firespitter2

Firespitter propeller plane and helicopter parts v4.1

Propeller engines, helicopter engines, wings, cockpit, and more!

Overview

v4.1

-Seaplane floats. Tail float with non lifting rudder (only works in water)
-Smoothed the animation of the IVA flight sticks in non-precision mode
-The tail gears now have 150 impact resistance to get around their tendency to blow up on takeoff/landing
-Less info on the helicopter rotor context menu, so it will fit on screen.
-Corrected attach points for the fighter cockpit

v4.0
Mustang and Apache, new fuselage shape.

-Mustang Fighter Cockpit
-Apache Cockpit with working monitors and experimental camera
-Liquid fuel, structural, battery, and rocket fuel fuselage
-Tail
-Nose engine mount
-0.5m nose engine with new sound
-Nose air intake
-round-oblong adapter

Helicopter height hover lock (context menu / action group / cockpit button)
Bomber landing gear
Swiveling Apache gear with left/right asymmetry for wider stance
Radar altitude on the context menu in some cockpits
Experimental Hover Engine
IVA monitors with navigable menus. Toggle gears, ASAS, Abort, etc. Display flight data and fuel.
Some config value tweaks here and there.
All sound files have been renamed. Make sure to update any custom cfg files you may have

v3.5.3
This is just a plugin update.

-The VTOL engines now automatically invert if on the left side of the craft, so all engines start out with the proper rotation setup.
-The VTOL engines now remember their rotation when reloading a craft in flight.

v3.5.1
This update tweaks and fixes bugs. No new parts.

-Tail gears work again. Reverting to the vanilla setup means you can take off, but they won’t roll retracted. Win some, lose some.
-F.A.R. values included in the wings for users for Ferram’s mod. Uncomment the values at the bottom of the cfg files to enable.
-You can now adjust the range of control surfaces and winglet motion. Useful for tweaking the responsiveness of your craft, or shorter takeoffs. The module can be used in stock wings.
-Some small adjustments to lift values.

v3.5

-Double click the cockpit side windows and bomb sight to switch to external cameras
-VTOL: Actions/context menu button to cycle through different max rotations, like 45, 90, 130. (editable in the cfg)
-Increased the breaking force of the tail boom and engine mount. My VTOLs kept breaking apart.
-Removed fuel in the bomber wings to help fuel flow. Can be re-enabled in the cfg.
-Fixed large tail wing attach point. small boost in effect.

v3.4

New parts:

-B17 style cockpit with customizable nose art (examples included in the part folder)
-VTOL propeller engine
-Swamp boat engine
-Wing extenders for the large wings
-Large fuselage and tail section
-Larger version of the tail wing

Code changes:
-ASAS and mechjeb works now. Also joysticks.
-key bind for auto hover
-propeller no longer spins when shut down, or on nearby craft.
-Trimmable tail rotors
-Old trim system removed, using vanilla Alt+direction instead. Alt+x resets trim

Known bug:
Using tail wheels in 0.18.4 might be unstable and turn you off the runway. Try using the stock wheels if this happens to you. Taildraggers etc. in 0.18.2 works just fine.

Many of the parts have right-click context menus with useful functions, or action groups you can set during craft construction.

Please note that previously built craft will retain their cfg values, meaning they might not operate as intended.

Some of the parts

Full change log and forum thread

Contains:
-Rotating propeller engine with sound effects. Internal air intake. Normal and electric varieties.
-Fighter and bomber style wings, with extender piece for longer wing span.
-Retractable Spitfire style landing gear. Steerable and trimmable.
-Retractable tail gear. Can be used extended, or in the shorter retracted state.
-Helicopter main rotor, normal large and electric. trimmable and with autohover.
-Helicopter tail rotors.
-Helicopter cockpit with internals.
-B-17 style cockpit with internals, and fuselage sections to match
-VTOL propeller engine
-Swamp boat engine
-Helicopter tail boom.
-Passenger fuselage with some fuel.
-Larger battery.
-Jerry can.
-Oxygen and Air tanks.

Installation

Put the files in the Parts folder in "Kerbal Space Program\Parts" Put the file in the plugin folder in "Kerbal Space Program\Plugins"



Addon Installation Guide

 

How to install Addons in KSP:

Installing addons in KSP is as simple as moving files into their appropriate folders. This guide explains which folders hold each type of addon, and how to locate them. Keep in mind that Addon packages may contain any combination of addon types. These instructions are meant only as a generic guide.

