Ooglak Kerman Posted September 11, 2022 Share Posted September 11, 2022 1 hour ago, JadeOfMaar said: Parachutes are not engines. They explicitly use high drag surface area to function, and they provide stopping force. They don't add to a craft's motion by any means. Robotic props and krakentech props use the relative and actual motion of control surface blades (separate parts) to produce lift. I haven't played enough with those to remember but I believe the plain servos merely consume ElectricCharge and have to be rigged with the KAL. The "rotor engines" I believe will consume LiquidFuel and IntakeAir and immediately respond to throttle, but both will produce spin torque which leads to lift force and don't care about mass flow. None of these use an engine module and really "consume the ambient air" and produce thrust. Thanks for taking the time to help me start to get an understanding. It adds to the enjoyment of the game to have some understanding of what is happening behind the scenes. Heh.. as for parachutes not adding to a crafts motion... of course, these are the EVA chutes - but still this is fun and wierd. This thing is fussy to fly. Spoiler Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted September 12, 2022 Author Share Posted September 12, 2022 Well, I tried making the electric version of the tilt-rotors today but to no avail. I keep getting NaN errors when using EC & Atmosphere. Why, I don't know but for now they'll remain as LF/IntakeAir. Not sure why OG Buffalo worked, but given the complaints about EC usage, it's probably best to let it go for now. Quote Link to comment Share on other sites More sharing options...
Manul Posted September 12, 2022 Share Posted September 12, 2022 3 hours ago, Angel-125 said: Well, I tried making the electric version of the tilt-rotors today but to no avail. I keep getting NaN errors when using EC & Atmosphere. Why, I don't know but for now they'll remain as LF/IntakeAir. Not sure why OG Buffalo worked, but given the complaints about EC usage, it's probably best to let it go for now. But you already have electroprops in Heisenberg Airships and they work just fine. Quote Link to comment Share on other sites More sharing options...
Manul Posted September 12, 2022 Share Posted September 12, 2022 (edited) 8 hours ago, Angel-125 said: I keep getting NaN errors when using EC & Atmosphere. You forgot to remove ignoreForIsp = True for IntakeAtm I guess So the engine is trying to consume infinite amount of massless resource ElecticCharge to produce thrust using only EC as a propellant instead of using a real thing that has mass. Stock engines for some reason just ignore the fact that more than 90% of their exhaust mass is IntakeAir not LiquidFuel. Instead they have ridiculously high ISP (10+ times higher than it should be) to reduce fuel consumption. Edited September 12, 2022 by Manul Quote Link to comment Share on other sites More sharing options...
Ooglak Kerman Posted September 12, 2022 Share Posted September 12, 2022 9 hours ago, Angel-125 said: Well, I tried making the electric version of the tilt-rotors today but to no avail. I keep getting NaN errors when using EC & Atmosphere. Why, I don't know but for now they'll remain as LF/IntakeAir. Not sure why OG Buffalo worked, but given the complaints about EC usage, it's probably best to let it go for now. Undoubtedly rounding errors by junior scientists on your staff. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted September 12, 2022 Author Share Posted September 12, 2022 I haven’t made an electric engine since 2015 so it’s been awhile. If it is as simple a fix as ignoreForIsp = true, I’m gonna laugh. Quote Link to comment Share on other sites More sharing options...
