GKSP Posted April 24, 2021 Share Posted April 24, 2021 Is there a way to integrate the IVAs of this mod with RasterPropMonitor? I was taking a look at the F15E looking two seater cockpit, and noticed that the display panels looked just the right size for the RPM screens, so I installed RPM but the IVA was still blank. Has anyone done anything to make these functional? Quote Link to comment Share on other sites More sharing options...
deandingus Posted April 24, 2021 Share Posted April 24, 2021 On 4/23/2021 at 6:57 PM, linuxgurugamer said: Well this may be off base, but what you are seeing is actually what happens in real life. You are viewing the prop at an angle, and fiven that the prop blade is angled, it makes sense that one side will be more obscured than the other. . I wonder if it is intentional or not. ‘What happens when you move the camera angle around? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 25, 2021 Share Posted April 25, 2021 Well, yes, it is a problem Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted April 25, 2021 Share Posted April 25, 2021 (edited) On 4/23/2021 at 8:35 PM, GKSP said: Is there a way to integrate the IVAs of this mod with RasterPropMonitor? I was taking a look at the F15E looking two seater cockpit, and noticed that the display panels looked just the right size for the RPM screens, so I installed RPM but the IVA was still blank. Has anyone done anything to make these functional? Possibly not (yet?) -- Authors get burnt out on them pretty quickly. I've long been meaning to try it, but I know it's a rabbit hole. Edited April 25, 2021 by Beetlecat Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 25, 2021 Share Posted April 25, 2021 On 4/23/2021 at 9:32 AM, lrd.Helmet said: I don't think you should be able to look at the core of the planet through a prop in real life. Something is happening in the graphics department in that picture. I agree about the graphics, but not sure as to the "core" of the planet, though :-) I don't know exactly what it is showing, obviously a problem (although small, IMHO) Quote Link to comment Share on other sites More sharing options...
Guest Posted April 25, 2021 Share Posted April 25, 2021 22 hours ago, deandingus said: Do you have any visual mods installed or anything that affects shaders? That doesn’t happen on mine or rather it’s blurry but there’s no colours and it’s semi transparent as you’d expect. Also is the propellor spinning or just fixed with the white circle around it? I’ve had the latter and it was an issue with using an older version of Firespitter. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 25, 2021 Share Posted April 25, 2021 (edited) 29 minutes ago, FruitGoose said: Do you have any visual mods installed or anything that affects shaders? That doesn’t happen on mine or rather it’s blurry but there’s no colours and it’s semi transparent as you’d expect. Also is the propellor spinning or just fixed with the white circle around it? I’ve had the latter and it was an issue with using an older version of Firespitter. Very good point. Best way to do that is to use CKAN to install your mods, it makes sure all dependencies are installed and up-to-date Edit: I just installed this using CKAN on a 1.11.2 install, props worked fine. Check your dependencies as well Edited April 25, 2021 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
deandingus Posted May 2, 2021 Share Posted May 2, 2021 On 4/25/2021 at 9:19 PM, FruitGoose said: Do you have any visual mods installed or anything that affects shaders? That doesn’t happen on mine or rather it’s blurry but there’s no colours and it’s semi transparent as you’d expect. Also is the propellor spinning or just fixed with the white circle around it? I’ve had the latter and it was an issue with using an older version of Firespitter. On 4/25/2021 at 9:33 PM, linuxgurugamer said: Very good point. Best way to do that is to use CKAN to install your mods, it makes sure all dependencies are installed and up-to-date Edit: I just installed this using CKAN on a 1.11.2 install, props worked fine. Check your dependencies as well i'll take a look and come back if it's fixed, thanks Quote Link to comment Share on other sites More sharing options...
deandingus Posted May 3, 2021 Share Posted May 3, 2021 (edited) everything is up to date in CKAN, but the issue still persists, sometimes the propeller is fixed but this happens to the intakes when the propellers are normal Edited May 3, 2021 by deandingus Added image Quote Link to comment Share on other sites More sharing options...
stk2008 Posted May 11, 2021 Share Posted May 11, 2021 Does any one else have FAR installed and able to use helicopoter blades from this mod?. They just done work if I press w it will go backwards instead. I have downloaded a few which also dont fly so its not my designs its probably a mod conflict as I have a ton of mods. Though some of the choppers that use the robotics parts as rotors seem to work better so no idea why these dont work?. Shall get logs later as just popping out Quote Link to comment Share on other sites More sharing options...