 

Finding the KSP Main Folder.

The first step to installing an addon is to locate the KSP folder in your computer. This is where KSP keeps all of its files, including your game saves and screenshots. The KSP folder is located where you unzipped it when you first downloaded the game.

The KSP Folder contains the following subfolders:

KSP root folder

NOTE: On OSX, the KSP_Data folder does not exist. (Its equivalent lives inside the App package)

 

Installing Part Addons

Parts are all contained inside KSP/Parts. Each part has its own subfolder in the Parts folder:

The Parts Folder

To install new parts, extract the part folders from the downloaded package into the KSP/Parts folder.

 

Installing Craft Addons

Craft files are saved ships created in the game. These files can be placed in a few different folders:

KSP/Ships

In KSP/Ships, you will find separate subfolders for the different construction facilities in the game. The VAB folder, for instance, holds craft files that are editable on the Vehicle Assembly Building in game, and launched from a Launch Pad. Similarly, the SPH folder holds craft files that are editable in the Spaceplane Hangar Facility, and launched from the Runway.

Craft files placed in a subfolder of KSP/Ships will be available to all saved games. Ships placed here are considered to be "Stock",. They won´t be overwritten directly if edited, and cannot be deleted from inside the game.

KSP/saves/"playername"/Ships

It is also possible to make craft files available to only one saved game:

Each game started creates its own folder in KSP/Saves. Each save has its own Ships folder, which is organized in the same way as the common Ships folder above. Craft files placed in one of the subfolders are only visible when playing the corresponding game, and can be overwritten and deleted. Ships created while playing the corresponding game are also saved in these folders.

 

Installing Scenarios and Training Addons

The KSP/Saves folder contains the training and scenarios subfolders. SFS files in the training subfolder are listed in the Training section of the Main Menu in the game, and files in the scenarios subfolder are visible in the Scenarios section of the menu.

To install scenarios and training missions, extract the SFS files from the downloaded package into the appropriate subfolder.

 

Installing Plugins

The KSP/Plugins folder holds the DLL files for plugin-powered addons. These plugins extend the funcionality of the game, adding new part types, or new missions.

To install a plugin, extract the DLL files from the downloaded package into the KSP/Plugins folder.

 

Installing Internal Models

Some addons add new internal spaces and objects. Those are installed in the KSP/Internals folder.

Props

Props are objects that can be added into internal spaces, like cockpit gauges or cabin decorations. Each internal prop has its own folder in KSP/Internals/Props:

Spaces

Spaces are the internal models that are associated with parts. Each internal space has its own folder in KSP/Internals/Spaces:

 

To install internal props and spaces, extract the folders from the downloaded package into the appropriate subfolder.

 

 

How to use

These engines will have less thrust at higher altitudes, and use a bit more fuel, so plan accordingly.

Make sure to place the helicopter engine with the yellow arrow pointing forward. The electric engine needs to be deployed before use.

Make sure the tail rotor has the arrow pointing down, to make steering left/right logical. Can be inverted by right clicking the part after launch

The helicopters can use three thrust levels, Normal with regular max thrust, cargo mode, with increased max thrust, and hover mode, with reduced max. These are enabled by assigning them to action groups while building the craft in the hangar. If not, you will always be at the Normal setting.

You can set incremental steps for the air brakes in the Hangar's action group setup.

You can set the VTOL rotation step keys in the Hangar's action group setup.

Reset trim with Alt+X



Comments

101 Comments for “Firespitter propeller plane and helicopter parts v4.1”

  1. Holy molly this looks fantastic can’t wait to try this out!

    Mguarn January 12, 2013
  2. Looks good, good animation, but WAY TOO MUCH TORQUE. Keep up the good work!

    Mekan1k January 12, 2013
  3. “WAY TOO MUCH TORQUE”

    Yeah, I’m experimenting with different values, it used to be worse, like getting to 45 000m was no problem even though the engine cut out at 20 000. I’ll have to find a balance between needing insane amounts of lift to get it off the ground, and being overpowered. Feel free to fiddle with the cfg and find a sweet spot.

    Snjo January 12, 2013
  4. This is a great addon, very nice work with everything in it. Though if I may give a suggestion, seeing how well the prop works in this, have you considered making other types of prop engines? Such as larger ones, like a prop engine from a C-130? Love the sound a C-130 makes when it flies over.

    Spectre118 January 12, 2013
  5. “have you considered making other types of prop engines?”

