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


Snjo

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after comparing the part.cfg's of the firespitter vtol engines with the b9 vtol engines I decided to delete

"startinverted=true

steeringdirection=-1"

from the b9 cfg's and add:

"invertYaw=True"

pitch and roll now work perfectly, but with invert yaw set to true engines on bot sides rotate the same direction for yaw which makes it useless. if i set invertYaw to false then the yaw steering works but is backwards. Anyways, this should work fine now, I'll just have to disable yaw steering.

I should probably mention that I'm using the version of firespitter.dll that is included in the pre-release posted on the front page.

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A heads up to all you gun nuts. You should take a look at this thread for updates on InfiniteDice's weapons. I know he's been working hard on it, cause he's been chatting my ear off about it for the last six months!

It's not out just yet, but knowing how picky he is, the fact that he wants to show it off is very promising :)

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Looks like they'd make a nice addition to a few of the planes I routinely build and fly. And of course, in my Insane Planes Division, I'd have to see if I could repurpose some into a propulsion device... Would only be slightly more insane than my entirely sepratron-propelled airliner...

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A heads up to all you gun nuts. You should take a look at this thread for updates on InfiniteDice's weapons. I know he's been working hard on it, cause he's been chatting my ear off about it for the last six months!

It's not out just yet, but knowing how picky he is, the fact that he wants to show it off is very promising :)

That would be perfect to have on bombers on the back

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v6.1.1

Download

-Fixed some FAR Values. Included two example craft re-tweaked for FAR.

-A surprise

Your work still looks amazing! I was giving the Sopwith Camel a spin with FAR (and using the FAR version of the example plane in 6.1.1) and couldn't seem to manage a level take-off. Eventually realized that the lift wasn't centered causing a roll as soon as enough lift was generated.

Narrowed it down to the FS4WC Biplane Wing Center. In stock the lift on that part is correctly centered. With FAR, something seems to cause the lift to be very off-center. Thought you'd like to know. Let me know if you'd like any pictures, video, logs, or a tester for this, or other FAR + FS, issue(s).

Thanks again for the great planes! They're a ton of fun!

-Talon

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Hrrrmmm....Snjo, are the Lancaster engines supposed to be highly fiddly to attach properly? Because for the life of me I can't get the nacelles to fit into the wing. They always want to attach the very top of the engine nacelle to the wing instead, leading to impossibly unstable aircraft.

Also, I'm uploading a video pertinent to this thread. Made a small monoplane fighter around the biplane parts and radial engine, armed it with a modified(RE: Shrunk) GAU-19 minigun, and went strafing things around the space center.

Edit: Vid's up!

Edited by Kenobi McCormick
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Your work still looks amazing! I was giving the Sopwith Camel a spin with FAR (and using the FAR version of the example plane in 6.1.1) and couldn't seem to manage a level take-off. Eventually realized that the lift wasn't centered causing a roll as soon as enough lift was generated.

Narrowed it down to the FS4WC Biplane Wing Center. In stock the lift on that part is correctly centered. With FAR, something seems to cause the lift to be very off-center. Thought you'd like to know. Let me know if you'd like any pictures, video, logs, or a tester for this, or other FAR + FS, issue(s).

Thanks again for the great planes! They're a ton of fun!

-Talon

Yeah, I see the offset too. I guess it calculates the lift location in some odd way because the surface attach point is no on the wing, but below it...

If I can't find a way around it, I will just have to remove lift from that part, making it just a strut in FAR.

Hrrrmmm....Snjo, are the Lancaster engines supposed to be highly fiddly to attach properly? Because for the life of me I can't get the nacelles to fit into the wing. They always want to attach the very top of the engine nacelle to the wing instead, leading to impossibly unstable aircraft.

Also, I'm uploading a video pertinent to this thread. Made a small monoplane fighter around the biplane parts and radial engine, armed it with a modified(RE: Shrunk) GAU-19 minigun, and went strafing things around the space center.

Edit: Vid's up!

Nice shooting!

The lanc engine is not supposed to be fiddly, no, but the attach point is set up so the engine will hang below and stick out from the wing. It's behind the yellowish shield on the top of the engine, and meant to stick a bit into the wing.

Look at some Avro Lancaster pitctures and you will see how they are different than engines mounted at the vertical center of the wing. (It's supposed to be better for air flow, not that it matters in KSP)

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Nice shooting!