Manul Posted September 12, 2022 Share Posted September 12, 2022 23 minutes ago, Angel-125 said: I haven’t made an electric engine since 2015 so it’s been awhile. If it is as simple a fix as ignoreForIsp = true, I’m gonna laugh. Yes, it's this simple. (the example uses IntakeAtm because I have CRP installed) Spoiler PART:NEEDS[WildBlueIndustries/001KerbalActuators] { name = wbiSize1TiltRotorE module = Part author = Angel-125 MODEL { model = WildBlueIndustries/Buffalo2/Parts/Engine/tiltRotor/tiltRotor } rescaleFactor = 1 // mirrorRefAxis = 0, 1, 0 node_attach = 0.0, 0.0, 0.0, 1, 0, 0 TechRequired = advAerodynamics entryCost = 40000 cost = 1400 category = Engine subcategory = 0 title = ER-22 "Lightning" Tiltrotor Electroprop manufacturer = Wild Blue Industries description = #LOC_BUFFALO_size1TiltRotorDesc // The tiltrotor engine is great for VTOL aircraft. It can pivot upwards, forwards, and backwards as needed. Its powerful motors allow for fast response to throttle commands. Best of all, the prop-rotors can be folded up for compact storage. attachRules = 0,1,1,1,0 mass = 1.5 heatConductivity = 0.06 // half default skinInternalConductionMult = 4.0 emissiveConstant = 0.8 // engine nozzles are good at radiating. dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 2000 // = 3600 bulkheadProfiles = size1 tags = aircraft tiltrotor plane propuls reverse (osprey MODULE { name = ModuleResourceIntake resourceName = IntakeAtm checkForOxygen = false area = 0.2 intakeSpeed = 50 intakeTransformName = Intake machCurve { key = 1 1 0 0 key = 1.5 0.9 -0.4312553 -0.4312553 key = 2.5 0.45 -0.5275364 -0.5275364 key = 3.5 0.1 0 0 } } MODULE { name = ModuleEnginesFX engineID = Cruise thrustVectorTransformName = thrustTransform exhaustDamage = False ignitionThreshold = 0.1 minThrust = 0 maxThrust = 150 heatProduction = 0 useEngineResponseTime = True engineAccelerationSpeed = 1 engineDecelerationSpeed = 1 fxOffset = 0, 0, 0.74 flameoutEffectName = flameout engageEffectName = engage disengageEffectName = disengage spoolEffectName = running_turbine engineSpoolIdle = 0.05 engineSpoolTime = 3.0 EngineType = Turbine PROPELLANT { name = IntakeAtm //ignoreForIsp = True ratio = 15 DrawGauge = True } PROPELLANT { name = ElectricCharge ratio = 22.06 DrawGauge = True } atmosphereCurve { key = 0 1000 0 0 } // Jet params atmChangeFlow = True useVelCurve = True useAtmCurve = True flameoutBar = 0.02 flowCapMult = 1.0 machLimit = 0.85 machHeatMult = 25 velCurve { key = 0 0.9 0 5 key = 0.1 1.2 1 2 key = 0.2 1.3 0 1.3 key = 0.3 1.3 0 0 key = 0.4 1.25 -1 0 key = 0.5 1 -3.8 -2 key = 0.6 0 3 0 key = 0.7 -0.1 1 0 } atmCurve { key = 0 0 0 0 key = 0.2 0.15 2 1.5 key = 0.4 0.55 2 2 key = 0.6 0.69 0.5 0.6 key = 0.8 0.8 1 1 key = 1 1 0 0 } } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 1 fxMax = 0.5 maxDistance = 30 falloff = 1 //2 thrustTransformName = thrustTransform } MODULE { name = ModuleAnimateGeneric animationName = Deploy startEventGUIName = Fold Rotors endEventGUIName = Unfold Rotors actionGUIName = Fold/Unfold Rotors } MODULE { name = WBIHoverController //We'll use the toolbar app button to control VTOL operations. guiVisible = false //How many m/sec to increase/decrease vertical speed per increment. verticalSpeedIncrements = 1.0 } MODULE { //This module handles mesh rotation operations such as an engine nacelle pivot. name = WBIRotationController //(Optional, defaults to Actuator) User-friendly name of the rotation controller. rotatorName = Actuator //(Optional, defaults to Engine) Group ID for the actuator. Allows you to differentiate //between the VTOL manager (which uses the Engine group), and, say, a robot arm manager. groupID = Engine //We'll use the toolbar app button to control VTOL operations. //(defaults to true, so we have the buttons in the right-click menu) guiVisible = false //Name of the pivot rotationMeshName = EnginePivot //Rotation axis of the pivot rotationMeshAxis = -1,0,0 //How fast to rotate the pivot rotationDegPerSec = 15 //Maximum rotation angle //From 0 to 360 degrees //Min --- Neutral (0) --- Max //NOTE: if maxRotateAngle & minRotateAngle are -1 (which is the default), //then the rotation pivot can go 360 degrees. maxRotateAngle = 90 //Minimum rotation angle (0 to 360 degrees) minRotateAngle = 0 //Can we rotate to minimum? //Ex: tilt-rotor can pivot up and forward and that's