Hyomoto Posted February 14, 2021 Share Posted February 14, 2021 I can certainly appreciate that but if I may ask a question, why not just make an offset that doesn't require doubling them up? I appreciate the "because it's more work than zero" reasoning, but it might be a nice part to have even outside of this particular niche (it's just this niche certainly adds to it's desirability). Amusingly the first thing I tried was that offset thinking maybe it had an alternate version. I was not clever enough to consider just stacking it. Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted February 14, 2021 Author Share Posted February 14, 2021 3 minutes ago, Hyomoto said: I can certainly appreciate that but if I may ask a question, why not just make an offset that doesn't require doubling them up? I appreciate the "because it's more work than zero" reasoning, but it might be a nice part to have even outside of this particular niche (it's just this niche certainly adds to it's desirability). Amusingly the first thing I tried was that offset thinking maybe it had an alternate version. I was not clever enough to consider just stacking it. Because its natural partner is actually a hollow part of it of the same length in terms of general use. I usually like making more versatile parts. In which case, this very specific very small length hollow part could be done this way already, which regardless of it, if I add another part would be of limited use. Quote Link to comment Share on other sites More sharing options...
Hyomoto Posted February 14, 2021 Share Posted February 14, 2021 (edited) That reminds me, last question I hope, and I feel I have to ask: do the firespitter helicopter blades work? I see you have that V22 design, which I'll assume flies. In my case, I set the props directly over the center of mass but it behaves like there are phantom forces. If I tip to the left, the helicopter shouldn't swing back to the right... maybe? Like, if I touch nothing, it will be out of control. If I touch anything to try and correct it, it ends up even more out of control. They feel completely uncontrollable. Could just be my design of course, but you solved my cargo conundrum, perhaps you can explain why the helicopter parts seem to behave insane or perhaps I just have a bad something? This is the craft: Edited February 14, 2021 by Hyomoto Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted February 14, 2021 Author Share Posted February 14, 2021 It could be very responsive without SAS but it should be fine if it has SAS. You also shouldn't oversteer or overcompensate. Just gentle tilts will move you towards the general direction. Oversteering will make it difficult to recover. Most of these just apply to VTOLs in general to be honest. It's just a matter of difference in thrust, weight and maybe other things. Quote Link to comment Share on other sites More sharing options...
Hyomoto Posted February 14, 2021 Share Posted February 14, 2021 (edited) Are they just impossible to control without SAS? The reason I wasn't using it is because you get stuck trying to face whatever direction it was enabled at. So do you have to continually reset the SAS while flying? I mean, I can fly planes without SAS. You just have to build them well. In this case, that doesn't seem to be an option then? Turning it on seems to HELP, but it still seems utterly uncontrollable. Like, tilt forwards shouldn't be illegal, but I press forwards and I start to lean right. Again, I stress this isn't a "I don't know how to touch controls." situation. If it was as easy as "be gentle" I'd have circumnavigated the planet. It literally feels like it's completely broken to the point I'm fighting the controls. Based on your response that doesn't seem like the intended outcome, but I'm wondering what could be the problem then. EDIT: You know that gave me an idea, so I just switched to the keyboard and yes, pressing forwards leans right and pressing backwards leans left. That can't be correct. I swapped off steering on the rotor and that seems to have helped. I think I'm seeing the issue, it is completely uncontrollable and there are phantom inputs, but it's definitely firespitter. Edited February 14, 2021 by Hyomoto Quote Link to comment Share on other sites More sharing options...
Hyomoto Posted February 14, 2021 Share Posted February 14, 2021 (edited) Yes, that did it. Disabling steering on the rotor blades was definitely the issue. They are still difficult to fly, but in a way that doesn't feel like something very, very wrong is happening. I'd still love to be able to fix that, but hey, I can fly a helicopter now! Thanks! EDIT: More fiddling and ... I dunno. It seems like helicopters are broken. Not completely but there are definitely some odd interactions. It seems that particular issue I was having was localized to the rotor I was using. Using the dual rotor, things control mostly as I would expect, so much so it's even possible to control it without SAS! However, constantly I'll be flying straight with no issues and BAM, suddenly the helicopter will become unstable. Sometimes it's a minor nuisance, I lose a bunch of speed and press on, but other times the helicopter will just start violently swaying as I enter tiny corrections. It's never too far between these problems, but it does seem random how often it happens which almost makes it worse. It's like, it is flyable, and sometimes it's even pretty fun, but it feels really buggy. Edited February 14, 2021 by Hyomoto Quote Link to comment Share on other sites More sharing options...
Manul Posted February 14, 2021 Share Posted February 14, 2021 9 hours ago, Hyomoto said: I have it set up as indicated, but I get the "Hatch is obstructed, can't exit" error. This is what I get with many crafts in 1.11 Some parts do not allow to EVA at all, even if there is no attachments. But if I click on the "obstructed" hatch and EVA kerbals using a hatch interface, they get out through the "obstructed" hatch (if it's not really obstructed). Quote Link to comment Share on other sites More sharing options...
prismarineminer Posted March 7, 2021 Share Posted March 7, 2021 This mod doesn't work with 1.11 right? Thanks. Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted March 7, 2021 Share Posted March 7, 2021 6 hours ago, prismarineminer said: This mod doesn't work with 1.11 right? The mod does work well under 1.11. Some of the early tech wheels are a little "glitchy" but I just avoid those pieces. Quote Link to comment Share on other sites More sharing options...