    Well, a youtube user suggested making a helicopter main and tail rotor, so I’m experimenting with that right now, but I originally built this as a motor to hang from the wing instead of on the end of a stack, so I’ll probably make that for a passenger plane feel. And we need some better wings :)

    Snjo January 13, 2013
  6. for some reason the animation is not working on mine ?? but this engine i will tell you is freaking great,, just handles perfectly i tested it out and by far is best in my collection and i got a large collection both old and new

    videomaji January 14, 2013
  7. “for some reason the animation is not working on mine”

    The animated propeller requires the included plugin to be placed in the KSP plugin folder. I’ve only tested it on 0.18.2, but I think it will work on earlier versions too, since it’s borrowed from Damned Aerospace, which is 0.17 I think.
    I personally prefer the max thrust in the cfg at 35, instead of the published 70, as that allows you to more realistically lose speed going vertical instead of gaining it. But that all depends on the weight of the plane of course.

    Snjo January 14, 2013
  8. So…. Are you going to re-use the damned-aerospace parts?

    Mekan1k January 16, 2013
  9. “Are you going to re-use the damned-aerospace parts?”

    I’m not sure what you mean. I’m using his rotation plugin, but all the rest is made from scratch. If you mean will I include his stuff, no, I’ll let him release it on his own :)

    Snjo January 16, 2013
  10. Quality stuff, bro. Great modeling, and the particle effects and sounds I saw/heard in the Youtube vid are nice too. It’s pretty late, will download and install tomorrow.
    Cheers

    Nutbag Deluxe January 16, 2013
  11. Awesome, but the blades look a bit flimsy. The need more meat.

    Cucumber January 16, 2013
  12. The propeller could use the ability to rotate the blades, like on modern private aircraft to change the direction of airflow.
    or something like that…

    Galacticruler January 17, 2013
  13. “The propeller could use the ability to rotate the blades, like on modern private aircraft to change the direction of airflow.
    or something like that…”

    That’s not poss… WAIT A MINUTE!
    You just gave me an idea for how to do it! I’ll just put a context menu to flip the thrust vector around using an animation, the same way i did steering. Thanks!

    Next version then!

    Snjo January 17, 2013
  14. I know I could simply edit the cfg files to do this, but would you perhaps make weaker electric powered variants of these parts? I’ve been trying to figure out a way to make an unmanned exploration plane for other planets that would fly indefinitely, and electric propellers are exactly what I need. I’m sure other people have had similar thoughts.

    KentCory January 18, 2013
  15. “…electric engines”

    It’s been requested, and it’s on my todo-list. I quite like the idea :)

    Snjo January 18, 2013
  16. really cool mod Snjo. i noticed the prop gets more efficient with height though, which isn’t the nature of a prop. their thrust weakens with height ( less air to bite into ) they use prop angle ( pitch ) to combat this problem but it’s still less efficient. just mentioning it depending on the realism level you wanted with the mod. i love the nostalgic look though.

    tedeee January 19, 2013
  17. oh could you put a fuel amount in the wings? just like the real thing.

    tedeee January 19, 2013
  18. “the prop gets more efficient with height though”

    ugh, no I don’t want that,I have to experiment with the settings to fix it.

    “oh could you put a fuel amount in the wings? just like the real thing.”

    Of course, great idea!

    Snjo January 19, 2013
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    Kexk January 23, 2013
  20. Needs to provide it’s own intake-air while in atmosphere.

    Needing air intakes is NOT REALISTIC AT ALL.

    Asialsky January 23, 2013
  21. “Needs to provide it’s own intake-air while in atmosphere.
    Needing air intakes is NOT REALISTIC AT ALL.”

    Yeah, it is supposed to provide it’s own air, but I accidentally based the function on a Kethane module. I have fixed the air intakes in the coming version, plus sweeping atmospheric balancing.

    Snjo January 24, 2013
  22. Snjo, can you add an option for rotors to rotate counter clockwise, that would be great!

    KBcobra January 27, 2013
  23. “Snjo, can you add an option for rotors to rotate counter clockwise, that would be great!”

    It’s actually already possible, just edit the part.cfg file, under
    MODULE
    {
    name = copterThrottle

    edit the inverse the rotationSpeed value, so it becomes

    rotationSpeed = 700

    instead of -700

    Snjo January 27, 2013
  24. This looks amazing!
    Gotta try this one :)

    Morgantao January 27, 2013
  25. Ooops! Forgot to include the resource file, hot fixing. File is uploading now.