Alioth81 Posted May 17, 2021 Share Posted May 17, 2021 I have problems rotating some parts. (for instance the KS-H1 Fixed Landing Gear or the KT6C "Kitty" Turboshaft Engine) They seem to immediately jump 180° on certain rotation angles and the angle shown in the editor seems to be inverted when changing to the flight scene Dos anyone else experience the same issue? Can this be fixed? Quote Link to comment Share on other sites More sharing options...
Kerbalwings Posted May 23, 2021 Share Posted May 23, 2021 When will we get an update with new parts? Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted May 23, 2021 Share Posted May 23, 2021 22 minutes ago, Kerbalwings said: When will we get an update with new parts? Mod making is a voluntary effort so the answer is either when the author feels the need to do so, or when some other mod author decides to modify it in some way (subject to license restrictions) and publish a derivative work. So sometime between now and never is the only real answer. In the meantime, there are the parts we have, and there are many other mods offering useful parts as well. Quote Link to comment Share on other sites More sharing options...
DocNappers Posted May 23, 2021 Share Posted May 23, 2021 @blackheart612, I've submitted an issue on the github repo of this mod (https://github.com/blackheart612/AirplanePlus/issues/12), but I'm not sure if you've seen it or not, so I just wanted to bring it to your attention here. Basically, the raptorjet model (GameData/AirplanePlus/Parts/Engine/Modern/raptorjet/model.mu) lacks the smokePoint transform that the part.cfg references. This is giving errors in the KSP.log file of the type [ERR 00:27:27.813] PrefabParticleFX: Cannot find transform of name 'smokePoint' Any chance you could fix the model? Thanks! Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted May 27, 2021 Author Share Posted May 27, 2021 On 5/17/2021 at 8:59 PM, Alioth81 said: I have problems rotating some parts. (for instance the KS-H1 Fixed Landing Gear or the KT6C "Kitty" Turboshaft Engine) They seem to immediately jump 180° on certain rotation angles and the angle shown in the editor seems to be inverted when changing to the flight scene Dos anyone else experience the same issue? Can this be fixed? It's a necessary mechanic for mirroring parts. Unless something changed, this is exactly how mirrored parts on KSP behave as well. On 5/24/2021 at 1:37 AM, DocNappers said: @blackheart612, I've submitted an issue on the github repo of this mod (https://github.com/blackheart612/AirplanePlus/issues/12), but I'm not sure if you've seen it or not, so I just wanted to bring it to your attention here. Basically, the raptorjet model (GameData/AirplanePlus/Parts/Engine/Modern/raptorjet/model.mu) lacks the smokePoint transform that the part.cfg references. This is giving errors in the KSP.log file of the type [ERR 00:27:27.813] PrefabParticleFX: Cannot find transform of name 'smokePoint' Any chance you could fix the model? Thanks! Ah yes... this is a unity problem. Regarding this, in my time of developing this mod and playing KSP, Ive always done it in a rundown old laptop (nowadays I use a friend's PC to play games at all). It always overheated and is basically dying. Said laptop contained a HUGE unity project folder both released and unreleased, along with a ton of models and textures. Problem was, I had to reformat it. And at that time of needing to reformat it, there was no storage I had in possession capable of storing such amount of files so I couldn't back it up. I'm positive I have an old External Hard Drive with a rollback backup of that project but currently unsure and am trying to find if I do have the back up and I'm busy with 2D commissions. So I'm really really sorry, but I couldn't fix unity things outside of pure config editing due to my circumstances... Quote Link to comment Share on other sites More sharing options...
