Capital_Asterisk

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About Capital_Asterisk

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  1. @IkranMakto @linuxgurugamer @JadeOfMaar Going a bit technical here, the mod cares about both ModuleLiftingSurface and ModuleControlSurface parts. Just for reassurance, the debug console should say something like "ControlSurfaces counted for [vessel name]: 16." It's not expected to work (that well) for single-vessel helicopters, like in Breaking Ground, Infernal Robotics maybe, exploited claw gimbals, any mod or technique that moves the parts in a single vessel. This is because of the way it calculates wing span. Oversimplified, it is the distance to the furthest sideways-moving wing from the COM. If you sit near the center of an airliner, and look out the left or right window, you'll see that air is moving fast across the main wings, horizontally from your vision. This approximation works great on fixed-wing aircraft and stock rotors, ignoring the positions of the stabilizers. You can make a craft that is just one big propeller, and it would work. For single-vessel helicopters, there's no good way to to measure the span. The calculated wingspan will be much lower, as the diameter is measured from the COM, instead of the center of the rotor. The effect might be noticeable if the rotor is larger, and closer to the COM vertically. The only good way I can think of is to have a separate wing span value for each moving section of the craft. This needs more thinking but it seems to be the right direction.
  2. Just confirmed it still works in 1.8 without any recompilation, at least on Linux. The mod is too simple to break easily, being only a bit of vector math with no dependencies. There isn't really anything to add, besides supporting ground-effecting off of 90 degree surfaces, like sides of cliffs or buildings, which isn't really necessary.
  3. Make hitting the ground a challenge A runway is a death trap designed to kill pilots who do not understand the concept of Ground Effect, a phenomenon created by communists to allow ships to fly with tiny wings. This simple mod adds Ground Effect to the stock aerodynamics, by gradually increasing the lift of lifting surfaces when they're close to the ground. It's not realistic enough to decrease drag, but allows ground effect vehicles (GEV) to work properly. Features Increased lift over terrain and ocean Up to 200% more lift at closest proximity Ground effect scales based on an approximation of wing span Some GEV designs can stay stable without SAS No significant performance loss Works on stock rotors Installation No dependencies, and works on almost every KSP version, just put the GameData files into the right place. CKAN and Spacedock links coming soon? [Latest Github Release] Notes Wing span is roughly calculated by getting the largest value of a lifting surface's distance from the COM, scaled by how perpendicular the wing's position is with it's velocity. It's pretty complicated to understand, it's better explained in the source, but I put this in because it allows rotating vessels to work, such as non-DLC stock propellers. This mechanic can be abused for very slow aircraft Untested, but will probably not work with Breaking Ground rotors, or any mod that has moving parts on the same vessel. Tested to work with the following aerodynamics-related mods: Procedural Wings Bulleted List Extender Continued May unknowingly clash with other installed mods. No FAR compatibility planned; I was working on it for a while but it was really messy, and why make an aerodynamics mod for an aerodynamics mod? Media
  4. Again, I found another bug that causes small vessels landed in water to explode violently. Wings get a huge increase of lift when they have a negative depth (underwater). I'll fix this soon. I don't know whether to trust myself or not when I say something is ready for release. Sorry, but I decided to discontinue FAR support for a couple of reasons: Solution would be like writing a separate mod, as FAR completely replaces stock aerodynamics. Rewriting and replacing parts of FAR is hacky and inelegant An aerodynamics mod for an aerodynamics mod wouldn't be good FAR source code is slightly difficult to understand As I mentioned in a previous post, ground effect (the phenomenon) should instead be added as a feature to FAR itself.
  5. There's a bug that causes vessels consisting of a single wing to enter the NaN dimension, breaking the game. So decoupling a wing from a stack separator, or having a wing explode off of a craft, would destroy everything. This has been fixed in the latest release. By now, I think it's time to post this on Add-on Releases. Sure!
  6. Sorry for being slow, but this mod has been almost completely redone using a VesselModule instead of a PartModule. The PartModule version has a couple flaws. The 12,000 raycasts per second kills performance, and the module is saved into crafts, which show up as invalid if the mod isn't installed. New version calculates once per-vessel instead of per-wing. Performance is a couple thousand times faster, using only a single raycast. There are also some calculations that approximate the wingspan of the vessel, which scales the distance at which the effect start. Also, Module Manager is no longer required. Sort of, but it considers the positions of the individual parts. This new version uses terrain distance and normal to create a Unity Plane where the ground would be. Ground distance is approximated using GetDistanceToPoint.
