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Firespitter propeller plane and helicopter parts v7.1 (May 5th) for KSP 1.0


Snjo

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There is lot of parts that have "wrong" colision boxes on part meshes. Colision boxes are the one that FAR use when do voxelization thing.

I found several FS parts that does not work well with FAR due to wrong voxelization.

You can check suspisious parts in SPH/VAB by placing those on craft and turning on voxelization debug to find out. It is quite tedious job just to check each part in SPH/VAB, so if you can pinpoint problematic parts it will certainly help developers to solve those voxelization bugs sooner.

We just have to be patient until next FS version is released, or just play with stock aero until everything work properly with FAR.

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Ok, so I know the answer. FSairBrake is indeed broken in the way I found above, but also ferram hasn't implemented his own airbrake simulation yet, so for now he detects parts that are using the stock airbrake system and lets them do their thing. So the stock airbrakes will work in FAR, but not the firespitter ones unless the collision mesh thing is fixed as kcs123 mentioned. OR, as I am going to do, one could go into the firespitter airbrake part config file and replace the MODULE section with that of the stock airbrake system for now. I like the size and shape of the firespitter ones asthetically/practically, and incremental deployability isn't that huge a loss for now.

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I built several multi rotor and tilt rotor aircraft with mirrored helicopter rotors. When I open a tweakable menu for any of the rotors, the tweakable will become stuck and cause a crazy amount of lag. I then need to exit and re enter the SPH to make adjustments to the other rotors. Also does anyone know how to keep the rotor max RPM set to max? I set the rpm in the SPH and when launched it defaults to 600 rpm which then needs to be set to 1000. Now I am using Win 7 x64 this could be an issue with just that, just curious if anyone else if having issues like these.

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I built several multi rotor and tilt rotor aircraft with mirrored helicopter rotors. When I open a tweakable menu for any of the rotors, the tweakable will become stuck and cause a crazy amount of lag. I then need to exit and re enter the SPH to make adjustments to the other rotors. Also does anyone know how to keep the rotor max RPM set to max? I set the rpm in the SPH and when launched it defaults to 600 rpm which then needs to be set to 1000. Now I am using Win 7 x64 this could be an issue with just that, just curious if anyone else if having issues like these.

same problem with adjustable landing gear by bahamotoD. seems to be the stock scaling bars doing it. also if you mirror more than one rotor then your obviously increasing the lag.

what i usualy do is edit 1 rotor first then mirrior it. it's worked for me and it only lags a tiny bit....

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Yup that's what I try to do but I was working on balancing an 70 ton quad :) lots and lots of tweaking till I got it right. Wound up cfg bashing a separate helicopter rotor to have a reaction wheel with 80 tourqe and increased lift Really helped a lot with super heavy and scale looking crafts like the osprey and the V-280.

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I'm having some slight Waterlaunching problems, when i use the waterlaunching system on, well, anything, it explodes my craft into pieces upon launch

Do you have Kerbal Konstructs installed? That and firespitter's water launch system conflict in nasty ways. Either remove KK in order to use the waterlaunch system, or don't use the waterlaunch system if you want to keep KK.

I've never been able to fix this problem.

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I have one issue, when I builded bi-plane or jet(I tried smth like MiG-17), it works perfectly, but when I tried build with B-17 and jet(mustang) parts it instantly crashed down into runway after loading of physics...I can't even start engines, r-click on modules, it just boom without any reason....

Then I tried many combinations, put on it stock modules, etc...but nothing helps...here's last try with stock fuel modules...

KM8BIur.jpg

TeJDBMt.jpg

I tried add many struts too...but not better... Any ideas?

Second thing is how put off input visualizer...it annoying when testing planes above KSC. :D

Of course....KSP version 1.0.2

Firespitter 7.1.3

And log from mission will be here in a minute. :D

QvCv8K9.jpg

Zedou3V.jpg

+ how do here spoilers please? :D

Edited by Toonu
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I have one issue, when I builded bi-plane or jet(I tried smth like MiG-17), it works perfectly, but when I tried build with B-17 and jet(mustang) parts it instantly crashed down into runway after loading of physics...I can't even start engines, r-click on modules, it just boom without any reason....

Then I tried many combinations, put on it stock modules, etc...but nothing helps...here's last try with stock fuel modules...

http://i.imgur.com/KM8BIur.jpg

http://i.imgur.com/TeJDBMt.jpg

I tried add many struts too...but not better... Any ideas?

Second thing is how put off input visualizer...it annoying when testing planes above KSC. :D

Of course....KSP version 1.0.2

Firespitter 7.1.3

And log from mission will be here in a minute. :D

http://i.imgur.com/QvCv8K9.jpg

http://i.imgur.com/Zedou3V.jpg

+ how do here spoilers please? :D

The crashing and exploding immediately I'm not positive on, but try non firespitter landing gear to see if the gear is simply falling through the runway. Also is your COM between all the wheals? Is the plane falling flat or is it tilting before it explodes?