Zmeya Posted March 7, 2021 Share Posted March 7, 2021 7 hours ago, Caerfinon said: The mod does work well under 1.11. Some of the early tech wheels are a little "glitchy" but I just avoid those pieces. Yeah, the earlier wheels have been glitchy for a while and have problems in every version of the game I have used them IIRC Quote Link to comment Share on other sites More sharing options...
prismarineminer Posted March 8, 2021 Share Posted March 8, 2021 Thanks to both of you. The mod descriptions say up to 1.8x or something like that, and the Spacedock description said that it wasn't going to work with the latest version. In any case, thanks for the reply. Quote Link to comment Share on other sites More sharing options...
Guest Posted March 8, 2021 Share Posted March 8, 2021 Part mods are usually ok from at least 1.8 (unless they incorporate any newer/changed features) as they are usually just models with basic cfgs which never really change/quick fix if they do. I can also confirm these parts work fine in 1.11.1. The helicopter blades in particular are brilliant. Did a tour of ksc in a Vietnam style Huey, no deployment or blade angle to worry about. Highly recommended. Quote Link to comment Share on other sites More sharing options...
Zmeya Posted March 9, 2021 Share Posted March 9, 2021 I find it a little difficult to build good looking useful helicopters Quote Link to comment Share on other sites More sharing options...
Rui_AD Posted March 17, 2021 Share Posted March 17, 2021 Thank you for the wonderful fuselage and engine. But there is a problem with fightergear, which gets buried in the ground. Quote Link to comment Share on other sites More sharing options...
Hojoz Posted March 24, 2021 Share Posted March 24, 2021 Issue: Game gets stuck loading AirplanesPlus/Parts/Aero/intake/part/mk1intake Game version: 1.11.1 AP+ version: Latest on Spacedock Other mods: ClickThroughBlocker, Textures Unlimited, Toolbar Control, BDArmory, CorrectCOL, EditorExtensionsRedux, Firespitter, PhysicsRangeExtender, RCSBuildAid, TURD, VesselMover, ModuleManager KSP.log + Screenshots: https://www.dropbox.com/s/x6wot2prgyftucy/Help.zip?dl=0 Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted March 24, 2021 Share Posted March 24, 2021 44 minutes ago, Hojoz said: Issue: Game gets stuck loading AirplanesPlus/Parts/Aero/intake/part/mk1intake I looked in you ksp.log and this is what I found. You are not getting the resource IntakeAir [WRN 14:17:07.316] Could not create PartResource of type 'IntakeAir [WRN 14:17:07.316] Could not create PartResource of type 'IntakeAir [LOG 14:17:07.319] enabling TSMD..model (UnityEngine.Transform) updateMode: False [LOG 14:17:07.327] PartLoader: Part 'AirplanePlus/Parts/Aero/intake/part/mk1intake' has no database record. Creating. [LOG 14:17:07.327] [DragCubeSystem]: Drag cubes not found or cannot be read for part Part. Generating New drag cubes. [LOG 14:17:07.335] DragCubeSystem: Creating drag cubes for part 'mk1intake' [EXC 14:17:07.459] NullReferenceException: Object reference not set to an instance of an object ModuleResourceIntake.GetInfo () (at <06f13185617646e5bc801baeab53ab75>:0) PartLoader.CompilePartInfo (AvailablePart newPartInfo, Part part) (at <06f13185617646e5bc801baeab53ab75>:0) PartLoader+<CompileParts>d__56.MoveNext () (at <06f13185617646e5bc801baeab53ab75>:0) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <5aeafee3fea24f37abd1315553f2cfa6>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) Normally this resource loads from Squad/Resources/ResourcesGeneric/IntakeAir but there is no log entry in your KSP.log for it. It should look like this; [LOG 07:49:09.993] Config(RESOURCE_DEFINITION) Squad/Resources/ResourcesGeneric/IntakeAir The null reference is likely throw trying to access the non existent resource. Check your Squad/Resources/ResourcesGeneric.cfg file and make sure it has this stanza in it; RESOURCE_DEFINITION { name = IntakeAir displayName = #autoLOC_501005 //#autoLOC_501005 = Intake Air abbreviation = #autoLOC_6002101 //#autoLOC_6002101 = Air density = 0.005 unitCost = 0 hsp = 10 flowMode = ALL_VESSEL transfer = PUMP isTweakable = false isVisible = false RESOURCE_DRAIN_DEFINITION { isDrainable = false showDrainFX = false } } Quote Link to comment Share on other sites More sharing options...