it. canRotateMin = false //Can we rotate to maximum? canRotateMax = true //Name of the rotate to maximum button (only applies if gui buttons are visible) rotateMaxName = Rotate Vertical //Name of the rotate to minimum button (only applies if gui buttons are visible) // rotateMinName = Rotate To Minimum //Name of the rotate to neutral button (only applies if gui buttons are visible) rotateNeutralName = Rotate Horizontal } //If you want to subscribe to the WBIRotationController's events, then //add this module AFTER you add WBIRotationController. Great for detecting when //the user toggles the mirror on an engine, for instance. MODULE { name = WBIPropSpinner //We'll use the toolbar app button to control propeller operations. guiVisible = false //Name of the non-blurred rotor //The whole thing spins //Your hierarchy should have: //Rotor //---Hub: gets spun even when blades are blurred. //---Standard Blades (Optional): spun along with the hub //---Mirrored Blades (Optional): spun along with the hub rotorTransformName = Rotor //(Optional) To properly mirror the engine, these parameters specify //the standard and mirrored (symmetrical) rotor blade transforms. //If included, they MUST be child meshes of the mesh specified by rotorTransformName. standardBladesName = RotorBlades mirrorBladesName = RotorBladesMirrored //Rotations per minute for the non-blurred rotor rotorRPM = 30 //How fast to spin the rotor when blurred; multiply rotorRPM by blurredRotorFactor //When rotors are blurred, the hub is not; it's spun at high speed. blurredRotorFactor = 4.0 //How fast to spool up to RPM rotorSpoolTime = 3.0 //Rotation axis for both the non-blurred rotor and the blurred rotor rotorRotationAxis = 0,0,1 //(Optional) Name of the blurred rotor //Blurred rotors should NOT be part of the Rotor hierarchy. //For the tilt-rotor, they are a child of EnginePivot. blurredRotorName = BlurredRotor //How fast to spin the blurred rotor blurredRotorRPM = 6 //At what percentage of thrust to switch to the blurred rotor/mesh rotor. minThrustRotorBlur = 20 } MODULE { name = ModuleAlternator outputName = Compressor Output outputUnits = CG/s RESOURCE { name = CompressedAtmosphere rate = 5.0 } } MODULE { name = ModuleReactionWheel PitchTorque = 15 YawTorque = 15 RollTorque = 15 torqueResponseSpeed = 15 RESOURCE { name = ElectricCharge rate = 0.45 } } RESOURCE { name = IntakeAtm amount = 75 maxAmount = 75 } RESOURCE { name = CompressedAtmosphere amount = 15 maxAmount = 15 } MODULE { name = ModuleTestSubject useStaging = True useEvent = True situationMask = 15 CONSTRAINT { type = OXYGEN value = True } CONSTRAINT { type = SPEEDENV test = LT value = 200 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 100 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 100 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 50 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 50 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 20 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 300 situationMask = 8 } CONSTRAINT { type = SPEED test = GT value = 50 situationMask = 8 } CONSTRAINT { type = DENSITY test = GT value = 0.3 situationMask = 8 prestige = Trivial } CONSTRAINT { type = DENSITY test = GT value = 0.1 situationMask = 8 prestige = Significant } CONSTRAINT { type = DENSITY test = GT value = 0.05 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 500 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 1000 prestige = Exceptional } CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } } EFFECTS { running_thrust { AUDIO { channel = Ship clip = sound_jet_deep volume = 0.0 0.0 volume = 0.05 0.4 volume = 1.0 1.0 pitch = 0.0 0.6 pitch = 1.0 1.0 loop = true } } running_turbine { AUDIO { channel = Ship clip = WildBlueIndustries/Buffalo2/FX/OspreyRotorsJet volume = 0.0 0.0 volume = 0.05 0.7 volume = 1.0 1.0 pitch = 0.0 0.4 pitch = 0.05 0.5 pitch = 1.0 1.0 loop = true } } engage { AUDIO { channel = Ship clip = WildBlueIndustries/Buffalo2/FX/OspreyStart volume = 1.0 pitch = 2.0 loop = false } } disengage { AUDIO { channel = Ship clip = WildBlueIndustries/Buffalo2/FX/OspreyStop volume = 1.0 pitch = 2.0 loop = false } } flameout { AUDIO { channel = Ship clip = WildBlueIndustries/Buffalo2/FX/OspreyStop volume = 1.0 pitch = 2.0 loop = false } } } } Quote Link to comment Share on other sites More sharing options...