And lastly, I see BD Armory and Spanners Boomstick parts on your bomber. I assume there are bombs in the bomb bay? I built a B-2 and the first Time I launched it, it would also immediately explode. I found my issue was bombs where too close together / overlapping and the initial drop when loaded would cause the bombs to collide with the planes internals and explode. - Try it without bombs

The input visualizer can be turned off by adding "//"" infront of the module for the part with the visualizer as an example the helicopter rotor

// input visualizer for video demos. Disable for Release
MODULE
[COLOR=#ff0000]//[/COLOR]{

name = FSinputVisualizer

[COLOR=#ff0000]//[/COLOR]}

Edited by V8jester
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Bombs weren't on board...it was first...try... :D

Other gears crash too...COM is good, I know this plane things. :)

It is tilting a big...but not much...it is falling more flat than tilting...

I hate to say it but try updating to 1.0.4 fresh install and carry over all your saves

Will this version work with v1.0.4?

I've waited until now to play the latest version n the hopes that most of my mods would be updated!

yes I run 1.0.4 and Firespitter with no issues

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Umm...I tried only reinstall firespitter on 1.0.2 ...and it is ok...only issue now is bad wheels... :D Plane go from runway at take off :D...it s weird..I have wheels alligned good and straight......

And wings are a bit weird too...plane can't takeoff before end of runway. :D

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Okay, so my copy of KSP is continually telling me that this plugin is not compatible with version 1.0.2. I've uninstalled and reinstalled it a couple of times now, making sure that it's the most up-to-date copy I could find, and it's pretty frustrating because other mods I have installed are hopelessly dependent on this mod in order to be efficiently used.

Please send help.

Edit: I posted this as my game was loading, after it told me that the plugin was incompatible, but now, playing the game, the parts are appearing, and the mods are working, so I am baffled.

Edited by Rithaniel
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Okay, so my copy of KSP is continually telling me that this plugin is not compatible with version 1.0.2. I've uninstalled and reinstalled it a couple of times now, making sure that it's the most up-to-date copy I could find, and it's pretty frustrating because other mods I have installed are hopelessly dependent on this mod in order to be efficiently used.

Please send help.

Edit: I posted this as my game was loading, after it told me that the plugin was incompatible, but now, playing the game, the parts are appearing, and the mods are working, so I am baffled.

What version of FS are you currently using? Also are you possibly overwriting the FS plugin with other mods like B9?

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Well, if the version on kerbalstuff linked in the OP is 7.1, then 7.1. Also, I have a few mods, but not B9. Though, if I were overwriting another mod's version, wouldn't those mods work when this wasn't installed? (They weren't before, but they are now, for the record.)

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Sounds like you got it. Basically you want the most recent plugin available. Usually mode with dependencies will have an older version of secondary mods. For instance B9 is a large scale mod with multiple mods put together. One of the mods in B9 is FS. And for a time it had an old version of FS which is up to date as of now in the dev version. So what you want to avoid is, installing a new version of FS then installing another mod with an outdated version of FS and overwriting the plugin. Doesn't sound like you did.

Edit

And just to be sure - the current version on kerbalstuff is 7.1.4. That's the one that's compatible with 1.0.4

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I have modded for a larger variety of games, but the Unity pipeline for KSP with the PartTools must be the first time it simply just worked on the first try...well, almost: I messed up the scaling, but that originated in the conversion horrors from Blender to 3ds Max to Unity to KSP, I guess.Though I'm not sure how I managed to get it to exactly 50% of the desired scale...

Precisely placing attachment nodes seems to be an art in itself using the old method...very tiring trial&error approach...there seems to be a new way to do it using nodes in the model, but apparently that's still buggy, I read?

http://imgur.com/a/WGbSf

I wanted to do the exhaust pipes as an open "tube" with a simple double-sided mesh, but I cannot figure out how to achieve that in Unity with the KSP shaders. Googling tells me that doublesided textures requires a custom shader to be written (mostly the "Cull:Off" toggle is important), but we have to stick with KSP's default shaders, right? I decided now on giving them some fake depth using the usual inverse cone approach, but I'm still curious.

I think the part is about done. Some cfg-tuning might be needed to get it better in line with the other parts. Currently it simply uses the parameters of the FS Oblong Intake (which is intended for jets) , maybe they're a bit too powerful for the prop engines? Then again the intake is about the same size, despite the prop mount.

I tested it on some single- and multi engine fighters and it runs nicely.

Feel free to give it a try yourself, guys:

Download, then unpack to your GameData folder. Doesn't overwrite anything..

try making a tube with wall thickness

- - - Updated - - -

CAN ANY OF YOU GUYS TELL ME WHAT I NEED TO NAME MY UNITY PARTS TO GET THE MOD TO WORK ITS DRIVING ME NUTS TO MAKE A PROPPELLER

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Hey this might be a bit of a stupid question but is there a way to change the value for how fast you can go in water with the floats? I was messing around with making boats but can only go 125m/s as that is the cap, is there an easy way to change this?

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