linuxgurugamer Posted March 23, 2019 Share Posted March 23, 2019 @blackheart612 I just found that a number of the parts in AirplanesPlus is missing the bulkheadProfiles line. This causes the editor to go screwy if you try to show parts by profile. I found them by using the following MM patch, and then scanning the ModuleManager.ConfigCache: // This is to work around unpatched mods. It's not as good as having the //correct profiles defined, but it avoids locking up the VAB. @PART[*]:HAS[~bulkheadProfiles[]] { bulkheadProfiles = srf, missingBulkheadProfiles } The parts are: AirplanePlus/Parts/Engine/Early/51/part AirplanePlus/Parts/Engine/Early/chaika/part AirplanePlus/Parts/Engine/Early/fokker/part AirplanePlus/Parts/Engine/Early/hawker/part AirplanePlus/Parts/Engine/Early/spad/part AirplanePlus/Parts/Engine/Modern/152prop/part AirplanePlus/Parts/Engine/Modern/609prop/part AirplanePlus/Parts/Engine/Modern/hercules/part AirplanePlus/Parts/Engine/Modern/KP-12/part AirplanePlus/Parts/Engine/Modern/predator/part AirplanePlus/Parts/Engine/Modern/tbmprop/part AirplanePlus/Parts/Engine/Pre-modern/109/part AirplanePlus/Parts/Engine/Pre-modern/Corsair/part AirplanePlus/Parts/Engine/Pre-modern/DuplexCyclone/part AirplanePlus/Parts/Engine/Pre-modern/K1710/part AirplanePlus/Parts/Engine/Pre-modern/Marlin/part AirplanePlus/Parts/Engine/Pre-modern/Spitfire/part AirplanePlus/Parts/Engine/Pre-modern/Yak/part AirplanePlus/Parts/Engine/Pre-modern/Zero/part AirplanePlus/Parts/Engine/Rotorwing/bellprop/part AirplanePlus/Parts/Engine/Rotorwing/belltailprop/part AirplanePlus/Parts/Engine/Rotorwing/blackhawkprop/part AirplanePlus/Parts/Engine/Rotorwing/chinookprop/part AirplanePlus/Parts/Engine/Rotorwing/coaxialprop/part AirplanePlus/Parts/Engine/Rotorwing/hipprop/part AirplanePlus/Parts/Engine/Rotorwing/hiptailprop/part AirplanePlus/Parts/Engine/Rotorwing/hueyprop/part AirplanePlus/Parts/Engine/Rotorwing/hueytailprop/part AirplanePlus/Parts/Engine/Rotorwing/powerprop/part AirplanePlus/Parts/Engine/Rotorwing/powertailprop/part AirplanePlus/Parts/Utility/Skid/part Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted March 27, 2019 Author Share Posted March 27, 2019 On 3/24/2019 at 1:56 AM, linuxgurugamer said: @blackheart612 I just found that a number of the parts in AirplanesPlus is missing the bulkheadProfiles line. This causes the editor to go screwy if you try to show parts by profile. I found them by using the following MM patch, and then scanning the ModuleManager.ConfigCache: // This is to work around unpatched mods. It's not as good as having the //correct profiles defined, but it avoids locking up the VAB. @PART[*]:HAS[~bulkheadProfiles[]] { bulkheadProfiles = srf, missingBulkheadProfiles } The parts are: AirplanePlus/Parts/Engine/Early/51/part AirplanePlus/Parts/Engine/Early/chaika/part AirplanePlus/Parts/Engine/Early/fokker/part AirplanePlus/Parts/Engine/Early/hawker/part AirplanePlus/Parts/Engine/Early/spad/part AirplanePlus/Parts/Engine/Modern/152prop/part AirplanePlus/Parts/Engine/Modern/609prop/part AirplanePlus/Parts/Engine/Modern/hercules/part AirplanePlus/Parts/Engine/Modern/KP-12/part AirplanePlus/Parts/Engine/Modern/predator/part AirplanePlus/Parts/Engine/Modern/tbmprop/part AirplanePlus/Parts/Engine/Pre-modern/109/part AirplanePlus/Parts/Engine/Pre-modern/Corsair/part AirplanePlus/Parts/Engine/Pre-modern/DuplexCyclone/part AirplanePlus/Parts/Engine/Pre-modern/K1710/part AirplanePlus/Parts/Engine/Pre-modern/Marlin/part AirplanePlus/Parts/Engine/Pre-modern/Spitfire/part AirplanePlus/Parts/Engine/Pre-modern/Yak/part AirplanePlus/Parts/Engine/Pre-modern/Zero/part AirplanePlus/Parts/Engine/Rotorwing/bellprop/part AirplanePlus/Parts/Engine/Rotorwing/belltailprop/part AirplanePlus/Parts/Engine/Rotorwing/blackhawkprop/part AirplanePlus/Parts/Engine/Rotorwing/chinookprop/part AirplanePlus/Parts/Engine/Rotorwing/coaxialprop/part AirplanePlus/Parts/Engine/Rotorwing/hipprop/part AirplanePlus/Parts/Engine/Rotorwing/hiptailprop/part AirplanePlus/Parts/Engine/Rotorwing/hueyprop/part AirplanePlus/Parts/Engine/Rotorwing/hueytailprop/part AirplanePlus/Parts/Engine/Rotorwing/powerprop/part AirplanePlus/Parts/Engine/Rotorwing/powertailprop/part AirplanePlus/Parts/Utility/Skid/part Slipped by me, thanks for this, I added them all in and reuploaded. Should be fixed now. Tested with Airplane Plus only and bulkhead filter works without locking up part catalog. Quote Link to comment Share on other sites More sharing options...