    Snjo February 6, 2013
  26. Hotfix 3.3.1 is up now, with the resource file

    Snjo February 6, 2013
  27. One thing that would make it better (in my opinion) is a couple of standard .craft files to get us started, or maybe a build sheet or some pics of how they’re supposed to look. I’m having difficulty making a chopper, but it could be that I havent used KSP in a while, and just upgraded to 18.2.
    Anyway, thanks for putting your time into this mod.

    Coda February 12, 2013
  28. Could you possibly add Turboprop engines? Or Propfans?

    Ur Didact February 12, 2013
  29. …”a couple of standard .craft files”

    Sure, I’ll put it on my todo-list

    “Could you possibly add Turboprop engines? Or Propfans?”

    I’ll have to look into how they are different mechanically, but at first glance, it seems like a good candidate for the surface attachable engines I want to make.

    Snjo February 12, 2013
  30. Awesome pack! Here are some thoughts and observations from the last couple days. Incoming textbomb:

    I’m using this with Ferram Aerospace Research which, as far as I know, won’t work with wing/fin/control surface pieces from other packs unless they are modded with the FAR aerodynamic properties. I’ve only tried using the speed brakes (which are cool!) and it broke the game physics. The speed brakes aren’t really necessary with FAR anyway since you can just add two pairs of control surfaces to the back of your wings, set them as brakes, and set one pair to 60° deflection and the other to -60° (or whatever angle.) Anyway, I really want to use the Firespitter wings and fins, but to set that up I need the mean airfoil chord and total planform area (I figure the mean chord sweep angle is 0°); I can probably figure out the rest. If I get around to it I could probably figure it out by measuring from screenshots, but if the spirit moves you that would be useful information. I can let you know the FAR cfg settings I come up with too if you want.

    I don’t see myself using the helicopter parts very much, although I admit the folding electric rotor is *really* cool. I LOVE the copter cockpit though and have been using it for small observation planes; it’s odd to have an airplane cockpit with Helicopters for Dummies on the dash but, hey, it makes as much sense as anything else the Kerbals do, right? My only criticism is the spotlights/landing lights; they work, and you get the lighted spot on the ground, but the glass diffuser on the model doesn’t light up when turned on.

    Oh, and it looks like you have an orphan bracket at the end of the cockpit cfg. Not actually important, I just figured I’d mention it. I found it while trying to get it to work with the FARs control plugin but it turns out you just can’t do that with pods unless you manually set the FAR drag characteristics, which I’m a bit too intimidated to try myself. Not a big deal, I just use a duplicated accelerometer part with FARControlSys on and it works fine.

    I’ve had a lot of stability problems with the fighter main gear and have just stopped trying to use them, but I love the tail wheel. I use it as a safety skid wheel on my tricycle planes since not over-pitching on takeoff is really hard with the keyboard. :/ I also built a couple really tiny planes using just the small wheel for all landing gear; I duplicated the part, set one to BrakeTorque = 0 and the other to BrakeTorque = 25 (since having a nose wheel with no brakes is an important part of not dying on landing) and modified the texture on the with-brakes version to have a little copper-colored disk brake like off of a good mountain bike. I can send you that texture if you want.

    Using jerrycans as drop tanks on these tiny little aircraft is also amusing. :P

    I think that the pusher-configuration version of the propeller engine should *not* have a built-in air intake function – being that it faces out of the windstream – and that it should be dependent on a separate intake; I modded the cfg to get rid of that and have been using it with miniature radial airscoops. I also cranked the heat up to 750 so it overheats at full throttle, since historically pusher-configuration piston engines have always had a reputation for overheating.

    I know the function is borrowed from Damned Aerospace and you may not have the capability/time/interest to try to change it, but the spin behavior of the propellers is really annoying. Throttling up with the engines deactivated still gives you silently spinning propellers; I have a habit of cracking to 10% and then activating the engines when taking off, and having the props spin up before the engine has even started just breaks willing suspension of disbelief. It would also be nice to be able to steer on the ground with asymmetric thrust, killing the engines on one side, without it looking like all the engines are still running… and be honest, being able to dramatically start up the engines one at a time would be cooool. There should be some prop RPM lag time when activating/deactivating engines too so it doesn’t just instantly jump to 100%/0% RPM if you have wide open throttle when switching it on/off.