  7. I'm still working on this, there has just been other things I've been working on (such as making a new aerospace simulator entirely). I think it's kind of important to have ground distance vary between parts; this allows some ekranoplan designs to stay stable without SAS. After a bit of research, I'd agree that that raycasting per wing per update can really kill performance. The newest commit has some conditions that prevent raycasting when not necessary, but I just got another idea while typing this. Instead of raycasting, radarAltitude and terrainNormal (or a few raycasts around the vessel) are used to approximate a flat plane below the vessel, and distance from that is calculated per part using only geometry. This might also work better as a VesselModule instead. That's the best solution I can think of so far. Also, the state of FAR compatibility: the code is there but it doesn't work. The method I use is very hacky: get aero force from FAR module, scale, then apply it as force. I've successfully accessed the FAR PartModule, but AddForce behaves weirdly or (most likely) I don't know how FAR works and the aero force values it provides are not used in the way I think they are. Considering that this is going to be an aerodynamics mod for an aerodynamics mod, and how FAR is designed to make KSP more realistic, ground effect should instead be part of FAR itself.
  8. It shouldn't work with FAR at all, it uses its own values and ignores the stock aerodynamic values during flight. I'll add FAR compatibility before the official release.
  9. Well, new release: https://github.com/Capital-Asterisk/KSP_GroundEffect/releases A few new changes with this new version. Along with some optimizations, control surfaces are now supported properly, and the increase in lift now depends on how aligned the wing is with the ground. This means vertical stabilizers don't get an increase of lift, previously resulting in extreme yaw control during development. This version is compiled for KSP 1.3.1, and is practically ready for an actual release. It just needs more testing with different versions and crafts.
  10. It's hard to notice at leveled flight. The mod increases the lifting coefficient, but does not pitch the craft up. Only angled aero surfaces would feel like they're floating, such as landing at high angles of attack. I'm not exactly sure about the aerodynamics of Ekranoplans; but looking at the pictures, the wings are angled up. Yep, I flew a stock helicopter with the mod installed, and it really had a tenancy to repel the ground. My computer is already a toaster so there was no significant drop in framerate. For each frame of an aero surface, distance from the sea is measured, and there is a small raycast towards solid terrain to determine how high the wing is. This is done regardless of there being any solid land or not, so there's plenty of optimizing to do. So in theory, the load should be proportional to the number of wings.
  11. I'm not sure what you are saying in these sentences, but these are exactly the mods I was looking at just to see if it exists already. I looked into the source code of a few of them to see how particle systems are done, with many complications as the new particle system is undocumented and I have never used Unity before. I took inspiration from a video of a NASA sounding rocket, and the Lunar Ascent Module. That's already added as a tweakable, that reads "Emergency Procedure," which an either be "Deploy Chutes," or "Scream." There's also a tweakable for a random velocity that they eject at, but it's very glitchy. For some reason, the code I use to forcefully EVA the kerbals does not match up with the velocity of the cabin, and they spawn completely still for half a second before moving. It also messes up the save somehow and I have no idea how to fix it. You're welcome.
  12. Release Thread This is a very simple mod that increases the lift of a lifting surface at close proximity to ocean, terrain, or buildings. It makes it a little harder to hit the ground. Though far from realistic, it allows ground effect vehicles to function nicely. Drag isn't decreased, but at least it considers wingspan. Ekranoplan of course: https://gfycat.com/TenderIllHedgehog Floatiness over the runway: https://gfycat.com/slowordinaryamericancreamdraft Test of old version: https://gfycat.com/HoarseFixedGroundbeetle Requires Module manager Tested to work on almost all versions above 1.3.1 Github Releases First post, I've just been looking around the forums for some help, though you might recognize me from the /r/kerbalspaceprogram discord server. I'm not really sure if I'm doing things properly. Plenty of testing, cleaning, and a few tweaks is needed for this mod to be considered complete. I also have a mod that creates particles on separations, and one that ejects kerbals when the cabin explodes. This was the only mod that seemed successful.