Guest Posted November 13, 2016 Share Posted November 13, 2016 (edited) Wait Does that mean A6M Zero Because if it does Then Enterprise is screwed Edited November 13, 2016 by Murican_Jeb Quote Link to comment Share on other sites More sharing options...
JTpopcorn Posted November 14, 2016 Share Posted November 14, 2016 They look really Nice! Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted November 14, 2016 Author Share Posted November 14, 2016 (edited) @Murican_Jeb What Enterprise...? I'm learing but still having problems on overlays. Maybe because I haven't updated unity. There are some errors in unity and I'm going to upgrade to 5.2.4. I did finish the zero cockpit minus the airlocks for now but one problem arose. Which is not an immediate problem or probably something that Im making a problem out of. This: Spoiler I can't see where I'm going but that's probably fine. Probably. Edit: I based this off and traced some off from Mk1 Inline IVA! Edited November 14, 2016 by blackheart612 Quote Link to comment Share on other sites More sharing options...
BureauJaeger Posted November 14, 2016 Share Posted November 14, 2016 First of all I love the mod and the new stuff is looking awesome! The chopper IVA gave me Arma flashbacks. The Zero is going to be extremely useful. I was thinking, would it be technically possible to have different kind of canopies (say, an old style bubble and a framed one) as a mesh switch for a single cockpit or would it mess up the IVA? Also, do you have any future plans for more types of tail booms or other kinds of fuselage pieces? I think there's a shortage of asymmetric i.e. not-ice-cream-cone-type (and preferably fueled and tweakscalable) tail parts. I've had some success with procedural fuel tanks angled and stitched together but they of course have their limits. Quote Link to comment Share on other sites More sharing options...
Guest Posted November 15, 2016 Share Posted November 15, 2016 Enterprise CV-6.. You know.. The 'Lucky E' Yeah you probaly don't know Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted November 15, 2016 Author Share Posted November 15, 2016 Oh. There's google for that. I'm not very good with ships. But I know some at least. I've managed to fix the issues on my IVAs. So I am very happy to know that I'm fully capable of making IVAs, and that it takes a very long time to make one. In any case, I carry on. And I bring gifts of pictures for everyone who wants to see. I've made a more streamlined helicopter cockpit - a subsonic looking one, more stockalike, with a very luxurious remade interior. Perfect for transporting Kerbals around for fun! Not to mention it has a very nice view when in IVA. Here is also the fixed Mk-1/Zero Cockpit. Picture of modified Helicopter IVA: Spoiler Quote Link to comment Share on other sites More sharing options...
kiwinanday Posted November 15, 2016 Share Posted November 15, 2016 15 hours ago, Murican_Jeb said: Enterprise CV-6.. You know.. The 'Lucky E' Yeah you probaly don't know Enterprise (as well as Saratoga and Ranger) survived the war. Zeroes ain't got **** on it. Quote Link to comment Share on other sites More sharing options...
Guest Posted November 15, 2016 Share Posted November 15, 2016 I'm talking about KSP physics... Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted November 16, 2016 Author Share Posted November 16, 2016 (edited) So, some reports. Polishing left for the next release. I've pretty much finished my plans for the actual 1.2.1 release (right now it's a working port). Even more than what I had in mind, admittedly. I've handed the files over to Tanner before and added some more today. Hopefully he finds the time and finishes the configs. If it takes a really long time, might have to either tweak them on my own or hand the files to somebody else. I trust we'll come by though. --- And so I've decided to play on my none-test KSP version. Again, I'm sorry if I'm quite image heavy recently. I'm having quite a lot of fun. Let's say "Hi" to our friends on Control Tower Here's a full demo of what the helicopter engines can do (see album). Currently, the tail rotors are, well, useless and a hassle (because they technically push only in one direction). They're not entirely needed but they are just there for the looks. I hope when the next version is out, everybody understands that it might not work as it should be yet. I'll be releasing them because that way I just need to adjust or fix them (though they aren't broken in a way). So. Helicopters. They can go anywhere as precisely as the pilot can be. I use plugins to control them properly and with KAS, it's a lot of fun (and frustrating sometimes). You can recover the pod back to the launch pad after a landing. You can take your science storage that you dropped right back to KSC. It's fun Edited November 16, 2016 by blackheart612 Quote Link to comment Share on other sites More sharing options...