DocNappers Posted May 27, 2021 Share Posted May 27, 2021 (edited) OK, no worries. Since you can't adjust the model, an alternative fix is to replace "smokePoint" with "thrustTransform" in the part.cfg file. I think those two transforms are typically the same or very close to each other anyway. Edit: I asked amongst the BDArmory modellers and SuicidalInsanity added the transform to the model for me. I've added the model to the issue on github so you can just grab it from there. Edited May 27, 2021 by DocNappers Add comment Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted May 30, 2021 Author Share Posted May 30, 2021 On 5/27/2021 at 8:10 PM, DocNappers said: OK, no worries. Since you can't adjust the model, an alternative fix is to replace "smokePoint" with "thrustTransform" in the part.cfg file. I think those two transforms are typically the same or very close to each other anyway. Edit: I asked amongst the BDArmory modellers and SuicidalInsanity added the transform to the model for me. I've added the model to the issue on github so you can just grab it from there. Thanks, I'll still have to check it out in-game when I get the time before adding it Quote Link to comment Share on other sites More sharing options...
ShadowMC2 Posted May 31, 2021 Share Posted May 31, 2021 @blackheart612 Have you just quit developing this mod or are you working on a new version? It's been a really long time since the last update Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted May 31, 2021 Author Share Posted May 31, 2021 On 5/27/2021 at 8:10 PM, DocNappers said: - Tested and uploaded the file. There's a file structure change on github too which is an old change I didn't know existed. I merged the files with the main branch for now. I'm not too good with github... But anyway, should be good now. If any issue arises, please let me know, I will make sure things are fixed within my capabilities when I have the time. 7 hours ago, ShadowMC2 said: @blackheart612 Have you just quit developing this mod or are you working on a new version? It's been a really long time since the last update I didn't, but I if you've just read my post, I'm basically stopped now due to the recent reformat. I have a new laptop now but it can't run KSP, I use it for work, which is basically more or less full time 2D art commissions. As others would say, modding is something modders do outside of other stuff in their life. As it happens, I'm very interested in creative work. And I've made KSP mods for a while and I've had various ideas for Airplane Plus that I'm too happy to see function in the game. I still have a lot of vision for APP despite my inexperience. I'm probably the saddest to see that I'm still really enthusiastic about the game, playing it, making custom things for it, but not having the time anymore to make them. Back to creative work, it's very time consuming. So 2D art commissions took majority of my time at some point and it became my main source of income. APP dev slowed down since I can't spare the time/too tired (and I'd lose money for bills!). I had some ideas but I also kind of developed Grounded with it despite my limited time. Then it got to the point where my laptop got reformatted recently and we're here now. Quote Link to comment Share on other sites More sharing options...
glibbo Posted June 1, 2021 Share Posted June 1, 2021 All the best wishes for your future endeavors, and thank you for all of your efforts Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted June 3, 2021 Author Share Posted June 3, 2021 On 6/2/2021 at 2:11 AM, glibbo said: All the best wishes for your future endeavors, and thank you for all of your efforts I'll still keep checking if anybody has problems with APP so no worries. Since I still get to play from time to time Quote Link to comment Share on other sites More sharing options...
DocNappers Posted June 3, 2021 Share Posted June 3, 2021 We're using AP+ as one of the few required mods in Scott Manley's Runway Project (it's basically the only required mod other than what's needed to run BDArmory). Participation has been a bit low lately, so if anyone is interested in participating in some less-than-serious competitions, come join us on Scott's discord: https://discord.gg/mHF4mmY Here's some video from the last round where control surfaces other than A.I.R.B.R.A.K.E.S. and S.P.O.I.L.E.R.S. were not allowed: The current round is flying trucks. Quote Link to comment Share on other sites More sharing options...
computercat04 Posted June 4, 2021 Share Posted June 4, 2021 This is my first time building a helicopter. But I have a problem where, when it takes off, tends to flip back almost uncontrollably. What do I have to fix? Spoiler Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted June 4, 2021 Share Posted June 4, 2021 2 hours ago, computercat04 said: What do I have to fix? With the twin rotor the tail rotor can be optional. The twin rotor should be directly on top of the Center of Mass. If you use maneuver assistance mods you will find there two very helpful. MechJeb is also helpful with pitch control. Quote Link to comment Share on other sites More sharing options...
computercat04 Posted June 5, 2021 Share Posted June 5, 2021 4 hours ago, Caerfinon said: With the twin rotor the tail rotor can be optional. The twin rotor should be directly on top of the Center of Mass. If you use maneuver assistance mods you will find there two very helpful. MechJeb is also helpful with pitch control. Ok. Thanks for the help. I'l try it later. Quote Link to comment Share on other sites More sharing options...
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