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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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10 minutes ago, Trollkowski said:

Thanks for the suggestion! I double checked and it was set to sea level kerbin. Sadly seems to be an overall problem with the craft I'm building as I just tried adding a stock engine to it and it still displays it as 0.00, so not at all related to ap+ 

My guess is an Exception  being raised on Editor, screwing a thread that so dies, leading work undone.

Reproduce the problem and send me the KSP.log . With a bit of luck, I will find something smelly there 

Please remember to quit KSP to prevent the log from being truncated!

Edited by Lisias
Trumcated
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22 minutes ago, Lisias said:

My guess is an Exception  being raised on Editor, screwing a thread that so dies, leading work undone.

Reproduce the problem and send me the KSP.log . With a bit of luck, I will find something smelly there 

Please remember to quit KSP to prevent the log from being truncated!

I appreciate you taking a look! Heres my latest log (i played for a bit so it might be long, let me know if you just want me to launch ksp > go to sph > pick engine and launch) https://drive.google.com/file/d/1csCuZ_k3HIjUZ5lpjB5AdX_sPmDbYTFB/view

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21 hours ago, Trollkowski said:

I appreciate you taking a look! Heres my latest log (i played for a bit so it might be long, let me know if you just want me to launch ksp > go to sph > pick engine and launch) https://drive.google.com/file/d/1csCuZ_k3HIjUZ5lpjB5AdX_sPmDbYTFB/view

I regretfully inform you that I didn't found anything obviously fishing involved the part. :( (would be something I did wrong, you can bet your favorite Yoke I would had fixed it right now).

Your log suggests that the DBArmory need some seriously care, as I had lost the number of errors and exceptions involving it in you log, but I didn't managed to correlate it to this case.

One quick (but destructive) test you can do is to remove BDArmory (and everything that depends on it) from your rig and see if something changes. Please do it on a copy (literally, CTRL-C your KSP directory, and CTRL-V on Desktop for example) and then butch the copy to do the tests.

Let me know if you find something that may help me on diagnosing the problem!

Cheers!

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2 hours ago, BGYT said:

Idk if it a glitch or an intended feature but i cant flip the hozizontal half fuselages upside down so that i can have a flat top 

 Can you give us a screenshot of the problem? Just to be sure about exactly what the problem is, as I'm finding it weird not being able to rotate the part. Did you tried the rotation tool (that 4 small buttons on top right of the Editor view, I think the shortcut is 2 or 3...)

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On 12/29/2024 at 3:26 AM, Lisias said:

 Can you give us a screenshot of the problem? Just to be sure about exactly what the problem is, as I'm finding it weird not being able to rotate the part. Did you tried the rotation tool (that 4 small buttons on top right of the Editor view, I think the shortcut is 2 or 3...)

i was bein stupid and managed to get it to turn around I figured out that I didn't have a root part for it to attach to it was only attached radially

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20 minutes ago, BGYT said:

i was bein stupid and managed to get it to turn around I figured out that I didn't have a root part for it to attach to it was only attached radially

Welcome to KSP. Believe me, we do it all the time:D It only happens that we do it in a more convoluted way. :)

I once got flabbergasted because my plane was twice the weight it should - it took me some hours until I realized that I had attached a part in mirror symmetry on the same parent node, and from that point everything I attached on that subassembly was diplicated in mirror symmetry.

I only realized the problem when I finally noticed some texturing fighting, and after trying to debugging the rig for some texture switch problem (when you forget to install a part switch, all the textures are drawn at the same time). :D

Spoiler

1*Z5ZPEyfqyzRZPNbBI_Rv7Q.jpeg

 

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  • 1 month later...
On 2/10/2025 at 10:24 AM, ballistic9028 said:

I have a problem with the 2.5 m strucural hull and cargo bay. My payload is entirely inside the hull but it still has loads of drag. Does anyone know what causes this?
Screenshots: https://imgur.com/a/5JucBEL

The service/cargo bays don't have their area setup meaning that they can't shield parts inside them from physics.

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1 hour ago, ballistic9028 said:

Ah thats a shame. Is there any way I can fix it? Im not an experienced coder but im willing to give it a shot if necessary.

It's not coding, it's 3d modeling.  I can't advise on this, not my area of expertise.  A good modeler might be able to give some advice or even fix it, if they were so inclined.  Since the original files aren't available, it would have to be done in Blender 2.83, using  an addon which is only compatible up to that version.  There are a number of threads talking about how to do this, do a search for blender in the forum.