TruthfulGnome Posted September 12, 2022 Share Posted September 12, 2022 Will you make the JAXA/Toyota Lunar Cruiser? Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted September 13, 2022 Author Share Posted September 13, 2022 4 hours ago, Manul said: Yes, it's this simple. (the example uses IntakeAtm because I have CRP installed) Reveal hidden contents PART:NEEDS[WildBlueIndustries/001KerbalActuators] { name = wbiSize1TiltRotorE module = Part author = Angel-125 MODEL { model = WildBlueIndustries/Buffalo2/Parts/Engine/tiltRotor/tiltRotor } rescaleFactor = 1 // mirrorRefAxis = 0, 1, 0 node_attach = 0.0, 0.0, 0.0, 1, 0, 0 TechRequired = advAerodynamics entryCost = 40000 cost = 1400 category = Engine subcategory = 0 title = ER-22 "Lightning" Tiltrotor Electroprop manufacturer = Wild Blue Industries description = #LOC_BUFFALO_size1TiltRotorDesc // The tiltrotor engine is great for VTOL aircraft. It can pivot upwards, forwards, and backwards as needed. Its powerful motors allow for fast response to throttle commands. Best of all, the prop-rotors can be folded up for compact storage. attachRules = 0,1,1,1,0 mass = 1.5 heatConductivity = 0.06 // half default skinInternalConductionMult = 4.0 emissiveConstant = 0.8 // engine nozzles are good at radiating. dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 2000 // = 3600 bulkheadProfiles = size1 tags = aircraft tiltrotor plane propuls reverse (osprey MODULE { name = ModuleResourceIntake resourceName = IntakeAtm checkForOxygen = false area = 0.2 intakeSpeed = 50 intakeTransformName = Intake machCurve { key = 1 1 0 0 key = 1.5 0.9 -0.4312553 -0.4312553 key = 2.5 0.45 -0.5275364 -0.5275364 key = 3.5 0.1 0 0 } } MODULE { name = ModuleEnginesFX engineID = Cruise thrustVectorTransformName = thrustTransform exhaustDamage = False ignitionThreshold = 0.1 minThrust = 0 maxThrust = 150 heatProduction = 0 useEngineResponseTime = True engineAccelerationSpeed = 1 engineDecelerationSpeed = 1 fxOffset = 0, 0, 0.74 flameoutEffectName = flameout engageEffectName = engage disengageEffectName = disengage spoolEffectName = running_turbine engineSpoolIdle = 0.05 engineSpoolTime = 3.0 EngineType = Turbine PROPELLANT { name = IntakeAtm //ignoreForIsp = True ratio = 15 DrawGauge = True } PROPELLANT { name = ElectricCharge ratio = 22.06 DrawGauge = True } atmosphereCurve { key = 0 1000 0 0 } // Jet params atmChangeFlow = True useVelCurve = True useAtmCurve = True flameoutBar = 0.02 flowCapMult = 1.0 machLimit = 0.85 machHeatMult = 25 velCurve { key = 0 0.9 0 5 key = 0.1 1.2 1 2 key = 0.2 1.3 0 1.3 key = 0.3 1.3 0 0 key = 0.4 1.25 -1 0 key = 0.5 1 -3.8 -2 key = 0.6 0 3 0 key = 0.7 -0.1 1 0 } atmCurve { key = 0 0 0 0 key = 0.2 0.15 2 1.5 key = 0.4 0.55 2 2 key = 0.6 0.69 0.5 0.6 key = 0.8 0.8 1 1 key = 1 1 0 0 } } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 1 fxMax = 0.5 maxDistance = 30 falloff = 1 //2 thrustTransformName = thrustTransform } MODULE { name = ModuleAnimateGeneric animationName = Deploy startEventGUIName = Fold Rotors endEventGUIName = Unfold Rotors actionGUIName = Fold/Unfold Rotors } MODULE { name = WBIHoverController //We'll use the toolbar app button to control VTOL operations. guiVisible = false //How many m/sec to increase/decrease vertical speed per increment. verticalSpeedIncrements = 1.0 } MODULE { //This module handles mesh rotation operations such as an engine nacelle pivot. name = WBIRotationController //(Optional, defaults to Actuator) User-friendly name of the rotation controller. rotatorName = Actuator //(Optional, defaults to Engine) Group ID for the actuator. Allows you to differentiate //between the VTOL manager (which uses the Engine group), and, say, a robot arm manager. groupID = Engine //We'll use the toolbar app button to control VTOL operations. //(defaults to true, so we have the buttons in the right-click menu) guiVisible = false //Name of the pivot rotationMeshName = EnginePivot //Rotation axis of the pivot rotationMeshAxis = -1,0,0 //How fast to rotate the pivot rotationDegPerSec = 15 //Maximum rotation angle //From 0 to 360 degrees //Min --- Neutral (0) --- Max //NOTE: if maxRotateAngle & minRotateAngle are -1 (which is the default), //then the rotation pivot can go 360 degrees. maxRotateAngle = 90 //Minimum rotation angle (0 to 360 degrees) minRotateAngle = 0 //Can we rotate to minimum? //Ex: tilt-rotor can pivot up and forward and that's it. canRotateMin = false //Can we rotate to maximum? canRotateMax = true //Name of the rotate to maximum button (only applies if gui buttons are visible) rotateMaxName = Rotate Vertical //Name of the rotate to minimum button (only applies if gui buttons are visible) // rotateMinName = Rotate To Minimum //Name of the rotate to neutral button (only applies if gui buttons are visible) rotateNeutralName = Rotate Horizontal } //If you want to subscribe to the WBIRotationController's events, then //add this module AFTER you add WBIRotationController. Great for detecting when //the user toggles the mirror on an engine, for instance. MODULE { name = WBIPropSpinner //We'll use the toolbar app button to control propeller operations. guiVisible = false //Name of the non-blurred rotor //The whole thing spins //Your hierarchy should have: //Rotor //---Hub: gets spun even when blades are blurred. //---Standard Blades (Optional): spun along with the hub //---Mirrored Blades (Optional): spun along with the hub rotorTransformName = Rotor //(Optional) To properly mirror the engine, these parameters specify //the standard and mirrored (symmetrical) rotor blade transforms. //If included, they MUST be child meshes of the mesh specified by rotorTransformName. standardBladesName = RotorBlades mirrorBladesName = RotorBladesMirrored //Rotations per minute for the non-blurred rotor rotorRPM = 30 //How fast to spin the rotor when blurred; multiply rotorRPM by blurredRotorFactor //When rotors are blurred, the hub is not; it's spun at high speed. blurredRotorFactor = 4.0 //How fast to spool up to RPM rotorSpoolTime = 3.0 //Rotation axis for both the non-blurred rotor and the blurred rotor rotorRotationAxis = 0,0,1 //(Optional) Name of the blurred rotor //Blurred rotors should NOT be part of the Rotor hierarchy. //For the tilt-rotor, they are a child of EnginePivot. blurredRotorName = BlurredRotor //How fast to spin the blurred rotor blurredRotorRPM = 6 //At what percentage of thrust to switch to the blurred rotor/mesh rotor. minThrustRotorBlur = 20 } MODULE { name = ModuleAlternator outputName = Compressor Output outputUnits = CG/s RESOURCE { name = CompressedAtmosphere rate = 5.0 } } MODULE { name = ModuleReactionWheel PitchTorque = 15 YawTorque = 15 RollTorque = 15 torqueResponseSpeed = 15 RESOURCE { name = ElectricCharge rate = 0.45 } } RESOURCE { name = IntakeAtm amount = 75 maxAmount = 75 } RESOURCE { name = CompressedAtmosphere amount = 15 maxAmount = 15 } MODULE { name = ModuleTestSubject useStaging = True useEvent = True situationMask = 15 CONSTRAINT { type = OXYGEN value = True } CONSTRAINT { type = SPEEDENV test = LT value = 200 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 100 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 100 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 50 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 50 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 20 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 300 situationMask = 8 } CONSTRAINT { type = SPEED test = GT value = 50 situationMask = 8 } CONSTRAINT { type = DENSITY test = GT value = 0.3 situationMask = 8 prestige = Trivial } CONSTRAINT { type = DENSITY test = GT value = 0.1 situationMask = 8 prestige = Significant } CONSTRAINT { type = DENSITY test = GT value = 0.05 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 500 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 1000 prestige = Exceptional } CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } } EFFECTS { running_thrust { AUDIO { channel = Ship clip = sound_jet_deep volume = 0.0 0.0 volume = 0.05 0.4 volume = 1.0 1.0 pitch = 0.0 0.6 pitch = 1.0 1.0 loop = true } } running_turbine { AUDIO { channel = Ship clip = WildBlueIndustries/Buffalo2/FX/OspreyRotorsJet volume = 0.0 0.0 volume = 0.05 0.7 volume = 1.0 1.0 pitch = 0.0 0.4 pitch = 0.05 0.5 pitch = 1.0 1.0 loop = true } } engage { AUDIO { channel = Ship clip = WildBlueIndustries/Buffalo2/FX/OspreyStart volume = 1.0 pitch = 2.0 loop = false } } disengage { AUDIO { channel = Ship clip = WildBlueIndustries/Buffalo2/FX/OspreyStop