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Jebman82

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Posts posted by Jebman82

  1. 17 hours ago, Daniel Prates said:

    Right! Now that we have this out of the way, let me say this: I manually uninstalled FAR, as per the friggin' OP saying it is not a dependency, and PW is working fine, so, there. Thanks @linuxgurugamer and @Lisias for the costumary  helpfulness, you guys deserve a medal.

    We’re just testing a new version internally. It isn’t ready for release. @linuxgurugamerhas kindly made sure the mod works with and without FAR, users can then easily decide how they wish to use the mod.

  2. 14 hours ago, HebaruSan said:

    @linuxgurugamerplease investigate the history of things before you change them. This was added because people were having problems without FAR with the current fork:

    https://github.com/KSP-CKAN/NetKAN/pull/8259

    The OP is not up to date because it isn't owned by the current maintainer (because nobody took me up on the suggestion of organizing this mod's de facto "team" properly).

    Since there have been no announcements or updates that this problem was fixed on the mod side of things, I'm going to go ahead and revert this CKAN change now before those problems return.

    Hi @HebaruSan, @linuxgurugamer is kindly getting us all organised. It would great to get any debug information on what the CKAN issue was. We've had a cursory look to see if there is a hard dependancy. There doesn't appear to be one in the plugin itself, so could be related to MM maybe. Either way a few of us are happy to take a look and assist @linuxgurugamer in getting to the bottom of this as we do all love this mod (and I have been slowly getting back into KSP).

    4 hours ago, Me1_base said:

    No, b9pw will calculate the aerodynamic values such as span, swept, chord from geometry then them pass to FAR. There is no voxel approach.

    Sorry @Me1_baseI was probably mixing my words up, yes correct, the plugin defines the additional values FAR uses as you know doubt already know :) and then FAR does its voxel stuff to make it all work nicely. Sorry for any confusion :) 

    @HebaruSanI looked a few pages back, I can see you highlighted the issue. I do remember you being in contact all that time ago. Unfortunately RL got in the way (I got diagnosed with early stage cancer so I had to drop off the radar to get myself sorted - all better now). Now that @linuxgurugamer is getting us altogether it would be good to touch base in a few weeks to see if we can all get behind one version of the mod that has most historic issues resolved. I wouldn't want to step on @linuxgurugamer's toes as he is driving us, but have indicated we can support where we can!

  3. On 2/7/2021 at 9:06 AM, KSP dogfight master said:

    is there anyway to bypass that?

     

    Yes there is a hard coded value in the DLL for the min thickness and the increments. @linuxgurugamer is getting us reorganised so it could possibly be something that is looked at.

    6 hours ago, linuxgurugamer said:

    Oh sorry.  I was going on the recent comments that FAR wasn't a dependency

     

    Maybe it's ripe for an adoption?  I will look into creating the organization you suggested

    So FAR isn't a hard dependancy, if FAR is detected then the voxel approach is used for lift calculation. However, without FAR the mod should work fine and will use a surface area calculation to work out the lift generated (I relatively simple bit of math). But the mod should work with or without FAR however, without FAR you cannot set the wing weight/strength (this feature does require FAR.

  4. 9 hours ago, CarnationRED said:

    Actually I  created a PR in jrodrigv/B9-PWings-Fork by mistake, but got it wrong in Fridays reply here, so I need to close the PR there and create a new one in your repo?

    Yes, that would be great. I will then do a recompile, test and release. And of course will make sure I credit you on the OP for the great work on the interface!

  5. On 6/26/2020 at 12:38 PM, CarnationRED said:

     

    Hey I added some handle gizmos to the mod, and also numeric input support.

    I created a pull request in your  container Rafterman82/B9-PWings-Fork ,but the request automatically went to  Crzyrndm/B9-PWings-Fork, why?

    test3test2

    Hi, my repo is a fork of Crzyrndm’s repo. You still be able to send me a PR though. I think you just need to make sure you create the PR in my repo.

  6. On 3/16/2020 at 7:48 AM, Acvila said:

    thx for reply, but i was talking about these pwings . these are lighter:) like mass.

     

    Just set the strength slider lower, it reduces mass.

    23 hours ago, jrodriguez said:

    2) Thanks for the feedback I guess I did not test to switch the mesh.