theonegalen Posted March 31, 2019 Share Posted March 31, 2019 (edited) Thanks for all your hard work! This mod is still essential as far as I am concerned. :-) You know, now that we have 1.875 meter parts, a B-17 cockpit in that form factor might be pretty awesome. Or a B-24 in Mk3S2? Not that you already have enough to work on, or anything. :-p Edited March 31, 2019 by theonegalen Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted March 31, 2019 Author Share Posted March 31, 2019 6 hours ago, theonegalen said: Thanks for all your hard work! This mod is still essential as far as I am concerned. :-) You know, now that we have 1.875 meter parts, a B-17 cockpit in that form factor might be pretty awesome. Or a B-24 in Mk3S2? Not that you already have enough to work on, or anything. :-p Was thinking whether Mk3S2 would even be useful for anything... Thought right now Im thinking of new things to add on Grounded first to properly update it to latest version. I have some but thinking of how to implement it too. Not a topic for APP thread though. But I might focus there first. Quote Link to comment Share on other sites More sharing options...
commanderbunbun Posted April 3, 2019 Share Posted April 3, 2019 Are there any plans to add a pre-cooler for the new MK3S or a hollowed-out version of the MK3S tanks? Quote Link to comment Share on other sites More sharing options...
aat Posted April 3, 2019 Share Posted April 3, 2019 (edited) when loading, Airplane plus give a lot of texture loading errors like this: [ERR 23:34:09.196] Texture 'AirplanePlus/Parts/Payload/Mk1Door/AerojetKerbodyne' not found! are those false positives? I can post the full log in case Edited April 3, 2019 by aat Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted April 3, 2019 Author Share Posted April 3, 2019 9 hours ago, commanderbunbun said: Are there any plans to add a pre-cooler for the new MK3S or a hollowed-out version of the MK3S tanks? Mk3S1? pre-coolers... hmmm, perhaps? But hollowed-out I don't know what use it is for but we'll see to be honest. 8 minutes ago, aat said: when loading, Airplane plus give a lot of texture loading errors like this: [ERR 23:34:09.196] Texture 'AirplanePlus/Parts/Payload/Mk1Door/AerojetKerbodyne' not found! are those false positives? I can post the full log in case They won't cause any major trouble, I used old textures as placeholder for flagdecals, if I find myself on the unity file, I'll make sure I correct the issue. But it's nothing serious. Quote Link to comment Share on other sites More sharing options...
commanderbunbun Posted April 4, 2019 Share Posted April 4, 2019 15 hours ago, blackheart612 said: But hollowed-out I don't know what use it is for but we'll see to be honest. I planned to use it as a structural piece along the bottom of my craft to make it lighter. Quote Link to comment Share on other sites More sharing options...
TheHelicopterKid Posted April 5, 2019 Share Posted April 5, 2019 (edited) On 1/19/2017 at 12:14 PM, Tex_NL said: Why would I set throttle limiters? I am talking about a Skycrane, not a Chinook. Sikorsky S-64 Skycrane: Boeing CH-47 Chinook: well... now my rotors work! thanks firespitter addon!! Edited April 28, 2019 by TheHelicopterKid the rotors now work! Quote Link to comment Share on other sites More sharing options...