This is the Addon thread:

 

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4 hours ago, linuxgurugamer said:

It's not coding, it's 3d modeling.

3d mesh has nothing to do with dragshielding, it's the ModuleCaroBay and strict rules of part attachment that trigger the cargo bay to provide shielding.

On 2/10/2025 at 1:24 PM, ballistic9028 said:

I have a problem with the 2.5 m strucural hull and cargo bay. My payload is entirely inside the hull but it still has loads of drag. Does anyone know what causes this?
Screenshots: https://imgur.com/a/5JucBEL

In order to trigger the dragshielding mechanics you need to assemble the cargo bay correctly so that the game "knows" that it is sealed from both ends.
1)  Fuselage parts should be attached to OUTER nodes of a cargobay, not to anything else.
2)Cargo bay segments should be attached together with their outer nodes. Sometimes they get attached with their inner nodes instead. The easiest way to check it is to keep inner nodes busy by attaching Mk0 nosecones facing inside the cargo bay segment. And only after this you stack the cargo bay segments together.
3)Parts attached to outer nodes of the cargo bay should have equal or bigger size of their attachment nodes. If the cargo bay has size2 outer nodes and it is shielded by a fuselage part with size1 node - there is no dragshielding. The major problem with Airpalne plus is that some Size2 parts have size1 nodes and Mk1 parts have size0 nodes while Mk1 cargobays still have size1 nodes.

Edited by Manul
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48 minutes ago, Manul said:

The major problem with Airpalne plus is that some Size2 parts have size1 nodes and Mk1 parts have size0 nodes while Mk1 cargobays still have size1 nodes.

I see.  If you could provide a list of those parts that have the wrong size nodes, I'd be happy to write a patch that fixes it.  That's not difficult, and i could fit it in between some other work I'm doing.  I just don't have time to sit with the entire mod and look at all the parts

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1 hour ago, linuxgurugamer said:

I see.  If you could provide a list of those parts that have the wrong size nodes, I'd be happy to write a patch that fixes it.  That's not difficult, and i could fit it in between some other work I'm doing.  I just don't have time to sit with the entire mod and look at all the parts

Which version of Airplane+ are you working on? The latest A+ fork by @Lisias is already 151 commit and 990 changes ahead of @blackheart612 version, that scares me :confused:

There were other issues with ModuleCargoBay parameters as well. I had been fixing these things in my install since KSP v1.4 (and far before I learned how to write MM  patches instead of cfg editing) so I don't remember which parts I fixed over these years. I need to download the latest version (need to know which one)  and check it again. 

 

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8 hours ago, ballistic9028 said:

Ah thats a shame. Is there any way I can fix it? Im not an experienced coder but im willing to give it a shot if necessary.

Hi. This should fix the part maked as Structural Hull S2.

They were correct when they said it had not been set up as a cargo hold. Most parts simply require the right module with the right data inputed in order to do something.

The "lookupRadius" in the module I have added is actually the diameter of the area considered to be protected between the front inside pointing node and the rear inside pointing node. Both of which I have added. They are at the exact same co-ordinates as the outers but facing in opposite directions.

The Bolded writing in the following config is what I have added.

Open a new text document and copy and paste what I have in the spoiler into it and save. Then open the "size2hull.cfg" and either add just what I have added to it or overwrite the whole thing. Your choice.

Just don't turn it into a new part config unless you change the unique name at the top of the config.
 

Spoiler

PART
{
    name = S2Hull
    module = Part
    author = blackheart612/neistridlar
    rescaleFactor = 1
    node_stack_top = 0.0, 0.9375, 0.0, 0.0, 1.0, 0.0, 2
    node_stack_top2 = 0.0, 0.9375, 0.0, 0.0, -1.0, 0.0, 2
    node_stack_bottom = 0.0, -0.9375, 0.0, 0.0, -1.0, 0.0, 2
    node_stack_bottom2 = 0.0, -0.9375, 0.0, 0.0, 1.0, 0.0, 2
    node_attach = 1.25, 0.0, 0.0, 0.0, 0.0, 1.0, 1
    TechRequired = supersonicFlight
    entryCost = 2500
    cost = 250
    category = Structural
    subcategory = 0
    title = Structural Hull S2
    manufacturer = Kerbal Standard
    description = A standard Size 2 Hull. Used for carrying cargo and carries no fuel; is there

merely as a structural element. As such, it's lighter and more solid due to reinforcements.
    attachRules = 1,1,1,1,0
    mass = 0.1
    dragModelType = default
    maximum_drag = 0.2
    minimum_drag = 0.3
    angularDrag = 2
    crashTolerance = 10
    breakingForce = 50
    breakingTorque = 50
    maxTemp = 2000 // = 3000
    fuelCrossFeed = True
    bulkheadProfiles = size2, srf
    tags = aircraft airplane hollow jet size2 pipe plane tube
    MODEL
    {
        model = AirplanePlus/Parts/Structure and Fuel/size2cargo/modelhull
        //texture = size2cargotex1 , AirplanePlus/Parts/Structure and

