blackheart612 Posted May 27, 2017 Author Share Posted May 27, 2017 @ethanwdp @AccidentalDisassembly I saw the defaultactiongroup in the configs of squad I think, I tried to change it before, nothing happened. Trust me, I tried to bring out the best I could before already. For some reason, it just defaults to brake. @Tochas I don't know a whole lot about effective air speed, but most of the engines in the pack have that (9m/s). The more powerful ones with bigger intakes have bigger numbers. I still have no idea despite looking it up before. What matters I think, is actually the Intake Area. I wanted to think that intakespeed is how fast the air gets sucked into the intake but your second picture states that despite the lower effective intake speed, it has more air/sec than the one with higher effective intake speed. By the way, if you're thinking it's the reason why your engines are failing to combust, it's because you're going too fast for your engines. (You're using early tier engines!) Quote Link to comment Share on other sites More sharing options...
theonegalen Posted May 27, 2017 Share Posted May 27, 2017 (edited) On 5/26/2017 at 3:25 PM, Citizen247 said: I've updated the AJE configs: I'll try and configure the rotors soon. Expand You beautiful person. Edited May 27, 2017 by theonegalen Quote Link to comment Share on other sites More sharing options...
Gregory TheGamer Posted May 29, 2017 Share Posted May 29, 2017 This mod seems to be incompatible with KSP 1.3. I just thought I'd say it. Quote Link to comment Share on other sites More sharing options...
Skylon Posted May 29, 2017 Share Posted May 29, 2017 (edited) Just in case no-one noticed: a structural panel, an external command seat and the Mk1 Passenger Door make a great biplane-style cockpit: And you could continue the opened door with a fuel tank to make a head rest Working on a biplane now Edited May 29, 2017 by Skylon Quote Link to comment Share on other sites More sharing options...
TheRagingIrishman Posted May 29, 2017 Share Posted May 29, 2017 On 5/29/2017 at 11:37 AM, Skylon said: Just in case no-one noticed: a structural panel, an external command seat and the Mk1 Passenger Door make a great biplane-style cockpit: Expand Quote You are only allowed to give 25 likes per day. You cannot give any more likes today. Expand Quote Link to comment Share on other sites More sharing options...
DarkOwl57 Posted May 30, 2017 Share Posted May 30, 2017 On 5/29/2017 at 11:35 AM, Gregory TheGamer said: This mod seems to be incompatible with KSP 1.3. I just thought I'd say it. Expand Yeah, KSP 1.3 is out for like 1 day, it's only logical to expect an update that very second Quote Link to comment Share on other sites More sharing options...
Tochas Posted May 30, 2017 Share Posted May 30, 2017 On 5/27/2017 at 4:12 PM, blackheart612 said: @ethanwdp @AccidentalDisassembly I saw the defaultactiongroup in the configs of squad I think, I tried to change it before, nothing happened. Trust me, I tried to bring out the best I could before already. For some reason, it just defaults to brake. @Tochas I don't know a whole lot about effective air speed, but most of the engines in the pack have that (9m/s). The more powerful ones with bigger intakes have bigger numbers. I still have no idea despite looking it up before. What matters I think, is actually the Intake Area. I wanted to think that intakespeed is how fast the air gets sucked into the intake but your second picture states that despite the lower effective intake speed, it has more air/sec than the one with higher effective intake speed. By the way, if you're thinking it's the reason why your engines are failing to combust, it's because you're going too fast for your engines. (You're using early tier engines!) Expand thanks @blackheart612 I was worried it was bugged or some other mod was messing with it. Quote Link to comment Share on other sites More sharing options...
AdmiralTigerclaw Posted May 30, 2017 Share Posted May 30, 2017 Ah, it's been a while since I played. So I just finished compiling one monstrosity of a mod collection. Now I'm deconflicting the mess to get the game back to the way I had it last time I played. Right now, I have an issue regarding this particular mod. I have engines, but the animations and sounds are inoperative for them (I have a static prop blade blended with a static prop disk). What's the usual dependency for prop engine animations? Firespitter? Quote Link to comment Share on other sites More sharing options...
