MangoScout Posted January 28, 2018 Share Posted January 28, 2018 I'm loving the update so far! Just one thing: are you going to give the landing gear TweakScale compatibility? Thanks! Quote Link to comment Share on other sites More sharing options...
Vladokapuh Posted January 28, 2018 Share Posted January 28, 2018 22 hours ago, blackheart612 said: It can't, unfortunately, the minimum power it can be set with is a 0.1 multiplier for the power. So let's say it has 40kN of thrust, it will be (40 x 0.1 =) 4kN minimum. Any lower than that (0.09 - 0.01 multiplier) and it will flameout. But I said on a few posts above that I'm working on this and testing on Pre-Modern and Modern props. I might just increase the speed at which the flameout happens in Early engines but I'm working on it and will be available next patch. Cool, good to know Quote Link to comment Share on other sites More sharing options...
Giossepi Posted January 29, 2018 Share Posted January 29, 2018 I can not get the RPM patch for APP to work I followed the directions to the letter and none of the cockpits have MFDs still, I even tried just replacing the internal.cfg files and that didn't work either, any help? Quote Link to comment Share on other sites More sharing options...
Dimas152 Posted January 30, 2018 Share Posted January 30, 2018 i think the BlackHawkGear is kinda broken it just jumps up when i touched it pic is the result after i tried to push the Hummingbird to the hangar Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted January 31, 2018 Author Share Posted January 31, 2018 @theonegalen I saw flameoutBar and machLimit in ModuleEnginesFX and it works, actually. I'm going to implement it now on the test development @fourfa Yeah, for some reason they kind of want to show off the whole IVA instead of a window view which is kind of unfortunate. @Giossepi I'm not sure if the RPM patch is inline with the new release of APP. And I'm sure my next release will break it. I don't inherently support RPM so it's a user made patch. @[INDO]dimas_1502 It's the same problem with the lack of distance to dampen and probably with the landing craft moving around the water, not helping that. I'll be trying to fix all the no low dampening suspensions in my current development. Quote Link to comment Share on other sites More sharing options...
Dimas152 Posted January 31, 2018 Share Posted January 31, 2018 45 minutes ago, blackheart612 said: @[INDO]dimas_1502 It's the same problem with the lack of distance to dampen and probably with the landing craft moving around the water, not helping that. I'll be trying to fix all the no low dampening suspensions in my current development. no no it also happens in the ground the ship is in static condition, parked with AirPark Quote Link to comment Share on other sites More sharing options...
kcs123 Posted January 31, 2018 Share Posted January 31, 2018 Have you tried with this mod ? Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted February 1, 2018 Author Share Posted February 1, 2018 @[INDO]dimas_1502 If you browse a page back, you'll see that the issue persists while on land as well. --- What I've been busying with for a while: As such, the Mk1 Non Commercial Cockpit will be getting a major facelift to accommodate these new features: The other seats are used here (as well as new IVA props that also work): Spoiler Quote Link to comment Share on other sites More sharing options...
theonegalen Posted February 1, 2018 Share Posted February 1, 2018 Lovely! I especially like the rudder pedals prop! Been wanting someone to make that for a while. Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted February 3, 2018 Author Share Posted February 3, 2018 On 2/1/2018 at 10:18 PM, theonegalen said: Lovely! I especially like the rudder pedals prop! Been wanting someone to make that for a while. It's actually a feature from firespitter. I just made the pedals from stock models, traced them, reduced a few polygons, made with own textures, then configure them to work like that. Even the stick is from the stock design as well. The pre-modern style pedals and stick however, are stock-alike firespitter ones. Quote Link to comment Share on other sites More sharing options...
TK-313 Posted February 3, 2018 Share Posted February 3, 2018 (edited) I've been trying to find a good Mi-8 recently. How many good (i.e. good-looking, well-flying, NOT made of dozens of mods and hundreds of parts) versions of this immensely popular helicopter do you think I've found? Not a whole lot. So I made my own one and I dare say it's at least half decent in all respects. Made by a novice, sure, but it looks nice, it flies better than a brick and won't be too hard on your computer. https://kerbalx.com/TK-313/Mi-8 Edited February 3, 2018 by TK-313 Quote Link to comment Share on other sites More sharing options...
YoloT47 Posted February 3, 2018 Share Posted February 3, 2018 How do I get these cockpit features in Airplane Plus? Is this in a future update or is it an addon? Some help would be great! Thanks again! Quote Link to comment Share on other sites More sharing options...
YoloT47 Posted February 3, 2018 Share Posted February 3, 2018 Could you also add a Panavia Tornado ADV cockpit? name e.g. Vintage Mk1 non-commercial inline cockpit Thanks once again! Quote Link to comment Share on other sites More sharing options...
YoloT47 Posted February 3, 2018 Share Posted February 3, 2018 On 1/26/2018 at 1:39 AM, blackheart612 said: @YoloT47 There are no current plans to add any part for the next patch but I'll add that on the list to check out. Thanks blackheart! That means a lot! Quote Link to comment Share on other sites More sharing options...