tetryds Posted November 16, 2016 Share Posted November 16, 2016 That is not image heavy, and besides, we love images. Nice job with the blades and cockpits! Will you make some enclosed meshes for the engines too? They may look better at certain circumstances. Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted November 17, 2016 Author Share Posted November 17, 2016 @tetryds Because I'm uploading images in every post I'm probably not gonna cover the engines. The Beluga isn't enclosed in real life. I'll probably make another one that is high power and not sticking like a sore thumb. On the other hand, the Maverick (Bell 206) engine is actually submerged so it is hidden. It kind of encourages smart placement to not make the engine show up or encourages being a smart ass at least. I mean, it is the main engine and it shouldn't be placed anywhere freely like it's a small propeller. Quote Link to comment Share on other sites More sharing options...
tetryds Posted November 17, 2016 Share Posted November 17, 2016 (edited) Yes, that I totally agree with, they are not just props. But I personally think that the KSP parts don't make good covers and that a custom one would look a lot better. Mainly because we don't have small parts that we can use to make details, and if we use mods many parts can lag. I am also not a fan of detailed pieces of a part clipping through others. But you are the artist, this is just my humble opinion, they look great when exposed anyway. Edited November 17, 2016 by tetryds Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted November 17, 2016 Author Share Posted November 17, 2016 (edited) @tetryds Say no more! Plus Flag Decal on the Beluga! Anyways, I have done some experiments with the rotors which led to an overhaul. I'm glad to say that the tail rotors are now working as it should be -- Also, I've made some experimental startup sounds. They are very long along with the startup of the engine. There is an issue if it's prematurely disengaged or engaged halfway while the engine is already spinning. I really need some feedback with that. I might upload a video sooner or later demonstrating it. It's really sounding good in my opinion. But I will consult everybody just to be sure. To avoid the issue you just have to kill the engine while it's at least halfway powered anyway. And just avoid killing it right after you started it. P.S. Ignore the fuel on the rotors. I'm gonna have to remove that. Edited November 17, 2016 by blackheart612 Quote Link to comment Share on other sites More sharing options...
Deizelpunk Posted November 17, 2016 Share Posted November 17, 2016 When tf are you going to fix the only right earphone audio thing? It totally breaks this whole mod for me! ;-; Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted November 17, 2016 Author Share Posted November 17, 2016 @Deizelpunk Unfortunately, it's not my fault so I can't fix it. It's caused by firespitter which is about the only way to time the engine sounds properly. I do understand that it's quite sad with only the right channel working. I have zero knowledge on coding but I did post on FS. Hopefully somebody comes by to have a go at it but if firespitter doesn't use the stock audio modules, it's going to be right channel still sadly. Quote Link to comment Share on other sites More sharing options...
Deizelpunk Posted November 17, 2016 Share Posted November 17, 2016 24 minutes ago, blackheart612 said: @Deizelpunk Unfortunately, it's not my fault so I can't fix it. It's caused by firespitter which is about the only way to time the engine sounds properly. I do understand that it's quite sad with only the right channel working. I have zero knowledge on coding but I did post on FS. Hopefully somebody comes by to have a go at it but if firespitter doesn't use the stock audio modules, it's going to be right channel still sadly. Damn. Ok thanks, back to making pseudo propeller planes again. ;-; Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted November 18, 2016 Author Share Posted November 18, 2016 Alright, managed to make a video so here it is. There's the long audio startup, some of the parts I've been showing and my very own landing skid. All in action. Please let me know what you think especially with the sounds. Quote Link to comment Share on other sites More sharing options...
Shnyrik Posted November 18, 2016 Share Posted November 18, 2016 2 hours ago, blackheart612 said: Alright, managed to make a video. Please let me know what you think especially with the sounds. This is awesom. And the sounds are good. But I have two questions: 1) What is the name of the plugin? This isn't Throttle controlled avionics. 2) When is the release? %) Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted November 18, 2016 Author Share Posted November 18, 2016 @Shnyrik It's this mod. Regarding the release, I'm currently waiting for a reply from my config editor. He seems busy. Might seek help with other able config editors. For now I'm being patient as he might be busy. Though it's mostly just 2 engine performance files anyway. The helicopter engines aren't much work most likely. Once the configs are done, just a few hours and it's ready for release. Quote Link to comment Share on other sites More sharing options...
