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Posts posted by Me1_base
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3 hours ago, Jebman82 said:
if FAR is detected then the voxel approach is used for lift calculation.
No, b9pw will calculate the aerodynamic values such as span, swept, chord from geometry then them pass to FAR. There is no voxel approach.
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On 4/28/2021 at 1:24 AM, GKSP said:
Is there a way to define wing shape by sweep angle rather than offset? The offset definitions make it very hard to keep a smooth transition between parts with the same sweep, and is very hard to use with the slider method of choosing dimensions. A text input would be nice, too, since then I can go off exact drawings rather than by feel.
Edit: I want to note that even though I figured I can use my CAD program to run the numbers, entry into the edit box is still a pain.Release Version bump · tetraflon/B9-PWings-Modified (github.com) would you help me to test it?
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16 hours ago, Hoozemans said:
Aw... I have to uninstall B9 Pwings and FAR from my 1.11.2 game until I get a chance to RTFM - or until there's an update for 1.11.2, I suppose. I haven't been able to design a plane with lift yet - note, I'm not exaggerating: none of my designs so far have produced any lift whatsoever. There's no upward arrow to be seen in the SPH no matter what I do. Also, I haven't yet figured out how I can set control surfaces to only pitch, yaw or roll, and not attempt to do all three regardless of how I configure the controls.
If anyone can point me to some helpful reading material or interesting videos to help me with spaceplane design using B9PW 0.4X in KSP 1.10+ that'd be nice. I had a couple of nice designs in KSP 1.9 using B9PW, but I may have to relearn some things.
IF you installed FAR, normally there will be no blue arrows on the CoL mark if there is no stock lifting parts. Have you tried to fly the plane and test if there are any lift?
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4 hours ago, NippyFlippers said:
Any word on release date for the current version?
Plugins can be used across different versions of KSP given that the version of game engine doesn't change and there is no modification on the part the plugin is working on.
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3 hours ago, ironman2613 said:
which version of b9pw and ksp are you using, and what is your operation system?
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On 3/12/2021 at 7:28 AM, Rui_AD said:
Hi. I'm using PW0.93 with ksp1.8.1. Is it B9PWingsUnlimited.cfg to change the wing size limit?
It is for texture unlimited but it is obsoleted since TURD released a patch for it.
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6 minutes ago, LF_Ion said:
Managed to fix it, sorry I couldn't get back to you sooner. Thank you though.
Good to know that problem resolved
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On 3/2/2021 at 4:40 AM, LF_Ion said:
Greetings.
Theres an issue I've been having, any support would be appreciated. I made a craft and for some reason while the control surfaces on its wong on the left side are perfectly in place, they arent on the right, being elevated above the wing.
Hello? Still having the issue?
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5 hours ago, LF_Ion said:
Greetings.
Theres an issue I've been having, any support would be appreciated. I made a craft and for some reason while the control surfaces on its wong on the left side are perfectly in place, they arent on the right, being elevated above the wing.
maybe a few screenshots to illustrate the problem?
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Just now, KSP dogfight master said:
is there anyway to bypass that?
code editing is needed but why would you want such small wings?
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1 minute ago, KSP dogfight master said:
hi, thankyou so much, everything works flawlessly, however, one of the previous version i used allowed values for things like thickness/width... to be 0, now it seems like there is a hard min cap at 0.050, is there a way to remove this cap?
last time i checked for the situation for which width and thickness to be 0 will create some rendering bugs, thus I add a minimum cap to it.
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1 hour ago, KallangoVerde said:
Are the wings also of this mod?
You asked in the right place, down below
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On 2/3/2021 at 9:56 AM, KSP dogfight master said:
hey, just a suggestion, can the devs add a thing in the right click so we can know the mass and the lift of the part, would be super useful! also personally i think the deflection speed of procwings should be higher than 25(to like maybe 40 or even higher). after all the wings are really heavy compared to stock, would make sense if they performed better
updated, have it a check https://github.com/tetraflon/B9-PWings-Modified/releases/tag/0.42
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On 2/3/2021 at 9:56 AM, KSP dogfight master said:
hey, just a suggestion, can the devs add a thing in the right click so we can know the mass and the lift of the part
Yes if you mean "relative lifting area" for "lift"
On 2/3/2021 at 9:56 AM, KSP dogfight master said:also personally i think the deflection speed of procwings should be higher than 25(to like maybe 40 or even higher)
Will add actuator speed in next update.
On 2/3/2021 at 9:56 AM, KSP dogfight master said:wings are really heavy compared to stock, would make sense if they performed better
B9Pwings performs as good as stock delta wings in terms of lifting area to weight ratio.
