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mthiffault

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  1. 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.
  2. So I'm playing 1.0.4 with FAR, and the firespitter airbrakes don't seem to generate any drag, or rather, no more drag when open than closed. The stock airbrakes work (but are huge and not incrementally openable). I noticed that I didn't seem to be slowing down any faster with the firespitter brakes open then closed, and the aero forces overlay (f12) shows no change in the drag force arrows as I open them either either. I performed the test at high speed to try and ensure that if the arrow was changing, I would see it. I checked on two different installs (windows and linux) and it's the same thing. - - - Updated - - - Dug into the code a little bit, think I found the issue (though not sure how it's best fixed). FSairBrake seems to operate by changing the minimum_drag/maximum_drag values of the part. FAR appears to set these parameters to zero for all parts during initialization because it wants to do the aerodynamics. Now, to my knowledge FAR should be generating voxelized surfaces for the airbrakes (which should then in turn produce drag), but I'm guessing that's not happening. Whether that's FAR's fault or firespitter's fault I don't know. I'll see if I can get ferram4 on IRC and ask him about it.
  3. So I like the outside look of the Kirage cockpit but for some reason it holds 3 people (which is odd) and the IVA is a generic one. I went into the part config file and changed the listed crew capacity. I also changed the "INTERNAL" section to point at a copy of QuizTech's Eagle cockpit space in your mod directory (but with the file names/references in the files changed to KirageInternal from EagleInternal). However, no matter what I change, the part always loads the same way. I checked the log file and it the game seems to having a problem loading the Kirage mesh: [LOG 21:44:00.890] Load(Model): FantomWorks/Kirage 2000/model [ERR 21:44:00.892] File error: Failed to read past end of stream. at System.IO.BinaryReader.ReadByte () [0x00000] in <filename unknown>:0 at System.IO.BinaryReader.Read7BitEncodedInt () [0x00000] in <filename unknown>:0 at System.IO.BinaryReader.ReadString () [0x00000] in <filename unknown>:0 at A.^V^D.ReadTextures (System.IO.BinaryReader br, UnityEngine.GameObject o) [0x00000] in <filename unknown>:0 at A.^V^D.ReadChild (System.IO.BinaryReader br, UnityEngine.Transform parent) [0x00000] in <filename unknown>:0 at A.^V^D.^V (.UrlFile ^A) [0x00000] in <filename unknown>:0 However the part works perfectly in the SPH, apart from the fact that the crew number is still 3 depsite my config file change. Ideas?
  4. Yes actually. All you should need to add is the FARKOSData module, no other fields in the config required for it.
  5. Hello! I've just finished creating a new mod and I'm about to release it to the users on /r/kos for beta testing. It's a part with a custom part module that pulls data out of FAR and makes it available to the kOS processor, as well as adding the ability to log the FAR information directly to a file. I haven't copied/pasted any code, and I'm using/distributing the KSPApiExtensions.dll file along side my own plugin as recommended. I contacted the original created per the front page and he said it was cool to use KSPApiExtensions. I'm using it in exactly 1 place (using UI_FloatEdit), so I'm hoping there won't be much that future releases can break, but I will monitor this thread just in case. I've credited the original mod creator and "the maintainers" generally in my readme file. Is there anything else you'd like of me before I announce to people? The repo is here: https://github.com/mthiffau/FARKOSData The first release is here: https://github.com/mthiffau/FARKOSData/releases/tag/v0.1
  6. I'm curious about the state of airbrakes in the develpment version, has anybody tried them yet? They are the #1 item from B9 that I'm missing the most in 1.0x and I'd happily extract just that part from dev version if it's confirmed that they're working OK. Silly stock airbrakes not being incrementally deployable...
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