    Having the propeller windmill very slowly when it has a lot of forward airspeed while deactivated or with the throttle all the way closed would be cool too, but I know that might be too much to ask.

    I always find it annoying when people are pestering content developers, “You NEED to add this and that and also this,” like geez, it isn’t like they don’t have enough to do and have their own ideas. I kind of get the impression that Damned Aerospace has kind of died off and everyone expects you to fill that void now… I have to say, if that’s the case, you’re doing a good job, and I like your visual style a LOT more than than the DA parts. Everyone asking you to add turboprops or fanprops though, if you want to do that then by all means it’s cool, but I don’t think I like people hounding you for that when it doesn’t necessarily fit the visual theme of what’s obviously intended to be a retro-style parts pack. As for myself, I just stick a propeller on the front of a nacelle, a mini jet engine on the back, and a mini airscoop on the bottom and pretend it’s a Rolls Royce Dart-style turboprop engine.

    Having said that, I apologize for the following hypocrisy: I do think half-meter versions of the prop engines would be cool, as would a full size version of the electric prop that just has the spinner cone mate directly to the front of a half-meter nacelle. The one piece of new content that strikes my imagination is a set of gas- and electric-powered ducted fans; one 1m diameter that mates to the back of a 0.5m nacelle and one 1.5m that mates to the back of a 1m nacelle, air intakes on front around the attachment point. They would look like the fans off of an Edgley EA-7 Optica or the Cessna XMC.

    So many words!

    Kaitlyn February 13, 2013
  31. Can take of with heli rotors for the life of me XD

    James Hamell February 17, 2013
  32. Kaitlin:

    Wow, that’s a lot of good input!

    Wings – If you send me a PM on the forums, I can send you the project files, and you can figure out the proper coordinates. If you get some good cfgs out of it, send them my way, and I’ll include it in the pack.

    Stupid shutdown spin – Fixed in the next version. Also the spinning on other craft. I should tie it to thrust instead of throttle too…

    Other stuff – slowly seeping into my subconscious.

    Snjo February 18, 2013
  33. I will PM you as soon as I can get password reset to work on the forum. -___- I haven’t logged in in like a year and a half and can’t seem to remember the right password, but it seems like a lot of stuff is broken with the forum software.

    Kaitlyn February 18, 2013
  34. “Can take of with heli rotors for the life of me XD” – James

    In the hangar, turn on the weight and thrust indicators, and make sure they align perfectly. If they don’t, you won’t get even weight under the rotor, and you will tilt forwards or backwards. Some people prefer having the wight just in front of the center of thrust, to more easily get the speed up from the outset.
    Also, the coming update, which is available in a pre-release state on the forums, allows for ASAS, which makes it easier.

    Snjo February 18, 2013
  35. What would be really nice if you made a separate download for a FAR version of this mod, and to add a fighter plane style cockpit. I love the way the helicopter cockpit gives you tons of visibility, without being unrealistic.

    lobsterbark February 25, 2013
  36. wow

    Alexander Davenport February 25, 2013
  37. how can i i rotate the vtol engine, where is the option to do so??????

    Alexander Davenport February 25, 2013
  38. “how can i i rotate the vtol engine, where is the option to do so??????”

    You can right click to see a simple context menu that allows you to rotate fully, or invert the rotation, and set max rotation.

    However, the most control will be gotten by using the action groups editor in the hangar. (The cog symbol up top when building your craft.)

    Snjo February 25, 2013
  39. Out of curiosity (haven’t tested), are the electric engines any more… efficient in the new update??? I found that the earlier models guzzled energy to an extent that they could DRAIN a hack battery LONG before max altitude was reached (Without Regen, a 100,000 energy battery starts seeing visible dents seconds in to flight, and with generators/panels, it still sees them within a minute.) Electrical propellers are used on modern military helicopters today by the US forces, and can travel for distances that a jet can… from my analysis, the inefficiency on your electrical helicopter rotor was so bad i used it (and it was a quite accurate means of doing so as i calculated) to beta test a fusion reactor design for my 1km long starship that will be space built from around 10 SMALLER ONES! Has that been fixed, or is it still held true? If not, please correct the listed ISP accordingly. :) thanks!

    Zachary Johnson February 26, 2013
  40. BTW, i used the air tanks from your pack in my recent craft. I uploaded it so you can look if you would like.