Guest Posted November 19, 2016 Share Posted November 19, 2016 Whoa The sound is wondeful. Just wonderful. Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted November 19, 2016 Share Posted November 19, 2016 love the skids! Quote Link to comment Share on other sites More sharing options...
Deizelpunk Posted November 19, 2016 Share Posted November 19, 2016 18 hours ago, blackheart612 said: Alright, managed to make a video so here it is. There's the long audio startup, some of the parts I've been showing and my very own landing skid. All in action. Please let me know what you think especially with the sounds. Amazing! Is there any plausible way to fix the only right earphone audio bug tho? What about mixing right and left earphones or something? Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted November 19, 2016 Author Share Posted November 19, 2016 Trust me, I would have fixed it already if I could. There's no reason not to Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted November 19, 2016 Author Share Posted November 19, 2016 Well, it would seem I've learned how to balance engines now. I've looked up some real life performance of turboprops and I've configured the most recent engines myself. They're probably not perfect but it's most likely balanced compared to my wild first release. I'm doing some major detail polishing, checking configs, optimizing textures and fine tweaking the sounds that I released and the new ones that will be released. Many very minor fixes for the next release it seems. I can say it's ready but I'll have to test it myself one by one first before we go live. Just some more hours and release may be out. Quote Link to comment Share on other sites More sharing options...
BureauJaeger Posted November 20, 2016 Share Posted November 20, 2016 Looks and sounds good! Maybe the rotor blur could kick in sooner and end later to further avoid the animation stuttering? There's a small error in the current version you may want to check out before the new release. According to the log the engine cfgs all have an invalid ignitionThreshold value: "0.1s". I guess the 's' shouldn't be there. Log snippet: Spoiler [LOG 03:57:08.932] PartLoader: Compiling Part 'AirplanePlus/Parts/Engine/Early/51/part/51prop' [LOG 03:57:08.952] EffectList: Created 16 effect types [ERR 03:57:08.969] Invalid float value! Field ignitionThreshold, value 0.1s on object of type ModuleEngines [LOG 03:57:09.030] PartLoader: Part 'AirplanePlus/Parts/Engine/Early/51/part/51prop' has no database record. Creating. [LOG 03:57:09.038] DragCubeSystem: Creating drag cubes for part '51prop' [LOG 03:57:09.077] PartLoader: Compiling Part 'AirplanePlus/Parts/Engine/Early/chaika/part/chaikaprop' [ERR 03:57:09.081] Invalid float value! Field ignitionThreshold, value 0.1s on object of type ModuleEngines [LOG 03:57:09.097] PartLoader: Part 'AirplanePlus/Parts/Engine/Early/chaika/part/chaikaprop' has no database record. Creating. [LOG 03:57:09.102] DragCubeSystem: Creating drag cubes for part 'chaikaprop' [LOG 03:57:09.143] PartLoader: Compiling Part 'AirplanePlus/Parts/Engine/Early/fokker/part/fokkerprop' [ERR 03:57:09.146] Invalid float value! Field ignitionThreshold, value 0.1s on object of type ModuleEngines [LOG 03:57:09.161] PartLoader: Part 'AirplanePlus/Parts/Engine/Early/fokker/part/fokkerprop' has no database record. Creating. [LOG 03:57:09.167] DragCubeSystem: Creating drag cubes for part 'fokkerprop' [LOG 03:57:09.209] PartLoader: Compiling Part 'AirplanePlus/Parts/Engine/Early/hawker/part/hawkerprop' [ERR 