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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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@linuxgurugamer I've never thought that about that, the sounds are kind of mixed with my parts' sounds but technically, deleting all folders except the sounds will work but the sounds I use for my engines will stay (thought will not be loaded)

@commanderbunbun I'll surely make intakes for Mk3S though let's see about the engines I do want to make all of the engines compatible but Mk3S series but as everybody may know, I don't know how difficult that's going to be and it will *surely* take time. But I do want it done.

@neistridlar Well, I do, on bigger parts. I miss looking at smaller flags like on the cockpits :D

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  On 7/4/2018 at 3:09 PM, neistridlar said:

@blackheart612 Tell me if you need manpower for the Q.A. department of Kerbal Standard. I'm sure I can help you catch those little details before releases.

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  On 7/4/2018 at 3:46 PM, TreyR9 said:

If you need an English proofreader for the part names/descriptions, I’ll be happy to provide my free-of-charge service. Also, is the MK1 reaction wheel unit supposed to be ridiculously heavy?

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Oh my, thanks a lot. I do refer on the posts here a lot to fix things such as the reaction wheel which I apparently forgot to fix! So all your help are much appreciated :)

Also, I'm going to go back to continuous releases I think due to the fact that I have more time now. So lesser parts but more releases. This time it's still a number of parts. But here's something to look at this early in development (I'm also developing Grounded)

9teJ9ga.png

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@ blackheart612

I know you've said in earlier posts that you had doubts about including electric motors/engines as you want to keep this mod within real world capabilities but I would like to draw your attention to this Wikipedia article  or this one, I know their light on details but they seem to be a decent starting point for any research. If you lack the the time I'd be happy to look for you.

Also I wonder if you might reconsider making seaplane parts? I was thinking if the upper part of the floats/hull pieces had a curved concave shape, they could radial attach to the bottom of the existing fuselage parts. If they were done this way it could keep the number of parts down.

Considering how many parts are already in this mod and what you seem to have in the works I fell guilty for making any suggestions, 

                                                                                                                        

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@blackheart612 sorry for the hiatus, was dealing with moving, but I am back now. Could you by chance throw together a list of the parts youve added since the last release of the tweakscale patch so I can get it updated for everyone. Also I see the RPM config no longer works, any idea when that will be working again? Thanks in advance!

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@blackheart612 It seems that the Real Plume mod {stock} contains configs for stock jet engines that may be undoing the changes your optional patch is supposed to do to the sound files of the stock jet engines. This is probably why I could never manually change the sound files on my own, when you were trying to help me do it on my own. I've posted in the Real plume thread to see if there's anyone who knows how to safely stoop realplume from undoing custom changes to jet engine sounds and effects, without breaking real plume.

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I was building an airplane with the KS-FAT-29 gears and found that they were causing it to jump after loading. After testing to make sure it wasn't the design of the aircraft or how KSP handles landing gears, I found that the all of gears are missing their wheel colliders, which was causing them to clip into the runway, as demonstrated in this video: 

 

Also note that the steering animations on the KS-FAT-29s are not what they should be. All of the other gears are fine, though.

I tested this with a new craft in a clean copy with only the mod and its dependency, Firespitter (which I don't think is the culprit here).

While I didn't find anything in the log file that could give any further clues, perhaps a pair of seasoned modder eyes could catch something, so here it is:

  Reveal hidden contents

I'm hoping I just installed it incorrectly or borked something while deleting part files I didn't want, but if not, I think I may have stumbled on a bug.

Edited by Mrsupersonic8
derp
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  On 7/6/2018 at 2:55 AM, Mrsupersonic8 said:

I was building an airplane with the KS-FAT-29 gears and found that they were causing it to jump after loading. After testing to make sure it wasn't the design of the aircraft or how KSP handles landing gears, I found that the all of gears are missing their wheel colliders, which was causing them to clip into the runway, as demonstrated in this video: 

 

Also note that the steering animations on the KS-FAT-29s are not what they should be. All of the other gears are fine, though.

I tested this with a new craft in a clean copy with only the mod and its dependency, Firespitter (which I don't think is the culprit here).

