Manul Posted April 6, 2020 Share Posted April 6, 2020 2 minutes ago, Daniel Prates said: I will install it and see what parts can be salvaged and which cant. IIRC some of miniSub parts have excessive brackets that close PART { } before it actually ends and turn RESOURCE module of this part into RESOURCE definition. The same with something in SonarGear folder. Quote Link to comment Share on other sites More sharing options...
Techgamer68 Posted April 12, 2020 Share Posted April 12, 2020 Can you please make a config file for use with raster prop monitor? That would be very kind off you. Keep up the good work!!! Quote Link to comment Share on other sites More sharing options...
SirLanceQuiteABit Posted April 13, 2020 Share Posted April 13, 2020 Absolutely love your mod, cant KSP without it. Im running into a conflict issue though between Airplane+ and DangIt Cont. It seems that when both are installed on post 1.8 builds, the game hangs on initialisation on the "bigwing" part. Have you encountered this before? I imagine other parts may hang as well if it could get past this particular one. Any suggestions on how to correct this? Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted April 14, 2020 Author Share Posted April 14, 2020 On 4/13/2020 at 2:46 AM, Techgamer68 said: Can you please make a config file for use with raster prop monitor? That would be very kind off you. Keep up the good work!!! I've never done the patches as they were made here by the users. Also, I'd like to inform people that I don't know when I'll exactly come back to actively developing since I said before that I'm focused on 2D commissions, I've done both before but since my income is from 2D art I naturally focus there compared to here. Though I actually keep playing KSP so this mod will always be kept up to date constantly. 18 hours ago, SirLanceQuiteABit said: Absolutely love your mod, cant KSP without it. Im running into a conflict issue though between Airplane+ and DangIt Cont. It seems that when both are installed on post 1.8 builds, the game hangs on initialisation on the "bigwing" part. Have you encountered this before? I imagine other parts may hang as well if it could get past this particular one. Any suggestions on how to correct this? If these are your only two mods, then it might be a conflict, which has never been reported before. But hangs like this could be caused by an entirely different mod. Sometimes removing Airplane Plus for example, would cause it to just hang on another part til the mod in question is removed. Quote Link to comment Share on other sites More sharing options...
dud Posted April 16, 2020 Share Posted April 16, 2020 for some reason when i download this mod, the only parts i get are the mk3 cargo cockpit and the propellors. does anyone know how to fix this? Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted April 19, 2020 Author Share Posted April 19, 2020 On 4/16/2020 at 11:24 AM, dud said: for some reason when i download this mod, the only parts i get are the mk3 cargo cockpit and the propellors. does anyone know how to fix this? Very likely that you installed it incorrectly, the AirplanePlus folder must be inside GameData, and GameData must be in the same folder as where the exe of KSP is. Kindly check again and see if that fixes it. Quote Link to comment Share on other sites More sharing options...
autistic and ashamed Posted April 22, 2020 Share Posted April 22, 2020 All my helicopters roll uncontrollably as soon as I throttle up. I've tried lowering the RPM to the point where I barely have a TWR high enough to take off (and immediately crash) and the tail rotor is on the left side. I don't know what the hell to do. Quote Link to comment Share on other sites More sharing options...
moguy16 Posted April 25, 2020 Share Posted April 25, 2020 hello, i am still encountering the landing gear problems, they are really frustrating, is there a way to fix them? i am tired of my plane jeering off course or not being stable thanks Quote Link to comment Share on other sites More sharing options...
Travelbysakura Posted April 29, 2020 Share Posted April 29, 2020 Hello, I have been having issues in 1.9.1 with all the parts not appearing all at once, I have been trying to get all of this to work, but certain crew parts are not appearing, the mk3 piece with the opening front is appearing, but everything else is not, such as the other cockpits and stairs and other crew pieces, the engines are also appearing just fine, but I have been itching to mess about with all of the parts for a while now, any fixes coming up for these missing bits and pieces? Quote Link to comment Share on other sites More sharing options...
moguy16 Posted April 29, 2020 Share Posted April 29, 2020 1 hour ago, Travelbysakura said: Hello, I have been having issues in 1.9.1 with all the parts not appearing all at once, I have been trying to get all of this to work, but certain crew parts are not appearing, the mk3 piece with the opening front is appearing, but everything else is not, such as the other cockpits and stairs and other crew pieces, the engines are also appearing just fine, but I have been itching to mess about with all of the parts for a while now, any fixes coming up for these missing bits and pieces? are you sure you installed it correctly? try reinstalling it, and it's dependencies Quote Link to comment Share on other sites More sharing options...