TonedMite133805 Posted April 6, 2019 Share Posted April 6, 2019 9 hours ago, TheHelicopterKid said: well for me... DA ROTORS DONT WORK!!! The rotors sort of work for me; can u get them to play nice with hovering and not tipping over as soon as they lift off? Quote Link to comment Share on other sites More sharing options...
kcs123 Posted April 6, 2019 Share Posted April 6, 2019 2 hours ago, TonedMite133805 said: The rotors sort of work for me; can u get them to play nice with hovering and not tipping over as soon as they lift off? It is tricky, but possible. First, due to game engine and how it simulate physics, you need to put "magical" reaction wheel on craft, so you can have enough attitude control over craft. For that reason helicopter rotors in KAX and KRX mod have reaction wheel module within config files of those few rotors. Rotors from this mod don't have those, so you have to put enough reaction wheels on your craft. Next, you need to be careful with piloting, have to be careful to not exceed vertical speed, or your craft would tip over, as you already noticed. Helicopeters are not aerodinamic friendly in vertical motion, any of those have high chance to tip over craft when velocity is over limit. To counterpart with that problem, you can use TCA mod (works better with two or more vertical rotors), or your own kOS script or kRPC scripts. I prefer my own scripts over TCA, as you can learn more as you create and tweak those for yourself. More info in this post, it is old, but still works: Quote Link to comment Share on other sites More sharing options...
Photon Posted April 6, 2019 Share Posted April 6, 2019 I dont see a "root" folder in any of the files of airplane plus or firespitter, am i missing something or is something wrong? Quote Link to comment Share on other sites More sharing options...
neistridlar Posted April 6, 2019 Share Posted April 6, 2019 5 hours ago, Photon said: I dont see a "root" folder in any of the files of airplane plus or firespitter, am i missing something or is something wrong? I'm not sure what you mean by "root" folder, but what you should find inside the download for APP, and most other mods, is a folder called GameData. There is also a folder called GameData in your KSP install. The content from the GameData in the download needs to be copied into your installs GameData. I am guessing that is what you were wondering about? Quote Link to comment Share on other sites More sharing options...
Photon Posted April 8, 2019 Share Posted April 8, 2019 On 4/6/2019 at 5:28 PM, neistridlar said: I'm not sure what you mean by "root" folder, but what you should find inside the download for APP, and most other mods, is a folder called GameData. There is also a folder called GameData in your KSP install. The content from the GameData in the download needs to be copied into your installs GameData. I am guessing that is what you were wondering about? I dont see "GameData" in the APP folder? Quote Link to comment Share on other sites More sharing options...
neistridlar Posted April 8, 2019 Share Posted April 8, 2019 6 hours ago, Photon said: I dont see "GameData" in the APP folder? Just checked for my self, and you are correct. Anyways, the AirplanePlus-, Firespitter-folders, and ModuleManager file needs to go in GameData. Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted April 9, 2019 Author Share Posted April 9, 2019 19 hours ago, neistridlar said: Just checked for my self, and you are correct. Anyways, the AirplanePlus-, Firespitter-folders, and ModuleManager file needs to go in GameData. Oops, I messed it up when I made the hotpatch :') Quote Link to comment Share on other sites More sharing options...
FahmiRBLX Posted April 9, 2019 Share Posted April 9, 2019 (edited) 12 minutes ago, blackheart612 said: Oops, I messed it up when I made the hotpatch :') 19 hours ago, neistridlar said: Just checked for my self, and you are correct. Anyways, the AirplanePlus-, Firespitter-folders, and ModuleManager file needs to go in GameData. Well, I'm just fine with the positions of the Mod Files, either in or outside the mod's GameData. As long as the folder that contains the parts, IVAs, sounds, patches, flag, etc. ends up in the game's GameData. So for those minors who basically only hooked with one way of installing mods, just make sure the folder that contains the parts, flags, patches etc. (Basically applies on all mods, literally, theoretically and practically) is put inside the game's GameData folder. Anyways, any plans to add a Mil Mi-26's rotor and (At least?) two more wings (Hughes H-4's Straight Wing & Airbus A380's Swept Wing) into the mod? That'll be cool. Edited April 9, 2019 by FahmiRBLXian Tpyo Quote Link to comment Share on other sites More sharing options...
