Nertea Posted June 9, 2016 Author Share Posted June 9, 2016 I had a bit of a roadblock with Firespitter's propeller spinner not working right with multiple engines on a part. I submitted a pull request fixing this, we'll see when it's integrated. I'll work on a few more things while I wait for that. Probably need to do some work on sounds. Having played with the fans a bunch, I'm finding them quite difficult to integrate into wings when I want to, and end up building complex nasty things. I think I'll be making a variant of the 7.5m and 3.75m fans , either now or some time in the future, that has integrated wing root pieces to make the net footprint square and make using them as part of wings easier. On 6/7/2016 at 3:35 PM, Rho-Mu 34 said: Simple - generally, it is a good idea to space out engines for greater stability of VTOL craft, helps to avoid capsizing or loosing control @ low altitude. That goes double in case of heavy cargo lifters or narrow-bodied vessels. The problem is that extra part between engine and main hull introduces at least 2 extra joints (engine-outrigger-hull), which only gets worse with every extra pair of rotors, longer outriggers or in case of low mass of this part. In case with heavy cargo or particularly powerful engines this whole contraption may start to flex (even with KJR), which impairs maneuverability AND may attract Kraken, esp. with new physics system. Another thing is visuals. Two nice models glued together with some stock truss or strut is... kinda wrong. It sticks out like a sore thumb, at least in my opinion. That is also why i mentioned B9 Part Switcher, since you can potentially make outrigger optional, thus giving option to stick with original appearance. And lastly, i'd argue that Near Future Construction-style truss outrigger would fit quite nicely, esp. if you would be really-really generous and add a bit of plumbing inside, like fuel line and(or) power cabling. Best I can say is that I'll consider it. I worry that any solution isn't versatile enough, in that you only get one fixed length from an integrated piece and then you'd just need to add more pieces later to draw the engine further out. Quote Link to comment Share on other sites More sharing options...
Starbuckminsterfullerton Posted June 9, 2016 Share Posted June 9, 2016 53 minutes ago, Nertea said: Having played with the fans a bunch, I'm finding them quite difficult to integrate into wings when I want to, and end up building complex nasty things. I think I'll be making a variant of the 7.5m and 3.75m fans , either now or some time in the future, that has integrated wing root pieces to make the net footprint square and make using them as part of wings easier. Read my mind. The other way would be to make the outer ring thick enough that wings could be integrated via part clipping, but if you're up for a set of different models square housings is definitely the better way to make wing integration possible. Quote Link to comment Share on other sites More sharing options...
ss8913 Posted June 9, 2016 Share Posted June 9, 2016 On 6/7/2016 at 2:15 PM, Nertea said: Eh, do not like that. Why not just put a wing or other strut there? I don't intend on doing this. There's nothing stopping you from writing a patch for it though. When it's done. If I write a patch for it, will you package it as an optional feature, or would you mind if I make my own mod on CKAN that patches the functionality in? I don't want to step on anyone but I think it's an important feature for anyone with a heavily modded install.. and I'm assuming that most people using this mod are also using quite a few others, although I coudl be wrong there. Quote Link to comment Share on other sites More sharing options...
Nertea Posted June 12, 2016 Author Share Posted June 12, 2016 On 6/9/2016 at 3:08 PM, ss8913 said: If I write a patch for it, will you package it as an optional feature, or would you mind if I make my own mod on CKAN that patches the functionality in? I don't want to step on anyone but I think it's an important feature for anyone with a heavily modded install.. and I'm assuming that most people using this mod are also using quite a few others, although I coudl be wrong there. I don't really dictate how anyone uses this mod, but the goal of my packs is always to make them as individually compatible as possible. If you write a patch, I'll indeed bundle it. I in fact used to bundle an older MFT patch before the big model redo, but dropped it because the patch was apparently out of date. Quote Link to comment Share on other sites More sharing options...
Nertea Posted June 13, 2016 Author Share Posted June 13, 2016 I am putting out a prerelease for this update.I appreciate any help testing this that anyone can provide, but please keep comments re: the prerelease in the dev thread if possible. Quote Link to comment Share on other sites More sharing options...
Sadgeras Posted June 19, 2016 Share Posted June 19, 2016 Thanks for your prerelease. *Going to test it now* But Nertea, please take your time. you've a life even if somebody growls after an update. don't pay attention of those guys. Thanks for your time we'll be patient Quote Link to comment Share on other sites More sharing options...
hab136 Posted June 27, 2016 Share Posted June 27, 2016 Large ducted fans, eh? So now we can build our own working helicarriers. Quote Link to comment Share on other sites More sharing options...
Kerenatus Posted June 28, 2016 Share Posted June 28, 2016 18 hours ago, hab136 said: Large ducted fans, eh? So now we can build our own working helicarriers. This picture is exactly what I thought about when I first saw those big fans Quote Link to comment Share on other sites More sharing options...
SmashBrown Posted June 28, 2016 Share Posted June 28, 2016 Now we need wings with a space in them to put those in. Side note; I bloody love this pack, it blows everything else out the water, that docking part in the 7 seater cockpit.... sweet Jesus it's glorious. Quote Link to comment Share on other sites More sharing options...
emerald Posted June 30, 2016 Share Posted June 30, 2016 Thanks for the release, you are awesome. Quote Link to comment Share on other sites More sharing options...
