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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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On 9/9/2017 at 1:58 AM, blackheart612 said:

@Shiolle From what I have read, it seems like a refined CTT Patch, should I link the post to the OP? In any case, you're right, I did fiddle with the weight of the early engines to reduce weight a little, but they might just be overweight (still). In my mind, there seems to have no problem is some fat shaming to make them lose weight. I'll look into it. Though I do believe such speed is workable with FAR (despite all being made and tested with stock), they closely resemble their real life speed performances while on an aircraft.

@AshleyBB It is interesting, and certainly possible.

@Vonnmillard As a 2.5m cockpit, it would be a great supersonic cockpit alternative to the Droopnose cockpit, I'm also interested in doing it. Just the cockpit. Not the wings. :P 

@inigma In the configs, firespitter specifies if it's a tailrotor or not, I think if you set it to false, it should be able to propel with it, else, there's no way I can think of to make change it w/o changing configs.

--

Anyways, I still dev, but like I said way before, still working on getting a license so I don't have much time to dev, I do play other games on the spare time though. Now I got significant time off to make a part. Before I do magic to it, I'm not sure if it's longer than it should. I reduced the length of the non-commercial Mk1 cockpits and I have slight regrets about it. I might keep this as is. It is, of course, based on the MiG 1.44 @XOC2008

It7C7Ha.pngdD2N9a0.png

Also, thank you to the man who pledged to my Patreon! I wasn't sure if and how it worked but it does apparently, so thanks again!

About the 2.5m "B-1B Lancer" Cockpit, will it Eventually be released?

And BTW, do you also plan to make a F-22 Cockpit (Maybe in Mk2), almost similar to the Mk22 Cockpit, but with only one Kerbal?

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On 12/7/2017 at 6:56 AM, blackheart612 said:

Release 19

So I decided I'd release before I go instead of make a landing gear which will probably take a lot of time. The update took long enough as it is and if I make new parts, it's going to take longer to test them as well. The newer parts are well tested at this point and there is no rush so it's the perfect time as I go again. Then I'll work on new parts as I get back. Feel free to post here if you got issues. Here's the changelog also on the OP:

 

Added Size 2 Viewer's Cockpit II based on B-29 Superfortress

Added MK1 Supersonic Cockpit based on Bell X-1

Added K-3350 "Tempest" Radial Engine based on the Duplex-Cyclone of B-29

Added Tail Connector Size 2A and 2B, upsized Tail Connectors which connect to Size 2

Added Short Tail Connector Size 2A and 2B, also connecting textures with Size 2

-

Increased deployment speed of S.P.O.I.L.E.R to closely match real deployment speed

-

Fixed Mk2/Object 1.44 Non-Commercial Cockpit having no hatch

Fixed Mk2/Object 1.44 Non-Commercial Cockpit reorienting on revert to launch

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1MthlXe.pngM6xuTIu.png7VrZrI2.png

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Videos also on OP:

  Reveal hidden contents

 

 

Also, one new craft on OP. It's the Airbus. :) 

Enjoy!

 

 

--

@TMasterson5

how could i miss this update for the mod, I AM IN LOVE :D

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On 12/12/2017 at 7:02 PM, Hs.Panda said:

how did you do the wings on the b29? -squints- trying to replicate but having hard time figuring out what parts those are =/

i am fairly sure the wings are made from the smaller wing pieces the mod adds

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@robotalec most of them are there when you click the image, when they are separated by the horizontal rule, they probably don't have it. Except the cover photo itself under Airplane Plus.

@Vonnmillard I have no reassurance, I take all the requests but doesn't mean I'll be able to make them. In time, hopefully. Please be patient.

@Hs.Panda It is as stuChris said, it's the FAT series of wing sections, a lot of it. It's not a single wing.

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what's more interesting, one of @blackheart612's famous APP update or a KSP update? :P

 

Kidding, both are just as good

 

Speaking of which, is there any plans on the ac130 cockpit?

4 hours ago, AReallySadPerson said:

How exactly do I make a helicopter my CoT is directly above my CoM but is constantly flips, I have absolutely no idea what to do can someone help.

tail rotor? and sas? sounds like your you need a stronger tail rotor

Edited by SparkyFox
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17 hours ago, AReallySadPerson said:

How exactly do I make a helicopter my CoT is directly above my CoM but is constantly flips, I have absolutely no idea what to do can someone help.