    3) I know the ideal thing is to include new specific textures for B9 ProcWings but I'm not an expert in creating textures so for the moment I made the decision to just use the ones included in ProceduralParts. 

    4)  If you have the time to add those features/improvements feel free to do Pull Request or even a fork. I only decided to make public the TU support because I did it for my own benefit and a lot of people were begging me to make it public but I don't have plans to make any further improvements. I will  do the basic maintenance or bug fixing to keep the mod alive.

    Thanks, I will include that config as part of the release, cheers.

    Happy to try and merge this in, means all the other bug fixes are in (symmetry etc). Just let me know!

  7. Hi everyone!

    I dropped a minor update yesterday. This included @jrodriguez's asset bundle update.

    AFAIK:

    • Direct X 9 - OK
    • Direct X 11 - OK
    • OpenGL - Black wings

    If anyone has any idea where I might look to learn more about how to make OpenGL shaders, that would be good. Would be nice to make a final update with that included. Everything else appears to function ok from what I can see.

    On 3/5/2020 at 8:22 AM, PsvyXloneAeon said:

    I've been having a problem with the fine tune interface and controls. I feel like it's bugged, because if I right click and drag for precise measurements, it moves almost too finely, and then when I release the right mouse, it either snaps back to its original value, or flies off either above or below the value I'm trying to set. Is there something wrong with what I'm doing control-wise?

    Hi, just "Right Mouse Button Click" for fine increments. Drag it near the size you want. Then right click for tiny increments. This was done on purpose because some people want small wings, others want really large ones. Using the right click allows for best of both worlds, you should be able to get everything perfectly aligned.

    4 hours ago, Me1_base said:

    confirmed, buy a new PC instead. GTX240M is very old

    Unfortunate I know, but would need some guidance on how to add the shaders :/

  8. So I think time for one final update. Thanks to all the contributors over the last year or so. The repo looks ok, I will get a dev setup installed over the next few weeks, compile, test, refine and release. I have a new Ryzen 3700 and RTX 2070 + 32GB DDR4 I've not tested KSP on yet. Should be fun!

  9. 9 hours ago, JWS said:

    I posted the FR for openGL support long time ago and didn't get any response.

    So I complied the shader for myself and using since then, completely forgot to share the result.

    Here's a shader I'm using right now.

    https://1drv.ms/u/s!AnCGI7wKaBjLlccEIqPfTjfaqlIZTQ?e=b3hhXd

    Download the file and replace the original one in the AssetBundles folder in B9_Aerospace_ProceduralWings.

    I literally changed nothing, but just clicked a checkbox in PlayerSettings in the Unity editor (I don't remember the option name) and complied the shader as-is.

    Hope this helps.

    Hey @JWS ping over PR be happy to add some more shader support :)

     

    Also goes without saying that we all appreciate when other community members help out for the greater good!

  10. 42 minutes ago, jonescat010 said:

    There is a problem with the wings procedural thing here is a video of it 

     

     

    This doesnt work with modified aswell

     

    Question, did you build that craft/space plane in the latest version? Or is it an old .craft file that doesn’t work? If it is an old craft you have loaded and the wings aren’t the right size that is expected. There is no support for vehicles from one version of this mod to be supported in another. Finally I only maintain “B9 Procedural Wings Fork” and the “-backport”. When you say “Modified” I’m assuming you’re referring to a discontinued version of B9 wings as it does sound familiar. 

    Also I can see you’re struggling a bit with your English. Maybe use a little more Google Translate so I can understand:

    - Is this an old .craft?

    - What version of KSP are you on?

    - What version of B9 Wings are you using?

    - Why are so many of your part textures black? Are you setting “-force-d3d11” as a launch option?

  11. On 4/19/2019 at 1:12 PM, Me1_base said:

    Some of the stuffs that old pw can do. It is kind of buggy.

    That actually shouldn’t be too hard. But I’d want some validation in place to prevent parts inverting. 

    However, what would help me (and for any new feature) would be to define some user cases. As they are easier to develop and test. For example looking at the video above I could assert:

    As a user I can move my mouse in one or two axis so that the length of the wing and offset changes accordingly.