Travelbysakura Posted April 29, 2020 Share Posted April 29, 2020 29 minutes ago, moguy16 said: are you sure you installed it correctly? try reinstalling it, and it's dependencies I have all of the dependencies and everything installed proper, although I won't be able to back to my main computer for a bit (a day at least, I could provide a screenshot of my gamedata list when I get back) Quote Link to comment Share on other sites More sharing options...
ARTOBAN Posted April 29, 2020 Share Posted April 29, 2020 Tweakscale dont work Quote Link to comment Share on other sites More sharing options...
moguy16 Posted April 29, 2020 Share Posted April 29, 2020 9 hours ago, ARTOBAN said: Tweakscale dont work i believe you need all tweak Quote Link to comment Share on other sites More sharing options...
moguy16 Posted May 11, 2020 Share Posted May 11, 2020 is there a tutorial or something on building a heli using this mod? Quote Link to comment Share on other sites More sharing options...
sturmhauke Posted May 11, 2020 Share Posted May 11, 2020 On 4/29/2020 at 1:10 PM, moguy16 said: i believe you need all tweak Tweakscale has been in flux a bit lately due to changes in the game conflicting with the mod. You should check in on the Tweakscale thread for updates. Quote Link to comment Share on other sites More sharing options...
Lisias Posted May 12, 2020 Share Posted May 12, 2020 On 4/29/2020 at 7:46 AM, ARTOBAN said: Tweakscale dont work Well, TweakScale works. But it lacks support for the AirPlane Plus. Someone need to write these patches. How many people are willing to have TweakScale support for Airplane Plus? It people enough ask for it (or, better, someone provide me with the patches!! ), it will be added using a Companion. On 4/29/2020 at 5:10 PM, moguy16 said: i believe you need all tweak It's a way out. This patch works most of the time, but with "one Scaling to scale them all" way (and on the darkness of the physics engine, crash them - heheh, not true, sorry! Could not resist the joke! ). Sometimes, a hand coded patch ends up doing the work slightly better. 4 hours ago, sturmhauke said: Tweakscale has been in flux a bit lately due to changes in the game conflicting with the mod. You should check in on the Tweakscale thread for updates. True, but only on parts with variants (due something happening on 1.9.x's VAB/SPH Editor messing up the surface attachments). Airplane Plus doesn't have any of these last time I checked, so it would no be a (known, at least) issue for TweakScale. By installing KSP-Recall, you get rid of the problem related to Resources. Quote Link to comment Share on other sites More sharing options...
AccidentalDisassembly Posted May 13, 2020 Share Posted May 13, 2020 Small FYI: in GameData\AirplanePlus\Spaces\zerointerior\internal.cfg, there's a missing closing curly brace at the end of the internal config. May or may not matter, just in case! Quote Link to comment Share on other sites More sharing options...
Citizen247 Posted May 16, 2020 Share Posted May 16, 2020 On 3/29/2020 at 9:25 AM, moguy16 said: i am an encountering an issue where a plane with stationary biplane gear will start to drift around upon coming out of time warp, and if i try to counter it stuff get funky, i tried reapplying the gear to make sure it wasn't a rotation thing and it was still there, i tried building an entirely new aircraft, still drifts i had a friend try and change the configs for me, still drifts however the gear works okayish when not timewarping, the only thing that fixed this was switching the gear entirely here is an image of the plane (sorry for the over qualification it's the only one i could find) I actually have some patches for some Airplane Plus wheels to convert them to KSPWheel if those would be of interest to anyone. Quote Link to comment Share on other sites More sharing options...
kcs123 Posted May 16, 2020 Share Posted May 16, 2020 4 hours ago, Citizen247 said: I actually have some patches for some Airplane Plus wheels to convert them to KSPWheel if those would be of interest to anyone. That would be interesting. Even if default values may not work perfectly in certain situations, KSPWheel offer much more customization over stock wheels to make them work properly on craft. Quote Link to comment Share on other sites More sharing options...