Nertea Posted June 30, 2016 Author Share Posted June 30, 2016 (edited) Uploaded version 2.2.0: KSP 1.1.3 update Upgraded bundled ModuleManager to 2.6.25 Upgraded bundled Firespitter Switched from BDAnimationModules to DeployableEngines for all engine animation functionality Switched from IFS to B9PartSwitch for all model/part switching functionality Added IVA blocking meshes for both Mk4 cockpits and the crew cabin Added sound loops for turboprops Added USI Life Support compatibility patch Added HVR-ONE, HVR-TWO, HVR-THREE heavy lift fans Added Mk4 'Skate' Tailpiece Added ARV-50-2 Heavy Symmetric RCS Blister Added Mk2A 100X Aviation Fuel Tank Tweaked CUTLASS and BROADSWORD engine FX Fixed orientation of the surface attach node on the 2.5m precooler and fuel tanks Fixed CLS passability for the Thunderhawk cockpit Added workaround for Thunderhawk cockpit's integrated docking port and control directions Fixed propeller spinners being shown on models in the parts list Made a WIP part invisible in the research facility and in search Corrected a few inconsistent masses in some parts Spacedock is being super slow, so that link might take a bit... Edited June 30, 2016 by Nertea Quote Link to comment Share on other sites More sharing options...
Bomoo Posted June 30, 2016 Share Posted June 30, 2016 Thanks a bunch for the update, dude. Quote Link to comment Share on other sites More sharing options...
Deimos Rast Posted June 30, 2016 Share Posted June 30, 2016 many thanks Quote Link to comment Share on other sites More sharing options...
ISE Posted June 30, 2016 Share Posted June 30, 2016 Very pleased to see the update @Nertea! Thank you for all the great work, blood sweat, & tears you put into these mods! Keep it up! Quote Link to comment Share on other sites More sharing options...
Geschosskopf Posted July 1, 2016 Share Posted July 1, 2016 12 hours ago, Nertea said: Uploaded version 2.2.0 Many thanks! Quote Link to comment Share on other sites More sharing options...
Michaelo90 Posted July 2, 2016 Share Posted July 2, 2016 (edited) Seems like all three fuselage lengths have the same volume and dry weight. Really nice mod though Edited July 2, 2016 by Michaelo90 Quote Link to comment Share on other sites More sharing options...
emerald Posted July 2, 2016 Share Posted July 2, 2016 All fuselages have the same amount of fuel, e.g. 16000 lf, which only fits for the large one, not the smaller ones. Quote Link to comment Share on other sites More sharing options...
Raptor9 Posted July 3, 2016 Share Posted July 3, 2016 On 6/28/2016 at 6:02 AM, SmashBrown said: Now we need wings with a space in them to put those in. Side note; I bloody love this pack, it blows everything else out the water, that docking part in the 7 seater cockpit.... sweet Jesus it's glorious. No need. The lift fans have tweakable buttons in the VAB/SPH that allow you to toggle wing segments on and off around them. Nertea thought of everything! And I agree, it does blow everything else out the water. Quote Link to comment Share on other sites More sharing options...
Nertea Posted July 4, 2016 Author Share Posted July 4, 2016 On 7/2/2016 at 3:18 PM, emerald said: All fuselages have the same amount of fuel, e.g. 16000 lf, which only fits for the large one, not the smaller ones. Guess I'll have to fix that. Quote Link to comment Share on other sites More sharing options...
Imperium_Titan_Roma Posted July 6, 2016 Share Posted July 6, 2016 Thank you~! I can't wait to use the new parts in KSP~! Quote Link to comment Share on other sites More sharing options...
Whalesharks Kerman Posted July 6, 2016 Share Posted July 6, 2016 Thank you the mod makers! Finally I can use the new parts! Quote Link to comment Share on other sites More sharing options...
Guest Posted July 6, 2016 Share Posted July 6, 2016 (edited) Ohh, ducted fans. Wonderful! You might wanna include a picture of them in the OP though. I've been looking for oxygenless atmospheric engines and it's easy to miss out on this mod if one is glossing over threads looking for something like that. The turboprops are great too; the way their fins change angle depending on the throttle is a nice touch. They look and perform a lot more like space-age tech than any other props I've seen or used. I've got a minor visual bug to report though (first post in this page of the thread suggests that you know already but I guess it can't hurt to say): While in airbreathing mode, the HVR-THREE fans stop spinning on a moving craft after they've spooled up to max. At least I think that's the condition under which they stop. Also, where did the 2.5m fuselages go? Edited July 6, 2016 by Guest Quote Link to comment Share on other sites More sharing options...
antilochus Posted July 7, 2016 Share Posted July 7, 2016 (edited) I was missing a few parts in my career save (even a fresh one) and it seems like the CTT patch for the propfan, turboprop, and HVR3 liftfan reference a tech that isn't in CTT. If someone is in a career/science save could you take a look and see if you have these parts? @PART[mk4turboprop-125-1]:NEEDS[CommunityTechTree] { @TechRequired = highEfficiencyFlight } Edited July 7, 2016 by antilochus Quote Link to comment Share on other sites More sharing options...
charliepryor Posted July 7, 2016 Share Posted July 7, 2016 I can successfully get 62t into LKO thanks to this awesome parts pack, even with FAR installed.... I can't get back to the KSC yet though, but I don't have the RAPIER or SABRE engines unlocked yet. Quote Link to comment Share on other sites More sharing options...
ChainiaC Posted July 7, 2016 Share Posted July 7, 2016 The fans... they're... spactacular! And also I have been looking for electric atmospheric VTOL engines for ages... and here. they. are. ! wow! Quote Link to comment Share on other sites More sharing options...
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