CrisK Posted February 4, 2018 Share Posted February 4, 2018 On 2/1/2018 at 7:52 AM, blackheart612 said: What I've been busying with for a while: As such, the Mk1 Non Commercial Cockpit will be getting a major facelift to accommodate these new features: @blackheart612 The changes look great. My only complaint with your current IVAs is that the airspeed indicator is obstructed in the current MK1 non-commercial cockpit. The lip on the dashboard covers the airspeed indicator. This happens with and without RPM. Here's a link to a screenshot on Imgur displaying this behavior. I've placed a red box around the airspeed indicator to illustrate what I mean. You can also see that the navball is improperly centered when using the latest version of RPM. I have included a screenshot of that as well in the album, and it is also visible in the screenshot below. Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted February 4, 2018 Author Share Posted February 4, 2018 @YoloT47 It will be available on the next release. Anyway, I'm taking requests but don't expect them to actually be added or at least be added immediately. Keep in mind everybody else also put in requests before you. And as you saw, no new parts are going to be added either on the next patch. @CrisK I'm actually not sure how old the RPM patch is. At this point, the default has a lot more props and the navball isn't even navball anymore as they're mostly for atmosphere anyway. Here's the latest (extended revision) Mk1 Non-commercial cockpit. Quote Link to comment Share on other sites More sharing options...
CrisK Posted February 4, 2018 Share Posted February 4, 2018 (edited) 37 minutes ago, blackheart612 said: @CrisK I'm actually not sure how old the RPM patch is. At this point, the default has a lot more props and the navball isn't even navball anymore as they're mostly for atmosphere anyway. Here's the latest (extended revision) Mk1 Non-commercial cockpit. Edit: I just saw your reply. Thank you for the update! Edited February 4, 2018 by CrisK Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted February 4, 2018 Author Share Posted February 4, 2018 @CrisK The rest of your problems are gonna be fixed on next release. My screenshot is the current dev build. Quote Link to comment Share on other sites More sharing options...
YoloT47 Posted February 4, 2018 Share Posted February 4, 2018 5 hours ago, blackheart612 said: @YoloT47 It will be available on the next release. Anyway, I'm taking requests but don't expect them to actually be added or at least be added immediately. Keep in mind everybody else also put in requests before you. And as you saw, no new parts are going to be added either on the next patch. Ok, thanks a lot blackheart! Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted February 4, 2018 Author Share Posted February 4, 2018 19 minutes ago, YoloT47 said: Ok, thanks a lot blackheart! Just to clarify, it's the cockpit features that's going to be on the next release. Quote Link to comment Share on other sites More sharing options...
YoloT47 Posted February 4, 2018 Share Posted February 4, 2018 26 minutes ago, blackheart612 said: Just to clarify, it's the cockpit features that's going to be on the next release. That helps a lot! Thanks! Also, when around is the new patch going to be applied? Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted February 4, 2018 Author Share Posted February 4, 2018 3 hours ago, YoloT47 said: That helps a lot! Thanks! Also, when around is the new patch going to be applied? Not sure yet, hoping it's somewhere around the corner, mostly fixes anyway. It's a lot of work but it's quicker when I'm not making new parts. Which is why I'm focusing on it right now. Quote Link to comment Share on other sites More sharing options...
TK-313 Posted February 4, 2018 Share Posted February 4, 2018 @blackheart612 This helicopter got me thinking... Will your set once include a clamshell-style rear cargo bay door, like on actual Mil helicopters? Quote Link to comment Share on other sites More sharing options...
GDJ Posted February 4, 2018 Share Posted February 4, 2018 On 2018-01-27 at 9:48 AM, blackheart612 said: It can't, unfortunately, the minimum power it can be set with is a 0.1 multiplier for the power. So let's say it has 40kN of thrust, it will be (40 x 0.1 =) 4kN minimum. Any lower than that (0.09 - 0.01 multiplier) and it will flameout. But I said on a few posts above that I'm working on this and testing on Pre-Modern and Modern props. I might just increase the speed at which the flameout happens in Early engines but I'm working on it and will be available next patch. I've been experimenting with the .cfg file for the 0.625m turboprop and it is possible to reduce/eliminate the flameout of the engine beyond 170 m/s. Basically I tried cutting and pasting a simpler velocity curve from a KAX engine (no negative values) and the engine will keep going past 300 m/s. Of course it doesn't have the power to go that high but it's possible to go faster than 170 and no flame out. Quote Link to comment Share on other sites More sharing options...
YoloT47 Posted February 4, 2018 Share Posted February 4, 2018 5 hours ago, blackheart612 said: Not sure yet, hoping it's somewhere around the corner, mostly fixes anyway. It's a lot of work but it's quicker when I'm not making new parts. Which is why I'm focusing on it right now. Cool Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.