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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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@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!)

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Just in case no-one noticed: a structural panel, an external command seat and the Mk1 Passenger Door make a great biplane-style cockpit: 1kIxuR4.jpgAnd you could continue the opened door with a fuel tank to make a head rest

Working on a biplane now

Edited by Skylon
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12 hours ago, Gregory TheGamer said:

This mod seems to be incompatible with KSP 1.3. I just thought I'd say it.

Yeah, KSP 1.3 is out for like 1 day, it's only logical to expect an update that very second

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On 5/27/2017 at 11:12 AM, 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!)

thanks @blackheart612

I was worried it was bugged or some other mod was messing with it.

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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?

 

 

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28 minutes ago, 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?

 

 

Yes, firespitter I believe.

Just the core though, you don't need the parts

Edited by Skylon
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@Skylon If it looks stupid and it works, it ain't stupid. :P 

@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!

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3 minutes ago, Skylon said:

Yes, firespitter I believe.

Just the core though, you don't need the parts

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.

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1 hour ago, 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.

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 :D

 

EDIT: Too many mods are broken, KSP keeps crashing on boot.

Edited by kiwinanday
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8 hours ago, 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 :D

 

EDIT: Too many mods are broken, KSP keeps crashing on boot.

So you don't know if it is this mod in particular.  Mind if I troll you a bit about that? :P

 

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@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. :P 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

qtNLSyj.pngoiLPc1L.png

 

Edit:

@theonegalen I've also moved the collider for the P-40 cockpit internal cam w/o moving the cam itself.

 

Edited by blackheart612
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38 minutes ago, 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. :P 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

qtNLSyj.pngoiLPc1L.png

 

Edit:

@theonegalen I've also moved the collider for the P-40 cockpit internal cam w/o moving the cam itself.

 

So v15.0 works with KSP 1.3?

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@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.

17 hours ago, Ruedii said:

So you don't know if it is this mod in particular.  Mind if I troll you a bit about that? :P

 

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 by kiwinanday
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@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 :P 

@kiwinanday Such a shame. As I am playing around right now with Beta KAS with non-rigid connections. :P Edit: I should try this on the new helicopters

cLwwhzU.png

 

Edited by blackheart612
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@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:

s94c589.png4qhQSue.png

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.

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@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. :P (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 by theonegalen
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