Starhelperdude Posted March 24, 2021 Share Posted March 24, 2021 1 hour ago, Hojoz said: Issue: Game gets stuck loading AirplanesPlus/Parts/Aero/intake/part/mk1intake Game version: 1.11.1 AP+ version: Latest on Spacedock Other mods: ClickThroughBlocker, Textures Unlimited, Toolbar Control, BDArmory, CorrectCOL, EditorExtensionsRedux, Firespitter, PhysicsRangeExtender, RCSBuildAid, TURD, VesselMover, ModuleManager KSP.log + Screenshots: https://www.dropbox.com/s/x6wot2prgyftucy/Help.zip?dl=0 I have the same issue btw, though I have different mods Quote Link to comment Share on other sites More sharing options...
Hojoz Posted March 25, 2021 Share Posted March 25, 2021 23 hours ago, Caerfinon said: I looked in you ksp.log and this is what I found. You are not getting the resource IntakeAir [WRN 14:17:07.316] Could not create PartResource of type 'IntakeAir [WRN 14:17:07.316] Could not create PartResource of type 'IntakeAir [LOG 14:17:07.319] enabling TSMD..model (UnityEngine.Transform) updateMode: False [LOG 14:17:07.327] PartLoader: Part 'AirplanePlus/Parts/Aero/intake/part/mk1intake' has no database record. Creating. [LOG 14:17:07.327] [DragCubeSystem]: Drag cubes not found or cannot be read for part Part. Generating New drag cubes. [LOG 14:17:07.335] DragCubeSystem: Creating drag cubes for part 'mk1intake' [EXC 14:17:07.459] NullReferenceException: Object reference not set to an instance of an object ModuleResourceIntake.GetInfo () (at <06f13185617646e5bc801baeab53ab75>:0) PartLoader.CompilePartInfo (AvailablePart newPartInfo, Part part) (at <06f13185617646e5bc801baeab53ab75>:0) PartLoader+<CompileParts>d__56.MoveNext () (at <06f13185617646e5bc801baeab53ab75>:0) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <5aeafee3fea24f37abd1315553f2cfa6>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) Normally this resource loads from Squad/Resources/ResourcesGeneric/IntakeAir but there is no log entry in your KSP.log for it. It should look like this; [LOG 07:49:09.993] Config(RESOURCE_DEFINITION) Squad/Resources/ResourcesGeneric/IntakeAir The null reference is likely throw trying to access the non existent resource. Check your Squad/Resources/ResourcesGeneric.cfg file and make sure it has this stanza in it; RESOURCE_DEFINITION { name = IntakeAir displayName = #autoLOC_501005 //#autoLOC_501005 = Intake Air abbreviation = #autoLOC_6002101 //#autoLOC_6002101 = Air density = 0.005 unitCost = 0 hsp = 10 flowMode = ALL_VESSEL transfer = PUMP isTweakable = false isVisible = false RESOURCE_DRAIN_DEFINITION { isDrainable = false showDrainFX = false } } Thanks. I looked under my Squad tab and what I found might be slightly concerning. No Resources folder. I'll have to reinstall then. Quote Link to comment Share on other sites More sharing options...
deandingus Posted April 22, 2021 Share Posted April 22, 2021 been using this mod for a while but, does anybody else have this issue? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 22, 2021 Share Posted April 22, 2021 7 hours ago, deandingus said: been using this mod for a while but, does anybody else have this issue? What's the issue? Quote Link to comment Share on other sites More sharing options...
deandingus Posted April 23, 2021 Share Posted April 23, 2021 13 hours ago, linuxgurugamer said: What's the issue? i don't really know how to say it but, the propeller blur kind of just ignores objects behind it including the terrain itself Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted April 23, 2021 Share Posted April 23, 2021 14 minutes ago, deandingus said: i don't really know how to say it but, the propeller blur kind of just ignores objects behind it including the terrain itself And not the rest of its own part... kind of a weird optical effect. It's basically obscuring all the wings and panels, while pretending to be semi-transparent. Quote Link to comment Share on other sites More sharing options...
deandingus Posted April 23, 2021 Share Posted April 23, 2021 3 hours ago, Beetlecat said: And not the rest of its own part... kind of a weird optical effect. It's basically obscuring all the wings and panels, while pretending to be semi-transparent. more or less, yeah Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 23, 2021 Share Posted April 23, 2021 5 hours ago, deandingus said: i don't really know how to say it but, the propeller blur kind of just ignores objects behind it including the terrain itself 4 hours ago, Beetlecat said: And not the rest of its own part... kind of a weird optical effect. It's basically obscuring all the wings and panels, while pretending to be semi-transparent. Well this may be off base, but what you are seeing is actually what happens in real life. You are viewing the prop at an angle, and fiven that the prop blade is angled, it makes sense that one side will be more obscured than the other. . I wonder if it is intentional or not. ‘What happens when you move the camera angle around? Quote Link to comment Share on other sites More sharing options...
lrd.Helmet Posted April 23, 2021 Share Posted April 23, 2021 2 hours ago, linuxgurugamer said: Well this may be off base, but what you are seeing is actually what happens in real life. I don't think you should be able to look at the core of the planet through a prop in real life. Something is happening in the graphics department in that picture. Quote Link to comment Share on other sites More sharing options...
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