    Zachary Johnson February 27, 2013
  41. Zachary Johnson, I know it’s not quite realistic, but I didn’t want to create a free ride either. If you put a bunch of tiny solar panels on it, you can fly forever in the sunlight in a small plane, which is more than you can say for liquid fuel.

    If you only tried the very first version, I did multiply the ISP value since then by about three, which made a huge difference.

    Of course, if you want to get better ISP, all you have to do is edit the cfg until you find something you feel is realistic. PM me on the forum if you have any technical problems doing so.

    Snjo February 27, 2013
  42. i took the bomber, turned it into a triplane, and then strapped on 4 large vtol engines.
    let me tell you, it was glorious

    Alexander Davenport February 28, 2013
  43. These are great! only thing I wish is that it included a set of main rotors that counter rotated to the ones already in there, that way, I can make V-22′s and CH-47′s without all the torque problems.

    Brett Stevens March 2, 2013
  44. Never mind! I edited the Part.cfg under “rotationSpeed = -700″ and changed it to a Positive 700, then renamed the part, and made a new folder for it. works great noa, and no more torque issues!

    Brett Stevens March 2, 2013
  45. Odd issue with the sounds of helicopters.. they aren’t there.. like the files are in the sounds folder.. but they don’t produce any sound

    Cman1200 March 4, 2013
  46. Hey in this mod are you capable of using the propellers on other planets with atmospheres, because i might want to send a probe to duna or laythe

    jack jensen March 12, 2013
  47. Yes, it can be used in any atmosphere. Oxygen is not a requirement.

    Snjo March 13, 2013
  48. what is this garbage? is a space simulation and who should fly in airplanes and helicopters swing Lock on and Black shark play in airplanes!

    Krasov Sergey March 13, 2013
  49. заебали флудить!

    Krasov Sergey March 13, 2013
  50. пиф! паф! не попал!

    Я пропустил надлежащего самолетов, так что я их сделал.

    Snjo March 13, 2013
  51. “-The VTOL engines now remember their when reloading a craft in flight.”
    You accidentally a word.

    Galacticruler March 17, 2013
  52. Does this work in 0.19?

    NotableEight1 March 20, 2013
  53. Yes, it works in 0.19. I’ve had no reports of any problems so far.

    Snjo March 22, 2013
  54. mine sucks, it does not even have any sound I put the sound files in the parts and the sound folder. HELP

    sebastian March 24, 2013
  55. “mine sucks, it does not even have any sound I put the sound files in the parts and the sound folder. HELP”

    Yeah, I’m seeing the same thing suddenly too. It might be an occasional bug. It worked fine in the same version with the same parts earlier today…

    Investigating.

    Snjo March 24, 2013
  56. Found out why the sounds stopped working.
    I had a shortcut to the game from way back, which I had just updated the exe file location in, not noticing the field “Start in:”

    When I removed my old KSP folder that location was no longer valid. Fix that field, or recreate the shortcut, and you should be good to go.

    Snjo March 24, 2013
  57. ummmmmm i hav a mac DDD:

    sebastian March 24, 2013
  58. but im trying now that means im compressing it and opening it back up

    sebastian March 24, 2013
  59. ok di it
    look down |
    V

    sebastian March 24, 2013
  60. NOT WORKING ok find methods for mac like a word comment or a youtube vid tell me the name

    sebastian March 24, 2013
  61. its late ill check in tomorrow :D :D:D:D:D::D:D:D:):):):):):)X|X|X|X|X|X|

    sebastian March 24, 2013
  62. Don’t have a mac, but if you run the executable from the KSP folder directly, it works fine on both windows and linux. The error was an old shortcut. It’s not a bug in the mod, but a bug in how the game asks for the adresses for sounds specifically, which is different than how it asks for other stuff like model and texture files it seems.

    Snjo March 25, 2013
  63. then whats the answer i did not get what you meant in the first place :P

    sebastian March 25, 2013
  64. A little while ago i figured how to speed up the game :D

    sebastian March 25, 2013
  65. K im back

    sebastian March 25, 2013
  66. RESPOND

    sebastian March 25, 2013
  67. HELLO YA THERE

    sebastian March 25, 2013
  68. GOD WERE WERE GON SO LONG I WENT TO LEYTHE A LONG TIME AGO

    sebastian March 25, 2013
  69. BYE :(

    sebastian March 25, 2013
  70. Where do I find the Coolant

    Ethan Millsap March 26, 2013
  71. dude you know the creator of this add-on wasn’t responding for a day

    sebastian March 26, 2013
  72. 3 days now

    sebastian March 28, 2013
  73. HELLO SYNJO YA THERE? :O

    sebastian March 28, 2013
  74. You said the “Hover” command needed to be binded to an action group, but when I try it does not work. Problem with the plugin maybe?

    crashman1390 March 28, 2013
  75. roll down the window and flick this mod off.

    t g March 28, 2013
  76. the k17 mermaid and the swamp master has missing parts how can i get them.