Fuel/size2cargo/size2cargotex1
    }
    
    DRAG_CUBE
    {
        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
    }
    
    MODULE
    {
     name = FSmeshSwitch
     moduleID = 0
     buttonName = Next
     previousButtonName = Previous
     objectDisplayNames = Standard;Adapter
     objects = body1;body2
     updateSymmetry = true
    }
    MODULE
    {
    name = FStextureSwitch2
    moduleID = 1
    //showListButton = True
    nextButtonText = Next Paint
    prevButtonText = Previous Paint
    statusText = Current Paint
    textureRootFolder = AirplanePlus\Parts\Structure and Fuel\
    textureNames = size2cargo\size2cargotex1;size2cargo\size2cargotex2;size2cargo\size2cargotex3
    objectNames = body1;body2
    textureDisplayNames = Standard;Striped;End
    switchableInFlight = false
    repaintableEVA = false
    debugMode = false
    showInfo = false
    }
    MODULE
    {
        name = ModuleCargoBay
        DeployModuleIndex = 0
        closedPosition = 0
        lookupRadius = 2.6
        partTypeName = Cargo bay
        
        nodeOuterForeID = top
        nodeOuterAftID = bottom
        nodeInnerForeID = top2
        nodeInnerAftID = bottom2
    }

}

 

Edited by ColdJ
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6 hours ago, linuxgurugamer said:

It's not coding, it's 3d modeling.  I can't advise on this, not my area of expertise.  A good modeler might be able to give some advice or even fix it, if they were so inclined.  Since the original files aren't available, it would have to be done in Blender 2.83, using  an addon which is only compatible up to that version.  There are a number of threads talking about how to do this, do a search for blender in the forum.

Hi this is no longer valid. @taniwha updates the GitHub as they add things but does not do versions. As such the current download of the plugin requires Blender 4.0 or greater in order to work.

The only way to use it on previous blenders is if you have saves of previous iterations, like I do.

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21 minutes ago, Manul said:

Which version of Airplane+ are you working on? The latest A+ fork by @Lisias is already 151 commit and 990 changes ahead of @blackheart612 version, that scares me :confused:

I had fixed the nodes already. At that time, I had wrongly concluded that MH had made a mistake, but followed suit anyway (I just remembered that one).

Later I realized that MH was fine, it just took another path than I was expecting * - but since I had stick with Stock, no harm was done. :)

https://github.com/search?q=repo%3Anet-lisias-ksp%2FAirplanePlus+nodes&type=commits

- - - - - -

* IMHO upgrading a 1.5 part to a node 2 would make these parts slightly stronger than I think it should, and would allow a size2 part to be attattached to it without penalty, besides the looks of a Size2 part attached to a Size1.5 part being... how I would say... "worst looking" than a Size1.5 part attached to a Size1. But in the end, it was just a design decision, and my personal preferences don't take precedence over already established standards, and so I followed suit with MH.

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4 minutes ago, Lisias said:

I had fixed the nodes already.

I just went and found a version I already had, not sure how long ago I got it. I assumed the poster must be using similar to have the problem.

If you have already fixed the parts then best to just get them to download your latest version.

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37 minutes ago, ColdJ said:

Open a new text document and copy and paste what I have in the spoiler into it and save. Then open the "size2hull.cfg" and either add just what I have added to it or overwrite the whole thing. Your choice.

Just don't turn it into a new part config unless you change the unique name at the top of the config.
 

 

I would recommend using this file instead:

https://github.com/net-lisias-ksp/AirplanePlus/blob/master/GameData/AirplanePlus/Parts/Structure-and-Fuel/size2cargo/size2hull.cfg

I found some copy & paste mistakes on it! :)

I'm adding the CargoBay module on A+ on all pertinent parts tonight!

  

5 minutes ago, ColdJ said:

If you have already fixed the parts then best to just get them to download your latest version.