volume = 1.0 pitch = 2.0 loop = false } } flameout { AUDIO { channel = Ship clip = WildBlueIndustries/Buffalo2/FX/OspreyStop volume = 1.0 pitch = 2.0 loop = false } } } } Well what do you know, it works, ROFL! Thanks for pointing that out. Today I reworked the tilt-rotors. The TR-22 and TR-44 have been renamed "Thunderbolt" and "Lightning Storm" respectively to reflect that they are now dual-mode engines with a Jet Turbine mode and Electric Motor mode. Plus, I textured the Rover and Flatbed cargo bays. You can find the latest pre-release here. Additionally, I've updated Kerbal Actuators. I've organized the hover controller, prop spinner, and actuator controls into their own groups- PAW groups didn't exist when I made Kerbal Actuators. And since I know people will complain that they can't use the helicopter parts and will forget to download Kerbal Actuators, it's now a requirement and part of the installation. 5 hours ago, TruthfulGnome said: Will you make the JAXA/Toyota Lunar Cruiser? No. Perhaps someone else will though. Quote Link to comment Share on other sites More sharing options...
Ooglak Kerman Posted September 13, 2022 Share Posted September 13, 2022 9 hours ago, Angel-125 said: Well what do you know, it works, ROFL! Thanks for pointing that out. Today I reworked the tilt-rotors. The TR-22 and TR-44 have been renamed "Thunderbolt" and "Lightning Storm" respectively to reflect that they are now dual-mode engines with a Jet Turbine mode and Electric Motor mode. Plus, I textured the Rover and Flatbed cargo bays. You can find the latest pre-release here. So there was laughing to be had then. Excellent! Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted September 13, 2022 Author Share Posted September 13, 2022 Quote Link to comment Share on other sites More sharing options...
Rutabaga22 Posted September 13, 2022 Share Posted September 13, 2022 2 minutes ago, Angel-125 said: will you provide a craft file for this helicopter you've been using when get to the chopper is released? Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted September 13, 2022 Author Share Posted September 13, 2022 5 minutes ago, Rutabaga22 said: will you provide a craft file for this helicopter you've been using when get to the chopper is released? Yeah, I'll include it. It was definitely worth making the Choppah cockpit variant and include updated versions of the wings and tilt-rotors. I'm having fun with Da Choppah. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted September 14, 2022 Author Share Posted September 14, 2022 Buffalo 2 v1.1: GET TO DA CHOPPAH! Get it here. New Parts - TR-22 "Thunderbolt" Tiltrotor: Requires Kerbal Actuators (included) - TR-44 "Lightning Storm" Tiltrotor: Requires Kerbal Actuators (included) - Air Blast RCS Thruster: This RCS thruster runs on Atmosphere, allowing it to be used on any world with... wait for it... an atmosphere. - Buffalo Wing Type 1: Holds a small amount of LiquidFuel - Buffalo Wing Type 2: Holds a small amount of LiquidFuel - Buffalo Wing Type 3: Holds a small amount of LiquidFuel - Buffalo Wing Type 4: Holds a small amount of LiquidFuel - Buffalo Canard Type 1 - Buffalo Canard Type 2 - Buffalo Elevon Type 1 - Buffalo Winglets: Designed as a mounting point for landing gear. - Buffalo Wing Root: Holds a small amount of LiquidFuel. Can rotate if DockRotate is installed. - B2 Inline Ballast Tank: An inline ballast tank for submarines. Requires SunkWorks. - B2 Cargo Bay: Offers several different styles including Rover, Station, and Flatbed, optional endcaps, and optional cargo bay door styles. - B2 Cargo Bay (Short): Offers several different styles including Rover, Station, and Flatbed, optional endcaps, and optional cargo bay door styles. - LY-5 Mini Landing Gear: sub-scale version of the stock LY-10 Small Landing Gear. Quote Link to comment Share on other sites More sharing options...
Rutabaga22 Posted September 14, 2022 Share Posted September 14, 2022 HEck yeah! Very nice update. Quote Link to comment Share on other sites More sharing options...
Rutabaga22 Posted September 15, 2022 Share Posted September 15, 2022 Da choppah.craft, never seen anything more beautiful. Quote Link to comment Share on other sites More sharing options...