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17 hours ago, hypervelocity said:
Sorry to bother @Me1_base- I copied wing_procedural_typeA, B & C configs. I changed the part name and changed the config names accordingly. The result was partially satisfactory:
- I now have duplicated B9PW parts as intended. One set of parts are coloured via TU, the other (new) parts have the original B9 colour chooser - that's great!
- However, the original parts now have 2 Mass/Ratio sliders in their PAW and have increased in weight - any ideas what might have I forgotten in my edits to trigger this?
Can provide pictures if the explanation is not sufficiently clear
I haven't tested it myself.
2 mass slider.. must be something related to FAR
@PART[B9_Aero_Wing_Procedural_TypeA]:NEEDS[ferramGraph] { !MODULE[ModuleLiftingSurface] {} MODULE { name = FARWingAerodynamicModel MAC = 4 MidChordSweep = 0 b_2 = 4 TaperRatio = 1 } }
You may need to change B9_Aero_Wing_Procedural_Type* to your new part names.
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1 hour ago, Manwith Noname said:
It could be fixed by editing the model so the top and bottom have different names but this will likely break how the B9 plugin works.
Oh, too complicated, never ever touch the mesh part.
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9 hours ago, hypervelocity said:
It would be nice to be able to select between the original B9's colour/texture chooser & textures unlimited colouring - I've read above that both cannot co-exist, so maybe the mod could bundle duplicated parts, one for each colouring method;
Good method, never thought about that. You can actually do it by yourself, by copying the config and modify the part name a little bit. I would include a patch in the new release when i have time.
7 hours ago, siimav said:Not true, ProcParts has a PAW button for toggling between legacy textures and TU.
There is no API for procedural wings to know whether or not Texture Unlimited chose the legacy texture. The two texture will stick together and create glitch if both activated at the same time. Thus the author of TURD chose to include a default colour B9PW for switching without the colouring mask. I thought TU can serve as a replacement of the default colouring thus I disabled the default palette of B9PW if TU config is detected.
9 hours ago, hypervelocity said:It would also be nice if textures unlimited would consider the top and bottom surfaces of the wings as separate, enabling the player to colour them differently.
I believe you should redirect the request to TURD thread, which part for TU to recolour is decided by TURD not B9, I don't know much about texturing in TU.
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4 hours ago, GM2021 said:
Is it possible to get a version of this without a FAR dependency?
Yes https://github.com/tetraflon/B9-PWings-Modified/releases/tag/0.41b
4 hours ago, GM2021 said:When recolouring the wings they reset to the default when you launch.
Never encountered that problem, a few screenshot of this issue would be appreciated. Note that the coloring of TU and B9PW cannot coexist, thus the coloring of B9PW is automatically disabled if a TU config is detected.
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On 1/19/2021 at 11:04 AM, MatterBeam said:
Hi everyone.
Is there a way to edit the size limits on the procedural wings?YES
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On 1/12/2021 at 1:46 PM, KIMCHI said:
I figured it out! Its the Carnation RED B9 Fork. Does anyone know how to get the recolouring GUI like B9 has on the B9 Fork?
https://github.com/tetraflon/B9-PWings-Modified/releases/tag/0.41a have it a try and report any bug you encountered
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3 hours ago, KIMCHI said:
I figured it out! Its the Carnation RED B9 Fork. Does anyone know how to get the recolouring GUI like B9 has on the B9 Fork?
I could do that if that's what you want
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8 hours ago, fallout2077 said:
It's the master branch of Tetraflon's fork... here's the link https://github.com/tetraflon/B9-PWings-Modified.git
Hello you should download the releases insteat of the whole git.
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8 hours ago, fallout2077 said:
I'm using the latest version of Tetraflon's fork of B9 Pwings with a 1.8.1 RO+RP-1 install and Pwings causes the FAR buttons on the toolbar to not only duplicate, but break altogether. It's unfortunate, too, as I love the handles that Tetraflon's fork includes, and I've grown quite accustomed to them.
EDIT---
I removed Tetraflon's fork and installed CarnationRED's fork and the FAR issue that I mentioned above is gone and I am able to access the FAR windows.
Hello where do you install the mod from? Could you plz provide me the link of download for me to test?
[1.3.x/1.4.x/1.5.x/1.6.x/1.7.x/1.8.x/1.9.x] B9 Procedural Wings Fork - Go big or go home update (40% larger wings)
in KSP1 Mod Releases
Posted
download the source, change sm target from 5.0 to 3.0 and build your own asset bundle may solve the problem.