Skylon Posted May 30, 2017 Share Posted May 30, 2017 (edited) On 5/30/2017 at 12:35 PM, AdmiralTigerclaw said: Ah, it's been a while since I played. So I just finished compiling one monstrosity of a mod collection. Now I'm deconflicting the mess to get the game back to the way I had it last time I played. Right now, I have an issue regarding this particular mod. I have engines, but the animations and sounds are inoperative for them (I have a static prop blade blended with a static prop disk). What's the usual dependency for prop engine animations? Firespitter? Expand Yes, firespitter I believe. Just the core though, you don't need the parts Edited May 30, 2017 by Skylon Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted May 30, 2017 Author Share Posted May 30, 2017 @Skylon If it looks stupid and it works, it ain't stupid. @Tochas Glad everything's good now. @AdmiralTigerclaw Either you don't have Firespitter or you just have to update your Firespitter folder. The most important part are the Firespitter.dll and the resource.cfg -- Anyway, there was an important revision of the helicopter rotors. I discussed with @Snjo and was successful in the process. The next rotors should have hover on their own except if used as tandem rotors so the chinook type rotors won't work with the hover. I will try uploading a vid in under 24 hours. But for now, I just want to say, it's pretty awesome and helicopters are way easier to use now! Quote Link to comment Share on other sites More sharing options...
AdmiralTigerclaw Posted May 30, 2017 Share Posted May 30, 2017 On 5/30/2017 at 1:04 PM, Skylon said: Yes, firespitter I believe. Just the core though, you don't need the parts Expand Gonna' have to check which version I ended up with. (Every other engine mod came packed with a FS dll file of its very own.) Amazingly enough, I've managed to keep the old firespitter adjustable rotor running up through now. It's customized with a startup, shutdown, and run sound reminiscent of an MH-53. If I can keep it working once I get things figured out, I should be okay. Quote Link to comment Share on other sites More sharing options...
kiwinanday Posted May 30, 2017 Share Posted May 30, 2017 On 5/30/2017 at 12:09 AM, DarkOwl57 said: Yeah, KSP 1.3 is out for like 1 day, it's only logical to expect an update that very second Expand But daddy, I want it now! Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted May 30, 2017 Author Share Posted May 30, 2017 On 5/30/2017 at 1:37 PM, kiwinanday said: But daddy, I want it now! Expand Is it not fine with just updating FS to 1.3? I was positive it was available for 1.3. Not sure though. Quote Link to comment Share on other sites More sharing options...
kiwinanday Posted May 30, 2017 Share Posted May 30, 2017 (edited) On 5/30/2017 at 1:43 PM, blackheart612 said: Is it not fine with just updating FS to 1.3? I was positive it was available for 1.3. Not sure though. Expand Oh, I have no clue. I was just being obnoxious. But I just installed the necessary bits of FS1.3, and will edit this post with a report EDIT: Too many mods are broken, KSP keeps crashing on boot. Edited May 30, 2017 by kiwinanday Quote Link to comment Share on other sites More sharing options...
Ruedii Posted May 30, 2017 Share Posted May 30, 2017 On 5/30/2017 at 1:48 PM, kiwinanday said: Oh, I have no clue. I was just being obnoxious. But I just installed the necessary bits of FS1.3, and will edit this post with a report EDIT: Too many mods are broken, KSP keeps crashing on boot. Expand So you don't know if it is this mod in particular. Mind if I troll you a bit about that? Quote Link to comment Share on other sites More sharing options...
dragonsmate17 Posted May 30, 2017 Share Posted May 30, 2017 (edited) this is loading ok but the copter motors do not work KSP1.3 Edited May 30, 2017 by dragonsmate17 Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted May 31, 2017 Author Share Posted May 31, 2017 (edited) @kiwinanday @Gregory TheGamer I've tested on my version. Works with 1.3. Thanks to FS. Had to strip half of my mods from the game. Including KSP Wheels (Which is still not updated, Firespitter is, look it up on github [precisely why I only use one plug-in. Just update FS, everything's good]) @dragonsmate17 You have a faulty firespitter.dll. I'm 90% sure. 10% room for error. But I am sure. a little bit --- So anyway, not as promised since it's over 24 hours but here's the video. And this is KSP 1.3. This will be how rotorwings work in the next release. There's also the slightly revised IVAs. I've added a few props. Definitely not great at it but it's slightly more useful now. Notice that FS also has stereo sounds now. --- More on IVA, I put a distinct difference on old and newer fighter-like cockpits. They have different attitude indicators. One is the white and black, the other is blue and orange. Left: Old / Right: Modern Edit: @theonegalen I've also moved the collider for the P-40 cockpit internal cam w/o moving the cam itself. Edited May 31, 2017 by blackheart612 Quote Link to comment Share on other sites More sharing options...