Here!!

https://github.com/net-lisias-ksp/AirplanePlus/releases/tag/RELEASE%2FEXPERIMENTAL%2F26.6.2.3

EDIT: I didn't published some fixes yet.I will push this tonight

Edited by Lisias
brute force post merge
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35 minutes ago, ColdJ said:

The Bolded writing in the following config is what I have added.

This is not going to work :(

35 minutes ago, ColdJ said:

DeployModuleIndex = 0

This is the index of AnimateGeneric module that animates the cargo bay doors,  and the first (aka 0) PartModule in this cfg is FSmeshSwitch instead.

So there should be a ModuleAnimateGeneric and the DeployModuleIndex should be pointing at it:

Spoiler

    MODEL
    {
        model = MSRP/Parts/XF66/Fuselage/XF66tailBay
    }
    MODULE
    {
        name = ModuleAnimateGeneric
        animationName = DoorOpen
        startEventGUIName = Open
        endEventGUIName = Close
        actionGUIName = #autoLOC_502078 //#autoLOC_502078 = Toggle bay door
        //allowDeployLimit = true
        //revClampDirection = false        
        //revClampSpeed =     true        
        //revClampPercent =   true        
    }
    MODULE
    {
        name = ModuleCargoBay
        DeployModuleIndex = 0
        closedPosition = 0
        lookupRadius = 1.0
        lookupCenter = 0, -0.3, 0
        //partTypeName = tailBay
    }

Unfortunately you can't create ModuleAnimateGeneric if there are no animations (I've already tried this), so I had to create a dummy animation for cargobays without doors to create a valid ModuleAnimateGeneric and trick  ModuleCargoBay into thinking that there is a door and it's closed.

Edited by Manul
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4 minutes ago, Lisias said:

I would recommend using this file instead:

https://github.com/net-lisias-ksp/AirplanePlus/blob/master/GameData/AirplanePlus/Parts/Structure-and-Fuel/size2cargo/size2hull.cfg

I found some copy & paste mistakes on it! :)

That is before the addition of the needed nodes and cargo module. so do you mean get that and then add my changes?

4 minutes ago, Manul said:

This is not going to work :(

Yes it will, have used it before.

There doesn't need to be an animation, it just needs to believe it is closed from the start. The module index is for pointing the the animation module, if you don't do this your animation wont work. But as you don't have an animation then it doesn't matter if it doesn't work.

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6 minutes ago, Lisias said:

I'm adding the CargoBay module on A+ on all pertinent parts tonight!

You'll have to add dummy animations of nonexistent doors before. I reverse engineered this trick from OPT spaceplanes where every hollow part has a fake animation to act as a cargo bay.

 

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2 minutes ago, ColdJ said:

That is before the addition of the needed nodes and cargo module. so do you mean get that and then add my changes?

Yes, as well in any other Cargo part that would need it - so we would never had to revisit this issue again. :)

 

1 minute ago, ColdJ said:

There doesn't need to be an animation, it just needs to believe it is closed from the start. The module index is for pointing the the animation module, if you don't do this your animation wont work. But as you don't have an animation then it doesn't matter if it doesn't work.

1 minute ago, Manul said:

You'll have to add dummy animations of nonexistent doors before. I reverse engineered this trick from OPT spaceplanes where every hollow part has a fake animation to act as a cargo bay.

I will try both ways and post the results. There's some interesting lessons to be learn here, and it would be better if we could merge into a better solution by exploring them! :)

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2 minutes ago, Lisias said:

Yes, as well in any other Cargo part that would need it - so we would never had to revisit this issue again. :)

Just remember to adjust the "lookupRadius" for each part. It should be slightly larger than the diameter of the part itself.

Stock 3.5 has it a fair bit bigger while Mk2 is actually slightly smaller and may be one of the things that cause excess drag on Mk2.

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5 minutes ago, ColdJ said:

Just remember to adjust the "lookupRadius" for each part. It should be slightly larger than the diameter of the part itself.

Stock 3.5 has it a fair bit bigger while Mk2 is actually slightly smaller and may be one of the things that cause excess drag on Mk2.

I will follow suit with Stock parts, I remember a tool I wrote to help on that - it was how I detected and fixed the nodes. :)

Thanks for the advice.

===== POST EDIT =====

For the posterity: https://wiki.kerbalspaceprogram.com/wiki/Module#ModuleCargoBay

Edited by Lisias
POST EDIT
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