    I would add:

    As a user when using my mouse to change the size of wings in any function values will not allow parts to invert and retain invalid values. 

    With a few of these I can work on these as stories. I would stipulate that I wouldn’t want anything buggy going in.

    I guess finally I would like to know the consensus on priority of any new suggested features. What would you all like added. Seems like solar powered wings is pretty high up there. 

  12. On 3/24/2019 at 2:34 PM, linuxgurugamer said:

    Yes, I'm reviving a mod RetroFuture, which used the old pWings.  It has textures for it's wings, Id like to make them the standard texture for the parts in the mod

    @linuxgurugamer so I plan on making some improvements. Probably over the next few days:

    - You mentioned a few pages back about scaling root of a new wing to tip of a parent wing. This should work fine now using the “Base” button in the popup

    - Solar powered Pwings - This shouldn’t be hard to do. Adding the new value to the slider array and pointing it to a texture or certain colour value settings isn’t tricky. You mention the old pWings texture, can you post a link to the exact one so I can test around? There is already a surface area calculation used for FAR in this mod. The same value could be used in a function to calculate the amount of power it should generate. Having the part functions to turn the panels on and off should be straight forward. I also remember an older solar panel style texture B9 did year back as well.

    - Sweep slider, iirc in the old pWings you could press and hold a key, move your mouse horizontally and the wing would sweep accordingly? If this is the case, allowing that would add complexity. Can we maybe agree some offset parameters that allow you to do the same with the existing features?

    - Update all CKAN versions

    - Any suggestions on whether tech tree etc should be added?

    - Any other ideas for the mod, improvements etc?

  13. Minor update

    Small update to Pwings, 0.90 aircraft should work fine with it

    - Increased wing edge size to account for larger wings
    - Set surface sliders back to int 1f so slider snaps accordingly
    - Craft built in 0.90 should function fine in 0.91
    - Updated assembly version (thanks @Me1_base)
    - Added test craft for use with and without FAR (stock parts + pwings thanks @kcs123 & @Snoman314 for the suggestion this should help when debugging and for new users)

    https://github.com/Rafterman82/B9-PWings-Fork/releases/tag/0.91

    @dkavolis thank you for your continued support of FAR, I love that mod so much!

    @Snoman314 glad everything is working for you!

  14. 26 minutes ago, Snoman314 said:

    I've done another clean setup. Vanilla game, manual install of MM, MFI, FAR & B9PW. No change, the bug is still present.

    If anything it's gotten worse. I'm now sometimes (not always) seeing the voxels disappear partway through making the craft flyable (I started checking the voxels periodically, after every few actions in the editor). Although this might have happened at some point before, without me noticing. I only started checking the voxels before launch after I noticed there was a problem.

    May I ask: Are you testing against craft you're building new, or just loading old craft that worked previously? It seems possible that the thing is borking out when the wings are being edited.

    As you can see from @Me1_base's post above, it's not just me with the problem.

    I've tried a few other things:

    • Placing the PWing on different sides of the craft, with mirroring, in case there's an orientation component getting flipped when placed on the other side - No change, bug still present.
    • Running with and without the usual command line parameters I use - No change, bug still present.
    • Running the game from the vanilla launcher (something I've never done before)  - No change, bug still present.

    Built a new craft for all testing purposes. Are there any physical symptoms to the bug? i.e are you unable to fly?

  15. 58 minutes ago, Snoman314 said:

    Just updated to 0.90, and the same bug is still present. procedural wings generate no lift.

    screenshot

    I did test the recompile I did with FAR extensively. I had no problems with any of the test craft. On my install I always run FAR as I hate stock aero. Also FAR calculates lift based on voxels as a user mentioned above. The wings have a drag cube calculated when created or edited. Am I correct in thinking your install is from CKAN. If so I’m pretty sure that version might be borked. Try and install the new version manually.

  16. Release 0.9.0 is ready everyone!

    • Removed "Show Wing Data" on part right click
    • Moved key values from "Show Wing Data" to always show in editor on part right click
    • Merged PR containing mirror fixes for stock aero
    • Increased length, width, height on all parts (control surfaces can be levcons now if you wish)
    • Refined increments (use right and left click on the buttons either side of sliders for fine increments)
    • Removed App Launch Icon (no longer needed)
    • Recompiled against 1.7 KSP
    • Tested with and without FAR
    • Removed .version file
    • No dependencies

    I've spent about 2 days testing this release. Everything works nicely on a bone stock install and with FAR installed.