geralddarden Posted May 31, 2017 Share Posted May 31, 2017 On 5/31/2017 at 2:46 PM, blackheart612 said: @kiwinanday @Gregory TheGamer I've tested on my version. Works with 1.3. Thanks to FS. Had to strip half of my mods from the game. Including KSP Wheels (Which is still not updated, Firespitter is, look it up on github [precisely why I only use one plug-in. Just update FS, everything's good]) @dragonsmate17 You have a faulty firespitter.dll. I'm 90% sure. 10% room for error. But I am sure. a little bit --- So anyway, not as promised since it's over 24 hours but here's the video. And this is KSP 1.3. This will be how rotorwings work in the next release. There's also the slightly revised IVAs. I've added a few props. Definitely not great at it but it's slightly more useful now. Notice that FS also has stereo sounds now. --- More on IVA, I put a distinct difference on old and newer fighter-like cockpits. They have different attitude indicators. One is the white and black, the other is blue and orange. Left: Old / Right: Modern Edit: @theonegalen I've also moved the collider for the P-40 cockpit internal cam w/o moving the cam itself. Expand So v15.0 works with KSP 1.3? Quote Link to comment Share on other sites More sharing options...
kiwinanday Posted May 31, 2017 Share Posted May 31, 2017 (edited) @blackheart612 I actually used Steam to revert my install to 1.2.2. I'm so frustrated with updates breaking all my mods, since I only run a sandbox game anyway. On 5/30/2017 at 10:13 PM, Ruedii said: So you don't know if it is this mod in particular. Mind if I troll you a bit about that? Expand Oh, I know it's not AirplanePlus. I tested that one. It's half of my other mods that are breaking the game and crashing-to-desktop. As I said above, CBA to wait around, going back to 1.2.2 Edited May 31, 2017 by kiwinanday Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted May 31, 2017 Author Share Posted May 31, 2017 (edited) @geralddarden Yup. If you update firespitter. Very important. (Also, I think you should just mention me instead of quoting the whole thing. It was kinda a long post @kiwinanday Such a shame. As I am playing around right now with Beta KAS with non-rigid connections. Edit: I should try this on the new helicopters Edited May 31, 2017 by blackheart612 Quote Link to comment Share on other sites More sharing options...
SkyKaptn Posted May 31, 2017 Share Posted May 31, 2017 I guess most non-moving parts work fine such as cockpits? I am cruising happily around in my mk2 non-commersial in 1.3 Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted May 31, 2017 Author Share Posted May 31, 2017 @SkyKaptn Mostly the open bladed engines, texture/mesh switchable parts will be affected if FS isn't updated. But Airplane Plus will most likely not make a game crash/freeze. --- Anyway, just to share how amazing for me this coming rotor patch is, one of the most powerful engines, the K73 Beluga, is capable of taking off with up to 11.5 tons under it at ~450RPM (Maximum it can have). But that's pushing it. It can swing around things that are lower than that, hover and land it gently. Do note that the smoothness of the performance is largely affected by how much magical torque you have (Too much thrust unbalances a VTOL craft). Here's a test craft I made myself: Sadly, landing in a docking port is unstable so it eventually tipped off. But that (stock) station core is ~8.3t (with the wire attachment points from KAS) while the helicopter itself is ~3.0t. I picked it up from the launch pad. By hovering above it and attaching the wires one by one. From ~3.0t to ~11.3t in total. It was able to pick it up, hover over the VAB Building, land it in the helipad. The touchdown was less than 1m/s! It's so stable that I could take my time taking pictures! The KV2-117A Hippo is a little bit more powerful than the Beluga since it's for Size 2. L K55 Gemini is an MK3 monster, though if used like a chinook, the hovering will be messed up due to not being synchronized. Quote Link to comment Share on other sites More sharing options...
kiwinanday Posted May 31, 2017 Share Posted May 31, 2017 @blackheart612 playing without Kerbal Foundries or Scansat will break a lot of active vessels in my save Quote Link to comment Share on other sites More sharing options...
Jim Meillente Posted May 31, 2017 Share Posted May 31, 2017 On 5/31/2017 at 5:21 PM, kiwinanday said: @blackheart612 playing without Kerbal Foundries or Scansat will break a lot of active vessels in my save Expand You can get the updated .dll of KSPWheel for v1.3 which is required for Kerbal Foundries here: I'm sure Scansat will be updated soon, enjoy! Quote Link to comment Share on other sites More sharing options...
theonegalen Posted May 31, 2017 Share Posted May 31, 2017 (edited) @blackheart612 Looking forward to getting my hands on the updated fighter cockpits! On the subject of camera colliders, there's one in the bellcockpit that prevents me from putting anything clickable on the center console. I've worked around it on the current version, though, so if you don't feel like messing with it, that's fine. I'm going to have to add a hover switch to my version of the huey cockpit, I guess. Good excuse to redesign the whole thing. (ohgodno) When you mention the RPM, are you using the Firespitter Tachometer prop to measure that? I haven't played around with the rotorwings yet - btw the update looks great! Edited May 31, 2017 by theonegalen Quote Link to comment Share on other sites More sharing options...
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