Use RCS Build aid mod to help you balance CoT and COM:

But other than that, pay attention to vertical velocity. Try to not cross more than +/- 10 m/s as more than that can make your craft aerodinamicaly unstable and make it flip, despite having CoT and CoM balanced. You can use TCA mod to help you with hovering and any other VTOL issues. While it is great mod, I prefer to create custom kOS script to help with adjusting throttle, while other controls are free and used as usual.

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5 minutes ago, kcs123 said:

Use RCS Build aid mod to help you balance CoT and COM:

But other than that, pay attention to vertical velocity. Try to not cross more than +/- 10 m/s as more than that can make your craft aerodinamicaly unstable and make it flip, despite having CoT and CoM balanced. You can use TCA mod to help you with hovering and any other VTOL issues. While it is great mod, I prefer to create custom kOS script to help with adjusting throttle, while other controls are free and used as usual.

RCS on a helicopter? in kerbins atmosphere?

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2 hours ago, SparkyFox said:

RCS on a helicopter? in kerbins atmosphere?

No need to use RCS on craft, but mod can be used for main engine alignment too, not only for RCS translations and rotations. It is of great help trough SPH/VAB craft design.

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For anyone that uses TU and want shiny parts for this mod try this and see what you think there just a couple of bugs need worked out  https://www.dropbox.com/s/tihdm5w06vxys1k/TexturesUnlimited_AirplanePlus.zip?dl=0

and for those that don't know about TU page 10  and 3 from the bottom @Electrocutor  made a stock and porkjet one

 

Edited by Mecripp
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59 minutes ago, Horus said:

Is it possible to use this mod helicopter rotators with TCA mod?

It is. Just like any other mod. However, be aware that TCA balance out multiple available thrusts, so you will get much better result with crafts that have more than one vertical rotor. TCA does not care if it is piston engine, engine with propeler, jet engine or rocket engine, it only care about engine orientation and direction of thrust that some engine provide. Also, be aware that TCA have much better results with engine that have higher response on throttle input that those that have slower response.

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13 hours ago, kcs123 said:

It is. Just like any other mod. However, be aware that TCA balance out multiple available thrusts, so you will get much better result with crafts that have more than one vertical rotor. TCA does not care if it is piston engine, engine with propeler, jet engine or rocket engine, it only care about engine orientation and direction of thrust that some engine provide. Also, be aware that TCA have much better results with engine that have higher response on throttle input that those that have slower response.

Well, weird then. New build with Airplane Plus and TCA only (MM 3.0.1 - from AirPlane Plus bundle) and it just doesn't works as it should.

When I attach a rotator to a craft in VAB (or SPH) - TCA settings popup does not appear. In flight - there are no engine groups menu item for the rotator. And when I turn on TCA - the craft becomes totally uncontrollable, tilts & crashes.

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4 hours ago, Horus said:

Well, weird then. New build with Airplane Plus and TCA only (MM 3.0.1 - from AirPlane Plus bundle) and it just doesn't works as it should.

When I attach a rotator to a craft in VAB (or SPH) - TCA settings popup does not appear. In flight - there are no engine groups menu item for the rotator. And when I turn on TCA - the craft becomes totally uncontrollable, tilts & crashes.

I have to admit that last time I used TCA with rotors was with KAX mod, not Airplane Plus mod, so it might be a case of missing TCA module in config file or something. Have to poke @allista about it, it might tell more about it what is required and what not for TCA to recognize engine part and add proper MM patch in config file for it. I don't know if that have to be done from TCA or Airplane Plus side or something else. Airplane Plus is more/less "new" mod, so it might be missing MM patches or something. Once it was done it should work without much issues as any other VTOL craft.

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The Size 2 Cargo Bay CRG-15 (size2short.cfg) has sorta reversed open/closed detection. The drag model works correctly, increasing drag as the doors open. Cargo inside gets drag when the doors are closed and no drag when the doors are open.
I had to reverse these settings in the animation module...

    MODULE
    {
        name = ModuleAnimateGeneric
...
        revClampDirection = false true
        revClampSpeed = true false
        revClampPercent = true false
    }

and change the cargo bay module closed position from 1 to 0 to get it to work correctly.

    MODULE
    {
        name = ModuleCargoBay
...
        closedPosition = 1      closedPosition = 0
...
    }

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This may be caused by the new MM that has changed its syntax all of a sudden. This, for example, has broken Configurable Containers. TCA patches are simpler, but if they're not applied for some reason, TCA won't work at all.

Another common reason for TCA to not recognize an engine is if it uses a thruster-module that does not inherit from the stock ModuleEngines.

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