plus + JSI. Without JSI (RasterPropMonitor) everything is OK - U have IVA, U have possibility to board and unboard.

So, I've solved this error rather simple - have changed "oh6Internal" to "oh6InternalRPM" in Part.cfg and changed "oh6Internal" to "oh6InternalRPM" in the file Internal.cfg.

But it could be rather complicated for an ordinal user. Just want U to know about this error. May be there is a way to fix it.

Edited by Ioseg
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Does anybody have pressure-thrust curves for the prop engines? I'm making high altitude aircraft and I can't push past 12 km with the Silver Crow, I probably won't be able to get a lot more but just out of curiosity I'd like to see which engines die last.

Edited by Gaarst
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8 hours ago, Gaarst said:

Does anybody have pressure-thrust curves for the prop engines? I'm making high altitude aircraft and I can't push past 12 km with the Silver Crow, I probably won't be able to get a lot more but just out of curiosity I'd like to see which engines die last.

use the bear koaxial prop, i accidentally launched my AS-4 Gannet to space with that

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@blackheart612 Since it seems you don't have time at the moment to fix the drag issue that I described on page 106 and 107, I decided I would try my hand at fixing it my self. It seems drag cubes has to be assigned manually for all hollow parts. All the details seem to be described in this thread:

I will try my hand, hacking away at the config files tomorrow, and see if I can get this figured out. If I figure out how to do it I will be happy to fix all of the hollow parts if you wish.

edit:

So I have hacked away at things a bit. It seems a quick and dirty workaround is to go to the PartDatabase.cfg, find a part that should have similar drag characteristics to the part you are working on, and copy the drag cube. There is probably a more proper method, but IMHO this gives better results than what the game auto generates on it's own at least.

Edited by neistridlar
updated
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Hi just got a few suggestions, you don't have to add them but I'd really like to see them in game.

I am into building airliners and would like to request a shorter version of the Mk1 Business cockpit with the Mk0 attachment point right beyond the cockpit glass so it would be possible to create cockpits alike ATRs, Dash-8s or Saab 340s with different shapes of nosecones.

Another thing I would like to have a variant (selectable in the same way you can change the direction the props face) of the 'Kitty' turboprop with four straight blades instead of six, which would benefit the creation of most twin engine turboprop aircraft.

Lastly I'd like to request a variant of the Bell X-1 landing gear with two wheels instead of just one, to aid the creation of an ATR 72/42.

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Greetings again,

 

found something interesting today concerning: Mk1 Passanger Door

 

when closed, it produces drag as it somewhat should

when open, it produces way less or nearly none. at least, when on level flight and open door, thrust get's reduced a lot, (Kramax Autopilot :wink: )

 

Shouldn't it be the other way around? :D

 

Greetings

UA

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1 hour ago, UncleAge said:

Greetings again,

 

found something interesting today concerning: Mk1 Passanger Door

 

when closed, it produces drag as it somewhat should

when open, it produces way less or nearly none. at least, when on level flight and open door, thrust get's reduced a lot, (Kramax Autopilot :wink: )

 

Shouldn't it be the other way around? :D

 

Greetings

UA

This is actually a deeper issue, which I explained more in depth on page 106 and 107 in this thread. In short though, the game thinks that the door is a different diameter, so that it does not cover the part in front of and behind it. When you open the door the game recognizes that it increases in size, and so more of the part in front and behind gets covered. That is where the reduction in drag comes from, the door itself actually has more drag when it is open. You can check this using the debug menu if you like.

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Hope you guys are fine with me not being able to tend much for the past few weeks. After this month's done, I theoretically should be able to come back.

@Bottle Rocketeer 500 Scatterer and ReShade contributes to most of the looks. EVE/SVE too.

@Polestar I can't look into it right now but don't hold back, I'm checking back on suggestions to see if I can add them later.

@neistridlar Thanks for looking into it, I just can't get ahold of myself right now. Real life stuff. Next month, hopefully!

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6 hours ago, blackheart612 said:

Thanks for looking into it, I just can't get ahold of myself right now. Real life stuff. Next month, hopefully!

Good luck with real life then :). I think I have come up with a method, that should be relatively simple for you, to generate the appropriate drag cubes. If you can make dummy models of the hollow parts where you fill in the hollow part of the part, then load them in to the game, I think the game should auto generate the appropriate drag cubes. Then just copy those over to the config files of the real parts. In the mean time though, I will keep hacking away at the config files by hand. Here is a drag cube that I have made for the mk1 passenger door. Just paste this into the config file with the other modules:

DRAG_CUBE //hacked together drag cubes by neistridlar
	{
		//cube = A, 4.421,0.8021,0.7222, 4.421,0.8023,0.7222, 1.524,0.5078,3.638, 1.525,0.7942,2.041, 4.055,0.7765,0.726, 4.055,0.7439,1.099, 5.96E-08,1.755,-0.1095, 1.25,3.572,1.498 // autogenerated
		cube = A, 1.182,0.7671,0.7051, 1.182,0.7671,0.7051, 1.213,0.9716,0.1309, 1.213,0.9716,0.1309, 1.182,0.7672,0.7051, 1.182,0.7672,0.7051, 0,       0,    0,      1.25,0.9509,1.25 // Autogenerated for mk1jr liquid fuel fuselage
		cube = B, 2.000,0.7998,0.7222, 2.000,0.8014,0.7222, 1.300,0.7480,4.3380, 1.300,0.8453,4.2860, 1.200,0.7227,0.7051, 1.200,0.7229,0.7051, 5.96E-08,2.108,-1.275, 1.40,1.3000,1.25 // hand edited by neistridlar
		//cube = B, 4.427,0.7998,0.7222, 4.427,0.8014,0.7222, 4.175,0.748,4.338, 4.175,0.8453,4.286, 4.877,0.7227,2.244, 4.878,0.7229,3.665, 5.96E-08,2.108,-1.275, 1.25,4.279,3.829 // autogenerated
          //cube = Default, 1.182,0.7671,0.7051, 1.182,0.7671,0.7051, 1.213,0.9716,0.1309, 1.213,0.9716,0.1309, 1.182,0.7672,0.7051, 1.182,0.7672,0.7051, 0,0,0, 1.25,0.9509,1.25 // Autogenerated for mk1jr liquid fuel fuselage
	}

The comments should hopefully explain how I arrived at this, and why the default ones are not accurate. Cube A is the closed state and Cube B is the open state. Default cube is for when there is no animation, like a structural fuselage. You can remove all the lines that start with // if you wish, they are just for illustration purposes. 

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@neistridlar I can still reply here from time to time, though. Not much time to fire up KSP.

@Bottle Rocketeer 500 I'm using my own custom config for ReShade, it's wonky on 1.4.x, reloads every scene change, forgot how I fixed that issue on a game before. On SVE, I use HD, running on relatively low FPS, you'll see on my vids.

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I think I have made reasonable, but not perfect drag cubes for all the misbehaving parts now. I also noted that the two passenger doors, as well as the drone door and size 2 cargo ramp does not function as cargo bays, that is they never shield any parts, and the size 2 cargo bay had its shielding states reversed, so it would shield when open, but not when closed. My drag cubes are not perfect, but they at least make for a more believable drag behavior, and does not punish the player for using the these nice parts. 

Here is all the drag cubes:

Spoiler

	DRAG_CUBE //Hacked together drag cube by neistridlar for mk1 cargobay
	{
		cube = A, 2.418281,0.7749683,0.6994118, 2.418281,0.7749683,0.6994118, 1.213026,0.9717144,0.1341177, 1.213026,0.9717144,0.1341177, 2.418281,0.7723047,0.6994124, 2.418281,0.7723256,0.6994124, 0,0,0, 1.25,1.937501,1.250001 // by squad for structural fuselage
		cube = B, 2.5,     0.8      ,0.8      , 2.5,     0.8      ,0.8      , 1.3     ,0.9717144,0.1341177, 1.3     ,0.9717144,0.1341177, 2.6     ,0.9      ,0.8      , 2.6     ,0.9      ,0.8      , 0,1.8,0, 1.25,2.7   ,1.250001 // Handedited by neistridlar
	}
	DRAG_CUBE //Hacked together drag cubes by neistridlar for mk passenger door
	{
		cube = A, 1.182,0.7671,0.7051, 1.182,0.7671,0.7051, 1.213,0.9716,0.1309, 1.213,0.9716,0.1309, 1.182,0.7672,0.7051, 1.182,0.7672,0.7051, 0,       0,    0,      1.25,0.9509,1.25 // Autogenerated for mk1jr liquid fuel fuselage
		cube = B, 2.000,0.7998,0.7222, 2.000,0.8014,0.7222, 1.300,0.7480,4.3380, 1.300,0.8453,4.2860, 1.200,0.7227,0.7051, 1.200,0.7229,0.7051, 5.96E-08,2.108,-1.275, 1.40,1.3000,1.25 // hand edited by neistridlar
	}
	DRAG_CUBE //Hacked together drag cube by neistridlar for mk1 cargobay jr.
	{
		cube = A, 1.182,  0.7671,    0.7051,    1.182,   0.7671,   0.7051,    1.213,   0.9716,   0.1309,    1.213,   0.9716,   0.1309,    1.182,   0.7672,   0.7051,    1.182,   0.7672,   0.7051,    0,0,0, 1.25,0.9509,1.25 // Autogenerated for mk1jr liquid fuel fuselage
		cube = B, 1.3,     0.8      ,0.8      , 1.5,     0.8      ,0.8      , 1.3     ,0.9717144,0.1341177, 1.3     ,0.9717144,0.1341177, 1.4     ,0.9      ,0.8      , 1.4     ,0.9      ,0.8      , 0,0.8,0, 1.25,1.7   ,1.250001 // Handedited by neistridlar
	}
	DRAG_CUBE //Hacked together drag cube by neistridlar for Size 2 Passenger door.
	{
		cube = A, 4.865,0.7701,1.345, 4.865,0.7701,1.345, 4.853,0.9716,0.1598, 4.853,0.9716,0.1598, 4.865,0.77,1.345, 4.865,0.77,1.345, -1.744E-06,3.876E-07,-2.422E-07, 2.5,1.9375,2.5 // half y lenth of autogenerated for size 2 liquid fuel tank
		cube = B, 4.865,0.7701,1.345, 4.865,0.85  ,1.5  , 5    ,1     ,0.3   , 5    ,1     ,0.3   , 5    ,0.8 ,1.4  , 5    ,0.8 ,1.4  , -1.744E-01,3.876E-07,-2.422E-07, 2.5,1.9375,2.6 // hand edited by neistridlar
	}
	DRAG_CUBE //Hacked together drag cube by neistridlar for mk1 Structural fuselage jr.
	{
		cube = Default, 1.182,  0.7671,    0.7051,    1.182,   0.7671,   0.7051,    1.213,   0.9716,   0.1309,    1.213,   0.9716,   0.1309,    1.182,   0.7672,   0.7051,    1.182,   0.7672,   0.7051,    0,0,0, 1.25,0.9509,1.25 // Autogenerated for mk1jr liquid fuel fuselage
	}
	DRAG_CUBE //Hacked together drag cube by neistridlar for mk1 offset fuselage.
	{
		cube = Default, 0.1988,0.7448,0.8757, 0.1988,0.7448,0.8757, 1.217,0.9952,0.1299, 1.217,0.9952,0.1299, 0.1988,0.7442,0.8871, 0.1988,0.7442,0.8871, 0,0,0, 1.25,0.16,1.25 // Autogenerated for mk1 stack decoupler
	}
	DRAG_CUBE //Hacked together drag cube by neistridlar for Size 2 Hull.
	{
		cube = Default, 4.865,0.7701,1.345, 4.865,0.7701,1.345, 4.853,0.9716,0.1598, 4.853,0.9716,0.1598, 4.865,0.77,1.345, 4.865,0.77,1.345, -1.744E-06,3.876E-07,-2.422E-07, 2.5,1.9375,2.5 // half y lenth of autogenerated for size 2 liquid fuel tank
	}
	DRAG_CUBE //Hacked together drag cube by neistridlar for Size 2 structural fuselage.
	{
		cube = Default, 4.865,0.7701,1.345, 4.865,0.7701,1.345, 4.853,0.9716,0.1598, 4.853,0.9716,0.1598, 4.865,0.77,1.345, 4.865,0.77,1.345, -1.744E-06,3.876E-07,-2.422E-07, 2.5,1.9375,2.5 // half y lenth of autogenerated for size 2 liquid fuel tank
	}
	DRAG_CUBE // hacked together by neistridlar for size 2 cargobay
	{
		cube = A, 4.354,0.7375,2.703, 4.334,0.7421,2.703, 4.853,0.9716,0.1598, 4.853,0.9716,0.1598, 10.12,0.8308,2.246, 10.12,0.8635,2.669, 4.768E-07,-1.192E-07,-0.06767, 5.227,2,2.635
		cube = B, 4.867,0.7721,1.313, 4.868,0.772,1.345, 1.03,0.9213,0.5349, 1.03,0.9221,0.5349, 4.972,0.7678,1.313, 4.972,0.7875,2.541, 4.876E-05,-1.192E-07,1.192E-07, 2.5,2,2.5
	}
	DRAG_CUBE // hacked together by neistridlar for size 2 cargobay
	{
		cube = A, 4.354,0.7375,2.703, 4.334,0.7421,2.703, 4.853,0.9716,0.1598, 4.853,0.9716,0.1598, 10.12,0.8308,2.246, 10.12,0.8635,2.669, 4.768E-07,-1.192E-07,-0.06767, 5.227,2,2.635
		cube = B, 4.867,0.7721,1.313, 4.868,0.772,1.345, 4.853,0.9716,0.1598, 4.853,0.9716,0.1598, 4.972,0.7678,1.313, 4.972,0.7875,2.541, 4.876E-05,-1.192E-07,1.192E-07, 2.5,2,2.5
	}

 

And I also packaged up all the parts that I have edited, including fixing the size 2 cargo bay. Just extract and over write the R21.1 install and it should work I think. it only contains the relevant parts of the parts folder from the mod, so it does not work on its own.

Downloadlink: https://www.dropbox.com/s/7xuhh8sa65kq7dt/AirplanePlus.zip?dl=0

@blackheart612 you may do whatever you want with this. My suggestion is to incorporate it into your release until you find a better way to make the drag cubes, or til you find any issues with them.

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