While I didn't find anything in the log file that could give any further clues, perhaps a pair of seasoned modder eyes could catch something, so here it is:

  Reveal hidden contents

I'm hoping I just installed it incorrectly or borked something while deleting part files I didn't want, but if not, I think I may have stumbled on a bug.

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2ad40y.jpg

That's me. Stock landing gear modules are a no man's land and people rarely travel it but Squad has changed it in 1.4.x!

Which of course broke everything and I had to port the wheels back then. That steering has slipped from my testing (because I had to rework all of the transforms). 
Anyway, I will fix that dreaded steering animation, just give me time. Gah.

Regarding the collider missing on the wheels, it gets loaded as it deploys (configured when on the config) try it on stock wheels, the wheels also don't have colliders if you hover over it. If you're thinking why it's on the ground as it spawns read this on your log as you launch:

[Untitled Space Craft]: ground contact! - error. Moving Vessel  down -0.996m

At which point I'm going to ask KSP while I try to debug this "Excuse me, why?" And I was never able to solve it. So that's why people said it's a problem World Stabilizer mod fixes. And that it's KSP fault, not mine. Still gets me pretty bummed about it.

@vardicd That would make sense, I have a feeling it would be difficult if not impossible. The module for the FX and sounds are the same. Therefore there can only be one. Just a wild guess from my own knowledge.

@TMasterson5 Oh my, I'm glad you're back and can contribute again. @theonegalen has made some great RPMs but for limited cockpits and not only for this mod. And the latest tweakscale as I know is from mechanicH's post linked on the OP, not pretty far behind, actually. Maybe just a patch or two if I remember correctly.

--

I know there's also a lot of things that needs to be fixed but I also want to add more parts. I have so much parts in mind but it's bogged down by looking at fixes too. Ahhh. Here's for the next release. The cockpit's not yet textured but the model's there. Need to animate the door first then set configs up for em later on:

Kxv35WV.png

 

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@TMasterson5

My RPM versions of cockpits can be found in my Warbird Cockpits mod. I'm very busy with trying to find a job right now as well as working my current job and recording with my band, so I haven't had a whole lot of KSP time recently. Things are not abandoned, but they are on hold just for a bit. They work with 1.4.x as long as RPM works with it.

@vardicd I made a patch for Jet Sounds Continued that made that work with Real Plume stock. You can find it in that thread, and a similar thing should probably work for the APP sounds.

Edited by theonegalen
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  On 7/6/2018 at 3:18 PM, theonegalen said:

@vardicd I made a patch for Jet Sounds Continued that made that work with Real Plume stock. You can find it in that thread, and a similar thing should probably work for the APP sounds.

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That would be amazing, looking now

@theonegalen I just download the base mod from the forum post your link takes me to, then download the configs found in your dropbox link and over write the configs in the base mod's patches file, yes?

MM is alerting me I have 72 config errors for the jet engine sound patches after installing that mod. Not sure what I've done wrong here.

EDIT: Nevermind, forgot I'd deleted the sound config patches from realplume trying to get the Airplaneplus sounds to work, once I restored the realplume stock mod folder to its original state It error messages went away.

Edited by vardicd
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With the addition of Mk3S parts,  a B-24 Liberator-style cockpit would be much appreciated for WWII vehicle remakes. ha9106_1-144_scale_model_b-24d_liberator

 

Sorry if I already asked and don't remember, I just really wanna see some Liberator-styled parts.

Edited by DirtyVenomSteam
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  On 7/7/2018 at 2:51 PM, Sebforce116 said:

@DirtyVenomSteam Dude, you're not the only one!

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I mean, hell, Liberator style parts aren't the only ideas I have in mind but don't have the modeling nor technical expertise to put into action, I've got a lot more WWII-themed parts in mind, but I doubt Blackheart will want to take all of them, plus I don't want to be too much of a nuisance

Edited by DirtyVenomSteam
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  On 7/6/2018 at 11:51 AM, Bottle Rocketeer 500 said:

@blackheart612 Is it going to be an E-Jet? C series?

