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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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@blackheart612, I'm back a little early so I checked on the install.

I have the CKAN version installed.  That said, CKAN says the version is 26.5, but the .version file says 26.0.5.0

{"NAME":"Airplane Plus","URL":"http://ksp-avc.cybutek.net/version.php?id=661","DOWNLOAD":"https://forum.kerbalspaceprogram.com/index.php?/topic/140262-14x-18x-airplane-plus-r263-fixed-issues-dec-12-2019/","VERSION":{"MAJOR":26,"MINOR":0,"PATCH":5,"BUILD":0},"KSP_VERSION":{"MAJOR":1,"MINOR":8,"PATCH":1},"KSP_VERSION_MIN":{"MAJOR":1,"MINOR":4,"PATCH":0},"KSP_VERSION_MAX":{"MAJOR":1,"MINOR":8,"PATCH":1}}

I also check the CKAN download and it's version file is 26.0.5.0, so I checked the GitHub repo.  Those files have had the fix for 'Assets' and it reports ...

{"NAME":"Airplane Plus","URL":"http://ksp-avc.cybutek.net/version.php?id=660","DOWNLOAD":"https://forum.kerbalspaceprogram.com/index.php?/topic/140262-14x-18x-airplane-plus-r263-fixed-issues-dec-12-2019/","VERSION":{"MAJOR":26,"MINOR":0,"PATCH":4,"BUILD":0},"KSP_VERSION":{"MAJOR":1,"MINOR":8,"PATCH":1},"KSP_VERSION_MIN":{"MAJOR":1,"MINOR":4,"PATCH":0},"KSP_VERSION_MAX":{"MAJOR":1,"MINOR":8,"PATCH":1}}

26.0.4.0

So, to be absolutely thorough, I deleted the cached CKAN download and re-did everything...

CKAN downloads from the SpaceDock archive.

That archive has the indicated troubles (missing 'Assets").  So, it looks like the SD archive is not actually up-to-date.

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  On 9/7/2020 at 7:28 AM, TranceaddicT said:

@blackheart612 I've forked the repo and PR'd my own with the changes here: https://github.com/7ranceaddic7/AirplanePlus/pull/1 

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O-oh I have no idea about CKAN :confused: And I assume you forking your own repo should be fine without any approval from me in github, right? So all is good?

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  On 9/10/2020 at 2:10 AM, TranceaddicT said:

Yeah, the PR on my fork is so you can look at my changes.

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Damn, I didn't through each and everyone of them but that was a massive change, did you happen to look if other folders outside of structure and fuel also refered to it? Also help me out here, I dont actually know what to do with this because Im not that used to github

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  On 9/10/2020 at 2:18 AM, blackheart612 said:

Damn, I didn't through each and everyone of them but that was a massive change, did you happen to look if other folders outside of structure and fuel also refered to it?

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Yeah, 73 matches across 52 files.  

It's really not that bad ... with a little regex magic.

  Reveal hidden contents

I'll address the rest in GitHub.

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  • 2 weeks later...
  • 2 weeks later...
  On 10/1/2020 at 1:27 PM, blackheart612 said:

This is most likely a problem in installation, make sure you've installed the mod correctly.

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I have the same problem, I installed the mod and moved the GamaData Folder (of the mod) into the GameDate folder (of the game). Most parts such as engines do show up, but most wings or cockpits don't. Any help would be much appreciated

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  On 10/11/2020 at 5:54 PM, Cazoy said:

I have the same problem, I installed the mod and moved the GamaData Folder (of the mod) into the GameDate folder (of the game). Most parts such as engines do show up, but most wings or cockpits don't. Any help would be much appreciated

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Did you merge the GameData folders?
You should NOT have a GameData folder within the GameData folder. The AirplanePlus folder should be directly under the game's Gamedata folder.

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  On 10/11/2020 at 6:25 PM, boribori said:

Did you merge the GameData folders?
You should NOT have a GameData folder within the GameData folder. The AirplanePlus folder should be directly under the game's Gamedata folder.