    Known Issue

    - Increased offsets for root and tip on control surfaces, this is to give more freedom however the tips can cross if the values are too high...don't be saving craft with dodgy offsets as I don't know what will happen

    Download

    https://github.com/Rafterman82/B9-PWings-Fork/releases/tag/0.90

  17. Hi everyone hope you’re all enjoying 1.7 KSP.

    I did a recompile last night with the mirror fixes for stock aero. I need to test against FAR and check for NRE’s will then release a new version probably today as I wanna build some huge SSTO’s. I’m also going to fix the part info pop up and probably add some FAR stats to the same window so you can see the wing chord stats etc. I’ve also made the button increments tiny and increased the size of everything. Great if you wanna make levcons like on the SU-57.

    19 minutes ago, Snoman314 said:

    I'm having issues with Ferram Aerospace. It's not registering the procedural wing parts. When I do the voxel display, it's got everything, including the procedural control surfaces, outlined with voxel markers, but not the main wing itself. I've done some googling, but can't find any recent mentions of this problem, despite faintly remembering the same problem a long time ago.

    I'm on KSP 1.6.1, with procedural wings fork 0.80.

    Initially in the editor, after first placing and shaping the wings, everything seems fine, but when I test fly it, it fails to take off or get lift. Reverting to the editor, and the wings have lost the voxel markers when I try it again.

    Has anyone dealt with anything like this before?

    Hi, I’ve been using KSP 1.6.1 and the 1.6 version of FAR with no issues. Are you able to run just Pwings and FAR and maybe grab a log file for me from the main KSP directory? Any screen shots would be helpful as well as list of mods you’re running!

  18. 5 minutes ago, Me1_base said:

    Nice work.

    Looking forward to seeing procedural solar panel wings, still pending for integrating some convenient functions such as scale root to match wing tip, define wings by root and leading edge/ and trailing edge sweep angle from previous forks:D.

    Yeah if i’m honest that kinda of stuff is a while off. A lot of refactoring will be needed to get it working again (the functions for auto size settings are quite long even if the concept is pretty straight forward. So probably would need to remove the legacy code and re-write it. Solar powered wings might be easier if I can use the existing textures and create a new part. Would need some form of surface area calculation as well. 

    Just making sure I set expectations as I don’t have a huge amount of time due to RL.

  19. 8 minutes ago, siimav said:

    Nice to see some fixes to proc wings but I noticed that those commits by Lisias messed up the formatting of the code by using tabs instead of spaces. You should probably un-tabify the lines he edited so that it wouldn't contain mixed spaces and tabs.

    Don’t worry we will get everything sorted, compliant and following best practices!

  20. Hi everyone, I would like to thank Lisias. He has done a bunch of refactoring, cleared some NRE’s. And wait for it... solved the mirror flaps/spoiler issues in stock aero. I will need to recompile and check for regression so should hopefully have a new release over the next couple of weeks (lots of testing to do). Thanks again Lisias for your hard work and the pull request!

  21. 9 minutes ago, Proximity4 said:

    OH MY GOD ARE U FRIGGIN SERIOUS IT WORKS FINALLY!!!! You are the best!

    Anytime bro! Been meaning to get that uploaded for a while just be too god damn lazy. You did this, by giving me the motivation to get it uploaded so pat yourself on the back and go build some YUGE space planes!

    Also made the wings even bigger. Why you ask? Why not! is my answer!

  22. New version here for KSP 1.6.1, recompile and bigger wings. Don't say I don't love you all

    https://github.com/Rafterman82/B9-PWings-Fork/releases/tag/0.80

    33 minutes ago, Proximity4 said:

    Nothing is blocked by Windows, i disabled the Defender temporary, checked all local files via Steam and re-installed B9PW via CKAN, booted to KSP and still not working, the new log:
    log
    But i think, i have the same problem. Maybe i should start KSP.exe via Steam, not from folder?

    Shouldn't matter where you launch it from, but just try a manual install of the mod (as it might be an issue with CKAN)

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