Thanks. Those miniguns are pretty tricky to aim right. No crosshair, bullet drop that would embarrass a mortar...heh. I still have some tinkering to do with the ballistics on the small guns, but that's more something to chat DYJ up since he made the thing.

It's also worth mentioning that no kerbals were harmed in the making of that video. At least, not physically. Financially, perhaps, Jeb did kind of blow up two perfectly functional spaceplanes and a perfectly functional Kerbal X rocket, but they were all unmanned.

The lanc engine is not supposed to be fiddly, no, but the attach point is set up so the engine will hang below and stick out from the wing. It's behind the yellowish shield on the top of the engine, and meant to stick a bit into the wing.

Look at some Avro Lancaster pitctures and you will see how they are different than engines mounted at the vertical center of the wing. (It's supposed to be better for air flow, not that it matters in KSP)

Aaaah. Guess that's why making a low-wing bomber with those engines is nigh impossible, then. I'll see about building a high-wing bomber around them next time, should work then.

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lolololololol ok. :P

Edit: Huh. Oblong fuselage bits make great WW1 and WW2 era biplanes. They also make a damn snazzy tracked tractor!

WVA7Ehs.jpg

I also got the lanc motors working nicely. Six of them on an absolutely massive bomber. Used PWing on it. Ended up weighing just 17 tons empty and can carry an entire orange tank...barely...Gonna maybe make a video of that big brute doing something in the coming days.

Edited by Kenobi McCormick
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New pre-release

Download

v6.2

-Landing gear tires bump, screech and smoke when touching down, and have rolling and retract sounds.

-Scaled f-86 wing lift back to 72%, which should be around the realistic lift amount (still more than stock lift)

-Subtle braking sound.

-Fixed some old tail gear scaling and floating point error rendering issues (Scale has changed a little bit)

-Support for part effects (sounds etc) in the animation module.

-Shrunk some sound files (but added a few more).

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Do you plan on adding a raised bomber tail?

Do you mean the fuselage shape, or the tail control surface layout (like H or T configuration elevators and rudders)

The short answer is, I'm gonna be making Avro Lancaster parts with flat sided 3m sections, including slightly tapered tail, the bottom being raised, towards a level top. It holds an H set made of two flat elevators holding oval rudders.

I've got the drawings and literature in place, but I'm still working on updating the old stuff a bit.

Edited by Snjo
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oh god yes.

http://ww2db.com/images/air_catalina9.jpg

the catalina is one of my favorite aircraft and i would kill to have one in-game

Yours seems to have an extra gunnery cupola in the nose.

Here it is from another angle:

pby-catalina-flying-boat.jpg

The center body could be approximated with the existing C7 Mk III tank, but we'd need a custom water-landing tolerant cockpit nose and that wacky tail spar with the giant glass domes. The Firespitter bomber wings would probably be fine but they'd need a large hardpoint to attach to, and the wheels demand yet another creative solution too.

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I can kinda agree with some under-fuselage floatation parts. I've made a couple long-distance planes where I'd enjoy being able to land on water and not need to dangle floatation pods under it.

Could also prove useful with spaceplanes that can't quite fly far enough to get to land on de-orbit. Might lose a wing but the kerbal would be fine.

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Yours seems to have an extra gunnery cupola in the nose.

Here it is from another angle:

http://www.airpowerworld.info/other-military-aircraft/pby-catalina-flying-boat.jpg

The center body could be approximated with the existing C7 Mk III tank, but we'd need a custom water-landing tolerant cockpit nose and that wacky tail spar with the giant glass domes. The Firespitter bomber wings would probably be fine but they'd need a large hardpoint to attach to, and the wheels demand yet another creative solution too.

holy cow that's a beautiful plane, and if KSP could have water landing aircraft like the one depicted here, it'd be amazing, i'm assuming it would have to have a very high crash tolerance though.

i've found it possible to drive into water at about 30m/s but thats via driving into the water so i didnt have a vertical velocity included into my horizontal. maybe we'd have to just try and land slower than we normally do, or find the way to have parts accept a 70m/s impact horizontally with a probable 10m/s vertical though, 50m/s horizontal 5m/s vertical would be more realistic (yes i know heavy craft dont produce great lift at low speeds, but hey, it's KSP, so anything can happen haha)

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