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Just as you said, I had the one GameData folder inside the other. I changed it and it's now working, thank you very much :)

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  On 6/6/2020 at 11:51 PM, Citizen247 said:

Currently patched gear:

  • KS-H1 Fixed Landing Gear
  • KS-V1 Fixed Landing Gear
  • KS-X1 Assymetric Landing Gear
  • KS-X1 Steerable Landing Gear
  • KS-16 Slant Landing Gear
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Patch works perfectly, at least some of wheels are usable again. Thanks for sharing.

Tested on
KSP 1.10 with JNSQ and Kerbal Konstructs.

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  • 4 weeks later...
  On 11/8/2020 at 8:37 AM, Xd the great said:

I remembered that someone made a patch for FAR, where can I find it?

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Should be link for those in this thread too. Burried between other posts. Don't knbow if there is more up to date configs or not, though. Bur at least you have something for more detailed search.

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  • 4 weeks later...

My Propeller Engines require me to pull a few Gs in order to reach their nominal Thrust, they have at best half of it during level Flight. Is there a Reason for this or is it a Bug?  I know about Carburettor Engines stalling with negative G but that doesn't really fit to what I'm experiencing. See the  short Video for Reference:

 

Edited by derbleifuss
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  On 12/5/2020 at 12:12 AM, derbleifuss said:

My Propeller Engines require me to pull a few Gs in order to reach their nominal Thrust, they have at best half of it during level Flight. Is there a Reason for this or is it a Bug?  I know about Carburettor Engines stalling with negative G but that doesn't really fit to what I'm experiencing. See the  short Video for Reference:

 

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That's curious --  but doing a series of tests myself with a different AP engine shows the same thing. A nice turbo-boost effect when pulling into a hard turn or climb. ;)

On a different subject, do AP engines have actual torque represented?  I'm building a biplane and notice that adding some starting left-bank trim on takeoff helps keep it steady and not veer off the runway.

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  On 12/5/2020 at 5:53 AM, Beetlecat said:

On a different subject, do AP engines have actual torque represented?  I'm building a biplane and notice that adding some starting left-bank trim on takeoff helps keep it steady and not veer off the runway.

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Are You sure it's torque not wheels? AP wheels are quite buggy, @Citizen247 created config fixing some issues with few of them but for me part of them still unreliable.

Edited by Ravien
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  On 12/5/2020 at 6:56 AM, Ravien said:

Are You sure it's torque not wheels? AP wheels are quite buggy, @Citizen247 created config fixing some issues with few of them but for me part of them still unreliable.

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Yeah, it's almost always wheels, and AP's "biplane" wheels are pretty much unusable, even with those KSPWheel patches. I just wasn't sure if I was noticing some very subtle torque being applied as well.

Edited by Beetlecat
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  On 12/5/2020 at 5:53 AM, Beetlecat said:

That's curious --  but doing a series of tests myself with a different AP engine shows the same thing. A nice turbo-boost effect when pulling into a hard turn or climb. ;)

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If I think about it again, it may just be caused by the Top Speed of the Engines. You can see that the Engine has good Thrust while the Plane is still standing and then quickly loses most of it as I speed up. I tested a few Things and this very old (1930s at best) "Cyclone" Radial Engine is one of the slowest at about 50 m/s respectively 180 km/h; only "outslowed" by the two WW1 Engines from the Open Cockpit Mod. Some WW2-Era Piston Engines reach up to 600-700 km/h and that counter-rotating Turboprop seems to be the fastest at nearly Mach 1 (just like the Tu-95 Bear). I'd guess that this Loss of Thrust just simulates how the Propellers get increasingly inefficient (mostly because the Blade Tips approach Mach 1 where they lose all Thrust and just produce Drag, if they don't break off) at Speed but for some technical Reason, the Game makes it sound as if the Engines themselves are stalling. This is especially when diving where the Engines would spin up rapidly in Real Life, due to the Propellers being turned like Windmills.

