Apollo13 Posted August 2, 2014 Share Posted August 2, 2014 (edited) @Alewx and BeachernautWould you be so kind as to upload your crafts (post #771, #773) to a file-sharing service, such as DropBox and supply the link? Your vehicles look great and would save a lot of frustration in building one of our own.ThanksFull disclosure: In over 700 hours of KSP game time, I've never built nor flown a space plane. Edited August 2, 2014 by Apollo13 Link to comment Share on other sites More sharing options...
gre8 Posted August 2, 2014 Share Posted August 2, 2014 Full disclosure: In over 700 hours of KSP game time, I've never built nor flown a space plane.You really should try man. It is really fun when you manage to design a working one. Plus, there are a couple of tutorials by scott manley out there that really teaches all you gotta know. Link to comment Share on other sites More sharing options...
Beachernaut Posted August 2, 2014 Share Posted August 2, 2014 (edited) @Alewx and BeachernautWould you be so kind as to upload your crafts (post #771, #773) to a file-sharing service, such as DropBox and supply the link? Your vehicles look great and would save a lot of frustration in building one of our own.ThanksFull disclosure: In over 700 hours of KSP game time, I've never built nor flown a space plane.Don't feel bad, I was in excess of 1000 hours before I attempted building spaceplanes. Now at over 1700 hours, I'm far from an expert on them.Edit: Here's a link to these in the Spacecraft Exchange.http://forum.kerbalspaceprogram.com/threads/89258-My-Spaceplane-fleet?p=1325609#post1325609You really should try man. It is really fun when you manage to design a working one. Plus, there are a couple of tutorials by scott manley out there that really teaches all you gotta know.+1Getting your 1st SSTO to orbit is on par with your 1st Mun landing IMO. It's kind of like rockets, once you understand what works (actually what doesn't work), it gets easier and allows you to build flexibility into your designs. Edited August 2, 2014 by Beachernaut Link to comment Share on other sites More sharing options...
Peregrinuus Posted August 2, 2014 Share Posted August 2, 2014 I still got problems with Spaceplane Plus. When I try to go to the runway, KSP crashes. I do have a lot of other mods but I only experience this issue with Spaceplane Plus. Are there any known compatability issues? I highly doubt it since Spaceplane Plus only adds parts. Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted August 2, 2014 Share Posted August 2, 2014 Anyone else use these parts in space stations for crew accommodation? No, just me then..? (this is why I won't use CLS - to my eyes, that a perfectly functional habitation module because it looks like it is, but CLS will ignore it. Also, you can fit 4 around a 2.5m part, ratehr than 3 round a 1.25m part. You'll need something on the bottom in either case as the parts are slightly different lengths) Link to comment Share on other sites More sharing options...
GarouD Posted August 3, 2014 Share Posted August 3, 2014 I'm in love whit this, it's the only reason that I can find to build planes xDD Link to comment Share on other sites More sharing options...
Apollo13 Posted August 3, 2014 Share Posted August 3, 2014 (edited) Don't feel bad, I was in excess of 1000 hours before I attempted building spaceplanes. Now at over 1700 hours, I'm far from an expert on them.Edit: Here's a link to these in the Spacecraft Exchange.http://forum.kerbalspaceprogram.com/threads/89258-My-Spaceplane-fleet?p=1325609#post1325609thanks. I gave ya a Rep point on the forum as well.Anyone else use these parts in space stations for crew accommodation? No, just me then..? Great outside-the-box thinking. Gotta try that as well. Edited August 3, 2014 by Apollo13 Link to comment Share on other sites More sharing options...
Bekiekutmoar Posted August 3, 2014 Share Posted August 3, 2014 Excellent mod and it allows to create neat passenger planes ... ! However, when starting KSP, the game says Firespitter is incompatible with KSP 0.24.2 (I'm playing the 32-bit version). Is it something I can delete without too much consequences (apart from alignment of landing gear for example) of is this small problem otherwise resolvable ... ? Link to comment Share on other sites More sharing options...
Master Tao Posted August 3, 2014 Share Posted August 3, 2014 Bekiekutmoar,SP+ won't work correctly without it (no animations for the cargo bay or docking port). It probably won't make any difference in gameplay to leave it in. If that message really bothers you, you can download the latest version of the Firespitter plugin from Snjo's GitHub. Link to comment Share on other sites More sharing options...
Wanderfound Posted August 3, 2014 Share Posted August 3, 2014 I'm not using FAR. But you are saying a Cockpit + Docking + Largo Cargo + LTO fusilage + long mk2->mk1 setup would only require 1 Rapier engine to get to LKO? Sounds weird to me. But i will try it later today Spaceplanes lift with their wings, not their engines. And once you get into the low-friction atmosphere over 20,000m, it only takes a small amount of power to crank it up to Mach 4 or better.Speed is more about altitude than power. More power lets you climb to 20,000m faster, but once you get there you should be shutting down as many engines as possible anyway. Your intakes can keep one engine running at much higher altitudes than they can keep multiple engines running.If it's got enough oomph to get off the runway, it should be able to get to space if it's flown right. Minimise angle of attack and climb rate (ideally, both <10 at 30,000m), maximise speed and altitude. Don't pull the nose up and light the rockets until the air runs out.And you really should at least give FAR/NEAR a try. Spaceplanes aren't spaceplanes without it. Link to comment Share on other sites More sharing options...