    Tim Lindholm March 30, 2013
  77. I’ve been having issues flying the helicopter parts. whenever I use the helicopter cockpit when I go to launch it (on the runway) it will load everything and then It will all go black and the navball goes black and the altitude goes forever into space. If anyone can giveme advice, that would be great!

    Bhall12301 April 1, 2013
  78. Sebastian, sorry I didn’t see your messages. I don’t get a mail when someone leaves a message, so I only notice it if I check this page. If you want to ask me something and be sure I see it, post it in the forum thread linked on the main page of the mod description. Or send me a PM on the forum.

    If you still have problems, try running KSP.exe directly from the KSP folder, not through a shortcut, and see if it helps. Otherwise, PM me on the forum.

    Snjo April 1, 2013
  79. Bhall12301 , I’ve seen this issue when there is a material missing from a mesh, but there’s no reason that should happen in this case. Try downloading the pre-release version available in the first post of the forum thread, or here:
    https://dl.dropbox.com/u/22972712/FirespitterParts.zip

    Snjo April 1, 2013
  80. On Linux, I had to rename the “Sounds” directory to “sounds” or else the sounds would show as missing (strangely, this only happened with sounds from the mod). Not sure if anyone else has had that issue or not.

    rifter April 17, 2013
  81. I really like this mod but its not working 100% all the parts load and can be used but things like the propellers don’t work, they have the animation that allows the angle of the blades to change depending on the thrust, but they don’t spin.
    The VTOL propellers don’t rotate and stay locked in position.
    and the action groups don’t seem to exist for any parts.
    Ive tried this multiple times on both 0.19 and 0.19.1 and i have the same problem regardless.
    Any help would be appreciated :)

    Rhys Taylor April 17, 2013
  82. Rhys, those errors fit exactly with not having put the plugin in the plugins directory.
    the blade thrust angle is using a stock module, all the other things require the firespitter.dll to be in the folder Plugins in the KSP directory.

    rifter, I have changed this in the upcoming version, so it should work on linux straight away. Not sure about mac though, have had reports of problems there, but have no way of testing that.

    Snjo April 17, 2013
  83. It wasn’t a problem with the mod that’s working perfectly now thanks :D
    I did have the ddl file in the plugins but it just wasn’t reading it so i moved it to a new folder on the desktop and its solved.
    Really amazing work 5 starts for you and thanks again :)

    Rhys Taylor April 18, 2013
  84. Thank you for this really cool mod. I’m yet to create a stable “rescue” heli though: whatever I try, it’s always nose- or tail-heavy. Engine control is tricky too, I just can’t stabilize vertical velocity, heli is either going up with 10+ m/s or drops with the same speed. Good for attack heli, I guess (because you can trade Vv for Vh), but bad for getting landed astronauts back to base. Or maybe I’m just doing it wrong. =)

    Max April 22, 2013
  85. None of your Craft files will load. They all say they are “missing parts” yet the parts are all there in the parts bin.

    William Jordan April 23, 2013
  86. “None of your Craft files will load. They all say they are “missing parts” yet the parts are all there in the parts bin.”

    I haven’t seen that error before, but try launching the game directly from the .exe file in case you have an error in your shortcut path.
    Then try a new install of the mod, then KSP.

    If all else fails, some of those craft are pretty badly designed anyways, so as to give you all room to improve upon them :)

    Snjo April 24, 2013
  87. Hello please help me im trying to install this but there is a file called source what do i do with it? HELP!!

    Christopher Ramirez April 24, 2013
  88. Christopher the source folder doesn’t need to be copied into your KSP files.

    Dylan April 24, 2013
  89. Hey Snjo, any plans for adding an F-86 engine anytime soon? I noticed the intake that’s been recently added, and I’m bummed that there isn’t an engine to go with it. Also, there aren’t any proper F-86 wings, which is another problem. Sorry if I sound whiny, but I don’t want to make a P-80 look-alike, dangit!