03:57:09.213] Invalid float value! Field ignitionThreshold, value 0.1s on object of type ModuleEngines [LOG 03:57:09.225] PartLoader: Part 'AirplanePlus/Parts/Engine/Early/hawker/part/hawkerprop' has no database record. Creating. [LOG 03:57:09.230] DragCubeSystem: Creating drag cubes for part 'hawkerprop' [LOG 03:57:09.268] PartLoader: Compiling Part 'AirplanePlus/Parts/Engine/Early/spad/part/spadprop' [ERR 03:57:09.272] Invalid float value! Field ignitionThreshold, value 0.1s on object of type ModuleEngines [LOG 03:57:09.284] PartLoader: Part 'AirplanePlus/Parts/Engine/Early/spad/part/spadprop' has no database record. Creating. [LOG 03:57:09.289] DragCubeSystem: Creating drag cubes for part 'spadprop' [LOG 03:57:09.320] PartLoader: Compiling Part 'AirplanePlus/Parts/Engine/Pre-modern/109/part/109Prop' [ERR 03:57:09.324] Invalid float value! Field ignitionThreshold, value 0.1s on object of type ModuleEngines [LOG 03:57:09.338] PartLoader: Part 'AirplanePlus/Parts/Engine/Pre-modern/109/part/109Prop' has no database record. Creating. [LOG 03:57:09.344] DragCubeSystem: Creating drag cubes for part '109Prop' [LOG 03:57:09.381] PartLoader: Compiling Part 'AirplanePlus/Parts/Engine/Pre-modern/Corsair/part/corsairprop' [ERR 03:57:09.385] Invalid float value! Field ignitionThreshold, value 0.1s on object of type ModuleEngines [LOG 03:57:09.397] PartLoader: Part 'AirplanePlus/Parts/Engine/Pre-modern/Corsair/part/corsairprop' has no database record. Creating. [LOG 03:57:09.402] DragCubeSystem: Creating drag cubes for part 'corsairprop' [LOG 03:57:09.441] PartLoader: Compiling Part 'AirplanePlus/Parts/Engine/Pre-modern/K1710/part/fighterProp' [ERR 03:57:09.445] Invalid float value! Field ignitionThreshold, value 0.1s on object of type ModuleEngines [LOG 03:57:09.460] PartLoader: Part 'AirplanePlus/Parts/Engine/Pre-modern/K1710/part/fighterProp' has no database record. Creating. [LOG 03:57:09.466] DragCubeSystem: Creating drag cubes for part 'fighterProp' [LOG 03:57:09.503] PartLoader: Compiling Part 'AirplanePlus/Parts/Engine/Pre-modern/Marlin/part/merlin' [ERR 03:57:09.507] Invalid float value! Field ignitionThreshold, value 0.1s on object of type ModuleEngines [LOG 03:57:09.520] PartLoader: Part 'AirplanePlus/Parts/Engine/Pre-modern/Marlin/part/merlin' has no database record. Creating. [LOG 03:57:09.525] DragCubeSystem: Creating drag cubes for part 'merlin' [LOG 03:57:09.560] PartLoader: Compiling Part 'AirplanePlus/Parts/Engine/Pre-modern/Spitfire/part/spitfiremerlin' [ERR 03:57:09.564] Invalid float value! Field ignitionThreshold, value 0.1s on object of type ModuleEngines [LOG 03:57:09.577] PartLoader: Part 'AirplanePlus/Parts/Engine/Pre-modern/Spitfire/part/spitfiremerlin' has no database record. Creating. [LOG 03:57:09.581] DragCubeSystem: Creating drag cubes for part 'spitfiremerlin' [LOG 03:57:09.618] PartLoader: Compiling Part 'AirplanePlus/Parts/Engine/Pre-modern/Yak/part/yakprop' [ERR 03:57:09.621] Invalid float value! Field ignitionThreshold, value 0.1s on object of type ModuleEngines [LOG 03:57:09.634] PartLoader: Part 'AirplanePlus/Parts/Engine/Pre-modern/Yak/part/yakprop' has no database record. Creating. [LOG 03:57:09.638] DragCubeSystem: Creating drag cubes for part 'yakprop' [LOG 03:57:09.675] PartLoader: Compiling Part 'AirplanePlus/Parts/Engine/Pre-modern/Zero/part/zeroprop' [ERR 03:57:09.678] Invalid float value! Field ignitionThreshold, value 0.1s on object of type ModuleEngines Quote Link to comment Share on other sites More sharing options...
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