Citizen247 Posted May 16, 2020 Share Posted May 16, 2020 (edited) On 5/16/2020 at 7:28 AM, kcs123 said: That would be interesting. Even if default values may not work perfectly in certain situations, KSPWheel offer much more customization over stock wheels to make them work properly on craft. Personally I find stock wheels to be complete unusable garbage. If they're not skating around like they have less traction than a drunk duck on an ice rink they'll hit a non-existent pot hole at 2m/s and launch a fifty ton aircraft five hundred metres in the air for literally no reason. I play on a heavily modded game with a 10x rescale so maybe stock wheels just can't handle that, but either way KSPWheels work fine. So I have patches for every landing gear I use to convert them. These are the configs for Airplane Plus. It's not all the landing gear, just ones I've need so far, if I configure anymore I'll try to remember to update them. Copy paste them into a text file with the .cfg extension somewhere in gamedata: //KS-H1 Fixed Landing Gear @PART[biplanegear]:FOR[ZZZ-MoS-Tweaks]:NEEDS[KSPWheel] { -MODULE[ModuleWheelBase]{} -MODULE[ModuleWheelSuspension]{} -MODULE[ModuleWheelBrakes]{} -MODULE[ModuleWheelDamage]{} MODULE { name = KSPWheelBase wheelColliderName = WheelCollider wheelColliderOffset = 0.065 //0.00625 wheelRadius = 0.45 wheelMass = 0.035 suspensionTravel = 0.01 //0.09 maxLoadRating = 5 maxSpeed = 300 } MODULE { name = KSPWheelRotation wheelMeshName = wheel rotationAxis = 1,0,0 } MODULE { name = KSPWheelSuspension suspensionName = suspension wheelColliderName = WheelCollider suspensionOffset = -0.1 suspensionAxis = 0, 1, 0 } MODULE { name = KSPWheelBrakes wheelColliderName = WheelCollider maxBrakeTorque = 2 } MODULE { name = KSPWheelDamage wheelColliderName = WheelCollider wheelName = wheel bustedWheelName = bustedwheel } MODULE { name = KSPWheelDustEffects } } //KS-V1 Fixed Landing Gear @PART[blackhawkgear]:FOR[ZZZ-MoS-Tweaks]:NEEDS[KSPWheel] { -MODULE[ModuleWheelBase]{} -MODULE[ModuleWheelSuspension]{} -MODULE[ModuleWheelBrakes]{} -MODULE[ModuleWheelDamage]{} MODULE { name = KSPWheelBase wheelColliderName = WheelCollider wheelColliderOffset = 0.065 wheelRadius = 0.35 wheelMass = 0.018 suspensionTravel = 0.05 maxLoadRating = 10 maxSpeed = 300 } MODULE { name = KSPWheelRotation wheelMeshName = wheel rotationAxis = 1,0,0 } MODULE { name = KSPWheelSuspension suspensionName = suspension wheelColliderName = WheelCollider suspensionOffset = -0.1 suspensionAxis = 0, 1, 0 } MODULE { name = KSPWheelBrakes wheelColliderName = WheelCollider maxBrakeTorque = 2 } MODULE { name = KSPWheelDamage wheelColliderName = WheelCollider wheelName = wheel bustedWheelName = bustedwheel } MODULE { name = KSPWheelDustEffects } } //KS-X1 Assymetric Landing Gear @PART[x1sidegear]:FOR[ZZZ-MoS-Tweaks]:NEEDS[KSPWheel] { -MODULE[ModuleWheelBase]{} -MODULE[ModuleWheelSuspension]{} -MODULE[ModuleWheelBrakes]{} -MODULE[ModuleWheelDamage]{} -MODULE[ModuleWheelDeployment] {} MODULE { name = KSPWheelBase wheelColliderName = WheelCollider wheelColliderOffset = 0.065 wheelRadius = 0.26 wheelMass = 0.014 suspensionTravel = 0.05 maxLoadRating = 10 maxSpeed = 300 } MODULE { name = KSPWheelRotation wheelMeshName = wheel rotationAxis = 1,0,0 } MODULE { name = KSPWheelSuspension suspensionName = suspension wheelColliderName = WheelCollider suspensionOffset = 0 suspensionAxis = 0, 1, 0 } MODULE { name = KSPWheelBrakes wheelColliderName = WheelCollider