    Fox62 April 26, 2013
  90. Hi Snjo,
    Just letting you know that I really like this mod, but I can’t load spaceplanes after installing it, and I mean the spaceplane selection box doesn’t come up, so, could you please fix this, I’m on a windows, running KSP with steam, version 19.1, please help, as i’m planning to do a KSP youtube series, but I really want firespitter in it, If worst comes to worst, I’ll start the series without firespitter and add it in later, once it’s been fixed.

    Espresso April 26, 2013
  91. Espresso, that sound very odd, but I’m not quite picturing the issue. If you are in the hangar, can you launch? If you are on the overview picture, the runway can be pretty hard to click to get a list of craft, you kind of have to pixel hunt.
    If you can post a picture or explanation on the forum, we can figure it out.

    Fox62, yeah I know the jet is still MIA, I fully intend to add it.

    Snjo April 27, 2013
  92. The K17 Flying Mermaid mk2 has missing parts for me can someone tell me where to download them?

    Austin Boatright April 27, 2013
  93. Im running on osx and I cant find the Seaplane Floats

    Austin Boatright April 27, 2013
  94. This is a really awesome mod! But i have a problem concerning helicopter rotors: when i activate the main rotors and the tail rotors, The helicopter just doesn’t fly upwards. Instead, it sometimes rolls to the front and sometimes to the back, This is a big problem for me if i were to make helicopters that carry small planes or other cargo.

    Ali April 27, 2013
  95. “The K17 Flying Mermaid mk2 has missing parts for me can someone tell me where to download them?”

    Sorry, I forgot to remove that craft file. It’s obsolete now. The floats it used to use are gone, and replaced by my new ones. Try the Seahorse instead. This also goes for the Swamp Master. I’ll update the mod so there won’t be any confusion (And make a new Swamp Master)

    Snjo April 27, 2013
  96. “…The helicopter just doesn’t fly upwards. Instead, it sometimes rolls to the front and sometimes to the back…”

    The rotor should be exactly above the center of mass. Check this picture: http://i.imgur.com/Sud1JBi.jpg

    Snjo April 27, 2013
  97. “Im running on osx and I cant find the Seaplane Floats”

    That’s odd. I see they are in the pack. Look in the Structural tab for some red stuff…

    Snjo April 27, 2013
  98. Snjo,
    I can’t create a forum account, but with my problem, I can launch from the SPH, but I can’t load saved ships In the SPH or on the runway, I’ll try with the new version of the mod, and maybe it is nothing, But to be descriptive, Loading a saved plane is impossible when clicking load in the SPH and the selection box doesn’t come up when clicking on the runway, the VAB and Launch Pad are fine, so I don’t know what’s wrong.
    It may be an incompatibility with one of my other mods.

    I’ll post again to tell you if the new version works or not, If it doesn’t work, I’ll list my other mods.

    Espresso April 27, 2013
  99. Hi Snjo,
    It seems that it must have been a problem with version 4.0, so it now works! Thanks for a great mod and keep up the great work, looking forward to more new stuff.

    Espresso April 27, 2013
  100. Hello, what program is used to create the parts?

    Krasov Sergey April 27, 2013
  101. “Hello, what program is used to create the parts?”

    I use Blender to do the 3D models, Unity to export it to a valid part, and Visual Studio to write code.

    Snjo April 29, 2013
  102. Hi! you will model the American Space Shuttle?

    Krasov Sergey April 29, 2013
  103. the flying mermaind doesn’t work

    Jachu2530 April 30, 2013
  104. Hey dude, really nice mod, but having some problems with floaters aswell. They are in the parts folder, but cant load em ingame :/

    Pliuple May 2, 2013
  105. where does source file go?

    Travis Shoemaker May 4, 2013
  106. i would love to make a suggestion. can you put fighter jet parts like the ones on this mod pack. http://goo.gl/hUqJS the mod maker of that one had broken links and hasent been herd from since last christmas

    ben raina May 13, 2013
  107. ben raina, I know several people are working hard on some awesome jet parts. Both DYJs dynamic wings, and InfiniteDices multi function wings and clever jet engines are worth looking forward to. That’s not to say I won’t make some of that stuff myself of course. I’m including the f-86 jet tail piece in the next release hopefully, and I’ve been thinking of doing some more modern wings to match. Also ejections seats would rock, but I’ll have to work out some clever stuff to make it all one part that will separate nicely, and not show up as a module, decoupler and parachute in the staging.

    Snjo May 14, 2013

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