Rutabaga22 Posted September 15, 2022 Share Posted September 15, 2022 The cargo bay doors look all glitchy for some reason. First *Successful* Flight of DA CHOPPA! This with Parallax 2.0 is the ultimate way to explore kerbin. Quote Link to comment Share on other sites More sharing options...
Rutabaga22 Posted September 15, 2022 Share Posted September 15, 2022 And.... bum bada bum! It exploded on landing. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted September 15, 2022 Author Share Posted September 15, 2022 34 minutes ago, Rutabaga22 said: The cargo bay doors look all glitchy for some reason. This with Parallax 2.0 is the ultimate way to explore kerbin. Be sure to install the WildBlueCore that comes with the mod. You can also find it here. I hope Parallax 2 is JNSQ compatible soon! Quote Link to comment Share on other sites More sharing options...
Ooglak Kerman Posted September 15, 2022 Share Posted September 15, 2022 I installed that distro of Buffalo 2 and when I went to load up Da Choppah, the game complained about a lot of mods missing. It still loaded and flew though. I don't have Sunkworks or DockRotate though. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted September 15, 2022 Author Share Posted September 15, 2022 27 minutes ago, Ooglak Kerman said: I installed that distro of Buffalo 2 and when I went to load up Da Choppah, the game complained about a lot of mods missing. It still loaded and flew though. I don't have Sunkworks or DockRotate though. That's probably because other mods add part modules. My dev install isn't super clean. Did you have the same issues with the cargo bay as @Rutabaga22? Quote Link to comment Share on other sites More sharing options...
Ooglak Kerman Posted September 15, 2022 Share Posted September 15, 2022 1 minute ago, Angel-125 said: That's probably because other mods add part modules. My dev install isn't super clean. Did you have the same issues with the cargo bay as @Rutabaga22? I've not tested that yet. Doing some catch-up and house cleaning on my production game. I'll know here in just a few though. I get that. It's tough to keep a dev install nice and clean. Quote Link to comment Share on other sites More sharing options...
Ooglak Kerman Posted September 15, 2022 Share Posted September 15, 2022 (edited) Nope. Not seeing the issue with the door window that @Rutabaga22 is experiencing. Recall that I was having that sort of issue with a couple of the Buffalo 2 parts. @Rutabaga22 I recommend that you delete the Buffalo2, 00WildblueCore, and 001KerbalActuators directories from your game and reimport them from the distro. I've found that just copying over can have unfortunate side-effects associated with left-over bits and pieces from previous. I built out action groups and Da Choppah flies much better. You sure gotta fly the thing. I need to get a good joystick rather than dinking with the keyboard to fly it. @Angel-125 you did a good job with the sound of it. Not dead on with a V-22 but pretty close. Closer to a UH-1 actually. Enough that it was... well... memorable. Edit: Whoo... survivability in even a minor crash is... low Edited September 15, 2022 by Ooglak Kerman Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted September 15, 2022 Author Share Posted September 15, 2022 16 minutes ago, Ooglak Kerman said: Nope. Not seeing the issue with the door window that @Rutabaga22 is experiencing. Recall that I was having that sort of issue with a couple of the Buffalo 2 parts. @Rutabaga22 I recommend that you delete the Buffalo2, 00WildblueCore, and 001KerbalActuators directories from your game and reimport them from the distro. I've found that just copying over can have unfortunate side-effects associated with left-over bits and pieces from previous. I built out action groups and Da Choppah flies much better. You sure gotta fly the thing. I need to get a good joystick rather than dinking with the keyboard to fly it. @Angel-125 you did a good job with the sound of it. Not dead on with a V-22 but pretty close. Closer to a UH-1 actually. Enough that it was... well... memorable. Thanks! Regarding the sound, it was hard to find a steady, consistent sound clip of the V-22, but the original sound sample was taken from one and I tweaked it. I also mixed in some Harrier jump jet noise for the turbine. When in Electric Motor mode, you won't (or shouldn't) hear the jet turbine... Quote Link to comment Share on other sites More sharing options...
Manul Posted September 15, 2022 Share Posted September 15, 2022 3 hours ago, Rutabaga22 said: This with Parallax 2.0 is the ultimate way to explore kerbin. 3 hours ago, Rutabaga22 said: And.... bum bada bum! It exploded on landing. Johnny! They are in the trees! Quote Link to comment Share on other sites More sharing options...
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