maxBrakeTorque = 2 } MODULE { name = KSPWheelDeployment animationName = x1sidegear retractEffect = retract retractedEffect = retracted deployEffect = deploy deployedEffect = deployed } MODULE { name = KSPWheelDamage wheelColliderName = WheelCollider wheelName = wheel bustedWheelName = bustedwheel } MODULE { name = KSPWheelDustEffects } } //KS-X1 Steerable Landing Gear @PART[x1gear]:FOR[ZZZ-MoS-Tweaks]:NEEDS[KSPWheel] { -MODULE[ModuleWheelBase]{} -MODULE[ModuleWheelSuspension]{} -MODULE[ModuleWheelBrakes]{} -MODULE[ModuleWheelDamage]{} -MODULE[ModuleWheelDeployment] {} MODULE { name = KSPWheelBase wheelColliderName = WheelCollider wheelColliderOffset = 0.065 wheelRadius = 0.24 wheelMass = 0.012 suspensionTravel = 0.1 maxLoadRating = 10 maxSpeed = 300 } MODULE { name = KSPWheelRotation wheelMeshName = wheel rotationAxis = 1,0,0 } MODULE { name = KSPWheelSuspension suspensionName = suspension wheelColliderName = WheelCollider suspensionOffset = 0 suspensionAxis = 0, 1, 0 } MODULE { name = KSPWheelDeployment animationName = x1geardeploy retractEffect = retract retractedEffect = retracted deployEffect = deploy deployedEffect = deployed } MODULE { name = KSPWheelBrakes wheelColliderName = WheelCollider maxBrakeTorque = 6 } MODULE { name = KSPWheelDamage wheelColliderName = WheelCollider wheelName = wheel bustedWheelName = bustedwheel } MODULE { name = KSPWheelDustEffects } } //KS-16 Slant Landing Gear @PART[sidegear]:FOR[ZZZ-MoS-Tweaks]:NEEDS[KSPWheel] { -MODULE[ModuleWheelBase]{} -MODULE[ModuleWheelSuspension]{} -MODULE[ModuleWheelBrakes]{} -MODULE[ModuleWheelDamage]{} -MODULE[ModuleWheelDeployment] {} MODULE { name = KSPWheelBase wheelColliderName = WheelCollider wheelColliderOffset = 0.065 wheelRadius = 0.33 wheelMass = 0.09 suspensionTravel = 0.1 maxLoadRating = 10 maxSpeed = 300 } MODULE { name = KSPWheelRotation wheelMeshName = wheel rotationAxis = 1,0,0 } MODULE { name = KSPWheelSuspension suspensionName = suspension wheelColliderName = WheelCollider suspensionOffset = 0 suspensionAxis = 0, 1, 0 } MODULE { name = KSPWheelDeployment animationName = sidegeardeploy retractEffect = retract retractedEffect = retracted deployEffect = deploy deployedEffect = deployed } MODULE { name = KSPWheelBrakes wheelColliderName = WheelCollider maxBrakeTorque = 4 } MODULE { name = KSPWheelDamage wheelColliderName = WheelCollider wheelName = wheel bustedWheelName = bustedwheel } MODULE { name = KSPWheelDustEffects } } Disclaimer: These are just personal patches I use for my own games. They're not a mod, I've done no rigorous testing and in some cases no testing at all. I can't guarantee they'll work for you, nor that they won't set your computer on fire or any other adverse reaction. If I fix bugs and or add configs I'll try to remember to update these, but I can't guarantee that either. Use at your own risk so on and so forth. Edited May 17, 2020 by Citizen247 Quote Link to comment Share on other sites More sharing options...
kcs123 Posted May 16, 2020 Share Posted May 16, 2020 @Citizen247, thanks, just a little more info, what is "[ZZZ-MoS-Tweaks]" ? Your personal folder for custom MM patches ? If that is a case then only APP partname and NEEDS for KSPWheel is necessary. I like more KSPWheels over stock too. Only issue I got with KSPWheels is FPS drops with adjutable landing gears. Somewhat known issue that hopefully will be adressed in one of next updates. Quote Link to comment Share on other sites More sharing options...