SpyderWebster Posted April 10, 2019 Share Posted April 10, 2019 Hi, I'm playing on a mac, and have unzipped the file into the root folder, but I still only have the engines, passenger doors and cargo cockpit. Any suggestions? Quote Link to comment Share on other sites More sharing options...
neistridlar Posted April 11, 2019 Share Posted April 11, 2019 13 hours ago, SpyderWebster said: Hi, I'm playing on a mac, and have unzipped the file into the root folder, but I still only have the engines, passenger doors and cargo cockpit. Any suggestions? This sounds like a folder structure issue. Make sure that the folder in your GameData is not the one called "Airplane_Plus-xx.x" but rather the contents of it, which should be two folders, "AirplanePlus" and "Firespitter" as well as a file called "ModuleManager.4.0.2.dll" Quote Link to comment Share on other sites More sharing options...
FahmiRBLX Posted April 11, 2019 Share Posted April 11, 2019 16 hours ago, SpyderWebster said: Hi, I'm playing on a mac, and have unzipped the file into the root folder, but I still only have the engines, passenger doors and cargo cockpit. Any suggestions? This should help : Quote Link to comment Share on other sites More sharing options...
Starboost88 Posted April 14, 2019 Share Posted April 14, 2019 I was just playing and I noticed that the Mk.1 inline caged cockpit (the one that looks like a P-40) has a bug in the texture: the gear switch caption says "ear". Quote Link to comment Share on other sites More sharing options...
MULLAYHO Posted April 15, 2019 Share Posted April 15, 2019 Some up scaled parts of the seaplane floats would be apreciated, or some parts to alow us to build seaplanes. They would need better crash tolerance. Quote Link to comment Share on other sites More sharing options...
buddysWorld Posted April 15, 2019 Share Posted April 15, 2019 Quote They would need better crash tolerance. I would LOVE this! I've always wanted to have a seaplane but every time I try to make one it either tips over on impact or explodes. Quote Link to comment Share on other sites More sharing options...
FahmiRBLX Posted April 15, 2019 Share Posted April 15, 2019 (edited) 52 minutes ago, buddysWorld said: I would LOVE this! I've always wanted to have a seaplane but every time I try to make one it either tips over on impact or explodes. IMO that'll be unfair in terms of BDA Matches. First of all, as you mentioned earlier regarding on your seaplane tips over upon landing, I can sum up this is an error from your flying technique. I once ditched my AP+ plane safely and nothing explodes. (Except for the parts that force me to ditch in the water, e.g wings, engine, etc.) All you need is to perform a 'flare' just like how you do it on land-based planes. Basically keep your prograde lower than your plane's 'tilt' or pitch. Somewhere around 5 degrees are enough, but some designs with lower pontoons or gears should pitch less steeper. When you're really close to touchdown, pitch up even more to cancel out veetical speed using your residual lift to smoothen out your landing. Then, touchdown, landed it. Hopefully that helps. Edited April 15, 2019 by FahmiRBLXian Quote Link to comment Share on other sites More sharing options...
Starboost88 Posted April 15, 2019 Share Posted April 15, 2019 10 hours ago, FahmiRBLXian said: IMO that'll be unfair in terms of BDA Matches. First of all, as you mentioned earlier regarding on your seaplane tips over upon landing, I can sum up this is an error from your flying technique. I once ditched my AP+ plane safely and nothing explodes. (Except for the parts that force me to ditch in the water, e.g wings, engine, etc.) All you need is to perform a 'flare' just like how you do it on land-based planes. Basically keep your prograde lower than your plane's 'tilt' or pitch. Somewhere around 5 degrees are enough, but some designs with lower pontoons or gears should pitch less steeper. When you're really close to touchdown, pitch up even more to cancel out vertical speed using your residual lift to smoothen out your landing. Then, touchdown, landed it. Hopefully that helps. yes, that's generally a good idea when landing planes, although if the plane's landing gear is at the front it's better to come in slowly enough that your aircraft is descending slowly whilst level. Also, beware of flipping over and apply wheel brakes with low settings or just use drag chutes or A.I.R.B.R.A.K.E.S. to avoid wheel lockups and unintentional RUDs and/or aircraft front flips. Quote Link to comment Share on other sites More sharing options...
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