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Kinda a bit of both. But mostly Bombardier of course. C series and E-Jets have basically same engine anyway so I took the liberty of mixing them up a bit. The engine's all that's left. I've finished most of the things. Of course, except most balancing and aerodynamics of hollow bodies (I won't focus there yet so it will still be bad)

pXYd9jk.png

For everything else, the requests are accepted as long as everybody knows I can't put everything as fast as I can and sometimes I just can't make them because I'm making something else or similar features already exist. With that said, as mentioned, just keep the suggestions going.

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This morning, a picture on twitter made my old fantasy reborn again;

IMG_20180709_085131.jpg

IMG_20180709_090855.jpg

IMG_20180709_090857.jpg

Nuclear Jet engines! A fancy idea to think about. We used to have one in the past but Porkjet kinda quit developing it so it buried in the past now.

I wouldnt mind having something like this in KSP, heavy as hell engine that provides thrust at extreme ranges.

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  On 7/9/2018 at 3:23 PM, qromodynmc said:

This morning, a picture on twitter made my old fantasy reborn again;

IMG_20180709_085131.jpg

IMG_20180709_090855.jpg

IMG_20180709_090857.jpg

Nuclear Jet engines! A fancy idea to think about. We used to have one in the past but Porkjet kinda quit developing it so it buried in the past now.

I wouldnt mind having something like this in KSP, heavy as hell engine that provides thrust at extreme ranges.

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This idea seems really cool! :)

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  On 7/9/2018 at 3:23 PM, qromodynmc said:

This morning, a picture on twitter made my old fantasy reborn again;

-snip-

-snip-

-snip-

Nuclear Jet engines! A fancy idea to think about. We used to have one in the past but Porkjet kinda quit developing it so it buried in the past now.

I wouldnt mind having something like this in KSP, heavy as hell engine that provides thrust at extreme ranges.

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Good god. I don't even know how that works. I'll look into it. Perhaps when I decide to the more bizarre engines rather than conventional. :P

Right now, a proper engine is finished, based on CF34 basically close to real life resized to 1.875m hull. So it's 1.0m but it's not a bulkhead but a radial only engine.

N7SeSrl.pngQBhTTAT.pngqFMSTKC.png

---

IVA's all that's left then configs. I've fixed the issues I know of current version. Still finding some more and remembering some more. The set's complete for next release. The release after is already planned but this one's important for now.

CRJ configuration:

2DdKv7j.pngbNtbd9h.png

E-Jet Configuration:

Ig4WDmk.png

Edited by blackheart612
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  On 7/11/2018 at 6:40 AM, blackheart612 said:

Good god. I don't even know how that works. I'll look into it. Perhaps when I decide to the more bizarre engines rather than conventional. :P

Right now, a proper engine is finished, based on CF34 basically close to real life resized to 1.875m hull. So it's 1.0m but it's not a bulkhead but a radial only engine.

 

---

IVA's all that's left then configs. I've fixed the issues I know of current version. Still finding some more and remembering some more. The set's complete for next release. The release after is already planned but this one's important for now.

C-Series configuration:

 

E-Jet Configuration:

 

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I dont want to put any pressure on you but i think it'd be better if you could just add an airliner tail section like this

airplane-tail-section-over-blue-backgrou

I mean a curved tail unlike flat triangular tail we have in stock game.

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@blackheart612 In that picture, when you said "CSeries configuration", you showed a CRJ. Also, can you please change the jet engine sound? (Not the Goliath sound- that one is awesome, but the one used by the Lotus, as I have to turn off the speakers any time I fly a plane with them, due to it being extremely annoying, especially if you have it on for hours.

@qromodynmc I have a better solution. Curved wing pieces that attach to the tail.

Edited by Bottle Rocketeer 500
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@qromodynmc I saw that one coming :P

  On 7/11/2018 at 10:57 AM, Bottle Rocketeer 500 said:

@blackheart612 In that picture, when you said "CSeries configuration", you showed a CRJ. Also, can you please change the jet engine sound? (Not the Goliath sound- that one is awesome, but the one used by the Lotus, as I have to turn off the speakers any time I fly a plane with them, due to it being extremely annoying, especially if you have it on for hours.

@qromodynmc I have a better solution. Curved wing pieces that attach to the tail.

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Ah. I thought C-Series stood for Canadair (Regional Jet) Series. My bad. Turns out I'm not familiar with the CSeries (just CRJ). I fixed it now.

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