Citizen247 Posted May 16, 2020 Share Posted May 16, 2020 (edited) 2 hours ago, kcs123 said: @Citizen247, thanks, just a little more info, what is "[ZZZ-MoS-Tweaks]" ? Your personal folder for custom MM patches ? If that is a case then only APP partname and NEEDS for KSPWheel is necessary. I like more KSPWheels over stock too. Only issue I got with KSPWheels is FPS drops with adjutable landing gears. Somewhat known issue that hopefully will be adressed in one of next updates. It's just a trick to get the patch to be applied near the end of patches after other mods have done their thing, without using "final" which is generally bad practice. But yes, to get the patches to work all that is needed is the partname and NEEDS[KSPWheel] (though that's not strictly speaking necessary, it just stops things getting broken if KSPWheel isn't installed). Using on your own installs you might as well delete AFTER and put :FINAL after NEEDS[]. Edited May 16, 2020 by Citizen247 Quote Link to comment Share on other sites More sharing options...
kcs123 Posted May 17, 2020 Share Posted May 17, 2020 12 hours ago, Citizen247 said: It's just a trick to get the patch to be applied near the end of patches after other mods have done their thing, without using "final" which is generally bad practice. But yes, to get the patches to work all that is needed is the partname and NEEDS[KSPWheel] (though that's not strictly speaking necessary, it just stops things getting broken if KSPWheel isn't installed). Using on your own installs you might as well delete AFTER and put :FINAL after NEEDS[]. I'm already using something similar, folder with name "ZX_Tweaks" for my own custom patches to ensure it is executed after anything else. I didn't know that MM behave like that even if you don't have folder with "Z" name. That is good trick to know for some future patches. Quote Link to comment Share on other sites More sharing options...
Citizen247 Posted May 17, 2020 Share Posted May 17, 2020 1 hour ago, kcs123 said: I'm already using something similar, folder with name "ZX_Tweaks" for my own custom patches to ensure it is executed after anything else. I didn't know that MM behave like that even if you don't have folder with "Z" name. That is good trick to know for some future patches. You do need to define it somewhere, you just don't need that definition to be a folder. Somewhere there should be a :FOR[ZZZ-MoS-Tweaks]. In fact I don't think those will work as they are because there isn't a FOR... Good catch Quote Link to comment Share on other sites More sharing options...
kcs123 Posted May 17, 2020 Share Posted May 17, 2020 1 hour ago, Citizen247 said: You do need to define it somewhere, you just don't need that definition to be a folder. Somewhere there should be a :FOR[ZZZ-MoS-Tweaks]. In fact I don't think those will work as they are because there isn't a FOR... Good catch It should work. I noticed similar MM patches in UnKerballedStart mod. Something like this: @PART[ALCOR_LanderCapsule]:NEEDS[CommunityTechTree]:AFTER[zzzUnKerballedStart] In published version of UnKerballedStart mod tehre is no folder with name "zzzUnKerballedStart", but patches are applied properly regardless. As much as I was able to understand MM syntax, it consider some mod name valid if there is plugin DLL or folder with specified name. So, if neither of those exist, patches are not applied if mod name is in NEEDS commands, but it seems to work for some reason for AFTER command. FOR command was received some changes in the past, causing quite a lot mods to break/complain about bad patches, so those was necessary to remove to make it work properly. Deprecated SETICtt, for example. It still puzzles me why and when FOR command should be used and when it should not, but I didn't bothered to learn each detail of MM, just enough to make personal MM patches that works for my purpose. I apologize to everyone here to be slightly oftopic. Quote Link to comment Share on other sites More sharing options...
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