 

Some more Engine Facts if you're interested: Even Jet Engines don't work at or above Mach 1; the Compressor would just stall at supersonic Speeds, allowing the Gases from the Combustion Chamber to escape through the Compressor isntead of the Turbine (less Resistance). This Phenomenon is called "Surge" and would destroy a Gas Turbine Engine like a Turbojet, Turbofan or Shaft Turbines almost inevitably. This Problem is solved by the "Adjustable Ramp Intake" that we all know from KSP or Systems that do similar Things. What these Things do is reduce the Intake Area to speed up the Intake Air even more, before increasing the Area again. This reduces AIr Pressure first (Bernoulli's Gas Dynamics) before slowing the Air to subsonic Speeds and increasing the Pressure again. This also compresses the Intake Air a little before it hits the first Compressor Stage. The Adjustable Ramp Intake does all of this by some "Supersonic Cat Flap" that can be adjusted for the current Speed and Atmospheric Pressure.

Turbochargers can surge too when the Intake Manifold (or Scavenge Air Receiver; the Term I'm more used to) Pressure is too high for the Compressor. This mostly is caused by sudden Drops in Engine RPM, causing less Exhaust Gas to drive the Turbine Side of the Turbocharger and thus the Compressor Side losing Power while simultaneously the Engine can't take in as much Air as it did a Second ago which makes the Scavenge Air Pressure (sorry, Force of Habit. Intake Manifold Pressure if it makes you happy) too high for the Compressor. Unlike Gas Turbines, Turbochargers are designed to deal with Surge, even though it may appear as if the Turbocharger is going to explode any Second. Turbocharger Surge creates the "Turbo Flutter Noise" that many Petrolheads love and I once experienced many Emergency Shutdowns of a larger Marine Diesel Engine due too "Overspeed Alarm" (actually the Tachometer Sensor was just broken); the Vibrations from the Surging Turbochargers-about as large as a Passenger Airliner Engine-shook the Superstructure all the Way up to the Bridge Deck.

Edited by derbleifuss
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That's a pretty long thing to quote, but I already told the same answer before. It's not often asked, but you pretty much got everything exactly as it is. The explanation is spot on, and the rest is just game mechanics. Some of the engines have superchargers so you also get a big boost on certain altitudes. I've looked around what's the best modules to use at the time I made most of the engines, and concluded that the ones I used were the best I could use. The performance are pretty much to my liking, and I reduced the likeliness of the engine flaming out when diving because of high speed (because no power = flame out for KSP), even when the blades should just be spinning really fast.

As for the wheels.... yeah. I've not touched them a looong time, a lot of it is pretty much guess work. Back then, I was one of the few to expand and look on how landing gears worked on non-modded modules, I'm not sure if much more discovery has been had now, but basically a lot of it is a lot of tweaking on unity. It was functioning pretty much alright but then they had some sneaky changes which kind of changed something. I tried to fix it which is what it is now, but I never really figured out how it was all properly done as I did when I initially made it.

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LOG 11:28:48.950] Load(Texture): AirplanePlus/Parts/Utility/Skid/skidtex
[ERR 11:28:48.951] DDS: DXT3(256x256, MipMap=True) - DXT3 format is NOT supported. Use DXT5

[WRN 11:28:48.951] Texture load error in 'E:\Games\Kerbal Space Program\GameData\AirplanePlus\Parts\Utility\Skid\skidtex.dds'

 

It loads as DXT5 (Saved it as DXT5 in "paint.net" and no error)

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  On 12/8/2020 at 12:41 PM, Lumaan said:

LOG 11:28:48.950] Load(Texture): AirplanePlus/Parts/Utility/Skid/skidtex
[ERR 11:28:48.951] DDS: DXT3(256x256, MipMap=True) - DXT3 format is NOT supported. Use DXT5

[WRN 11:28:48.951] Texture load error in 'E:\Games\Kerbal Space Program\GameData\AirplanePlus\Parts\Utility\Skid\skidtex.dds'

 

It loads as DXT5 (Saved it as DXT5 in "paint.net" and no error)

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Is this from the github version?

-

Also, open cockpit has its own plug-in back when I saw it. Otherwise, you can't view it in first person or use it as a primary cockpit back then. I think it's doable now but no "IVA" view

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