Bekiekutmoar Posted August 3, 2014 Share Posted August 3, 2014 Hmmm, the message itself doesn't bother me but I wonder if it would affect other mods (FAR). Animations however do work ingame ... ! Link to comment Share on other sites More sharing options...
Master Tao Posted August 3, 2014 Share Posted August 3, 2014 It shouldn't affect FAR, since FAR doesn't use Firespitter and there was only one substantive change. Link to comment Share on other sites More sharing options...
MrUberGr Posted August 3, 2014 Share Posted August 3, 2014 Next update should deffinately be MK2 decouplers and linear docking ports. (Think of a craft that will leave its hub to do something, then return and get back in!) Link to comment Share on other sites More sharing options...
rabzoue59 Posted August 4, 2014 Share Posted August 4, 2014 Hey guys, thread talking about disable camera fov, how to do it ? i have this in log : [Exception]: MissingMethodException: Method not found: 'Part.GetConnectedResources'.only when i put SP+ part, like fuel tank or another :/ Link to comment Share on other sites More sharing options...
Sabor Posted August 4, 2014 Share Posted August 4, 2014 (edited) I don't even know what I'm doing anymoreYou know how you double click an area inside the IVA and get a better view from that perspective? Is there a change (Or an area to click that I'm missing) that looks you directly out of the front from the two front panes, rather than off to the left or right a bit? It doesn't work well for those of us with Steam guages that want to use the HUD Edited August 4, 2014 by Sabor Link to comment Share on other sites More sharing options...
Damaske Posted August 4, 2014 Share Posted August 4, 2014 Dang where did you get the kick butt engine from? That is really nice, I'd like to get my hands on it too! Link to comment Share on other sites More sharing options...
Bekiekutmoar Posted August 4, 2014 Share Posted August 4, 2014 Bekiekutmoar,SP+ won't work correctly without it (no animations for the cargo bay or docking port). It probably won't make any difference in gameplay to leave it in. If that message really bothers you, you can download the latest version of the Firespitter plugin from Snjo's GitHub.Ah, got rid of the message. However, there's still something off and I'm almost certain the flaw is on my end; while FAR does have effect on stock parts in KSP, the parts from Spaceplane Plus behave like flying in the stock, soupy atmosphere of Kerbin. Contents of the download are stored in the GameData folder. Any advice on this matter ... ? Link to comment Share on other sites More sharing options...
Master Tao Posted August 4, 2014 Share Posted August 4, 2014 Make sure you have the SP+FAR.cfg in KSP/GameData/SpaceplanePlus/ and a recent version of Module Manager in GameData. Link to comment Share on other sites More sharing options...
Bekiekutmoar Posted August 4, 2014 Share Posted August 4, 2014 (edited) I checked but the components are indeed installed correctly. Deleted the whole game and installed it again including mods, but the 'soupy-atmosphere problem' isn't solved. ModuleManager 2.2.0 is the most recent, right ... ?EDIT: Nope, turns out 2.2.1 is the most recent. My test-plane now flies like crap, so that means the problem was indeed an old ModuleManager ... ! Edited August 4, 2014 by Bekiekutmoar Link to comment Share on other sites More sharing options...
Master Tao Posted August 4, 2014 Share Posted August 4, 2014 There's MM 2.2.1, but it shouldn't make a difference (the added features are more for config writers than players).Can you post an example craft and your output_log.txt? Also, are you certain it's just SP+? There was the FAR nerf to all airbreathing engines in 14.1. That would make everything feel slower. Link to comment Share on other sites More sharing options...
Starwaster Posted August 4, 2014 Share Posted August 4, 2014 I checked but the components are indeed installed correctly. Deleted the whole game and installed it again including mods, but the 'soupy-atmosphere problem' isn't solved. ModuleManager 2.2.0 is the most recent, right ... ?EDIT: Nope, turns out 2.2.1 is the most recent. My test-plane now flies like crap, so that means the problem was indeed an old ModuleManager ... !Wrong. Look to the config patches loaded by Module Manager. MM is just the messenger as it were. Link to comment Share on other sites More sharing options...
Bekiekutmoar Posted August 4, 2014 Share Posted August 4, 2014 Output_log: http://speedy.sh/TemSG/output-log.txtAnd a screen: Link to comment Share on other sites More sharing options...
Master Tao Posted August 4, 2014 Share Posted August 4, 2014 I just flew a very similar jet that definitely responded to FAR, and everything on your end looks installed correctly.What do you mean by it flies like the stock atmosphere?Can you try a different plane with stock parts and the basic jet? Link to comment Share on other sites More sharing options...
Bekiekutmoar Posted August 4, 2014 Share Posted August 4, 2014 I just flew a very similar jet that definitely responded to FAR, and everything on your end looks installed correctly.What do you mean by it flies like the stock atmosphere?Can you try a different plane with stock parts and the basic jet?Well, the strange thing is FAR didn't had any effect on the plane shown above, so it flew as if FAR wasn't installed. This issue was however limited to non-stock parts; a plane made entirely out of stock parts, responded to FAR very well. When I replaced ModuleManager 2.2.0 with 2.2.1, the problem was gone and every part is now subject to FAR. Don't know exactly what changed though ... Link to comment Share on other sites More sharing options...
Master Tao Posted August 4, 2014 Share Posted August 4, 2014 Glad it's working – that really shouldn't have fixed things because FAR uses MM to change the stock parts just like SP+ does. Link to comment Share on other sites More sharing options...
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