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Jebman82

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Everything posted by Jebman82

  1. Can you try grabbing the one from my github repo instead (just copy the files from the zip into Gamedata). I’m just gonna commit a 1.6.1 version now...
  2. Yeah so for my install I have a crap load of mods. When I do a new release I test it against a fresh install with no mods and then my modded install. One thing I haven’t tested is the CKAN install. I will get around to sorting it out tho and any logs or lists of the mods you run will help. I also might include the debug version moving forward as I’ve added extra console logs to make it easier to to track down issues. Hang in there peeps as I guess you all love making massive SSTO’s like me
  3. That’s weird, all seems ok in 1.6.1. I will take a look, but in the mean time have you tried installing without CKAN and no other mods to check it’s a not a conflict?
  4. That would be super appreciated bro, currently changing jobs and moving house, so rl is taking up most my time atm. I have a 1.6 version ready, just been too lazy to commit it (at least I am honest ) In regards to the nullreferror, I know where the functions are for the flight data, so will switch on debugging and check everything over. Were you using stock aero or FAR?
  5. Yeah backport should work fine dude, will probably look at the shader issue on that version soon as well. Ping me if you get stuck!
  6. Cool thanks for letting me know as I suspect in the part.cfg the node settings are correct. But in the version I’m maintaining there is a workaround someone implemented to flip the textures. You can see this workaround kick in just as you place the part. So just trying to refactor that and not break/regress anything.
  7. Ah ok, quite dated then, would be intrigued to know if that version has the same flap/spoiler issue
  8. @Me1_base do you have access to github? Be happy to review a PR and merge it in. Also thank you for the help, I recompiled and released this a few days ago with the texture fix. I’ve also nearly resolved the flap spoiler issue on stock aero. I was then going to move onto bumping up the size limits for bigger wings!
  9. So I was gonna take this approach for the following reasons: There is already a function that is executed when the part is attached. There is a bool for whether the part is a control surface There is a bool for whether FAR is installed So in theory I should be able to target a fix for stock aero just on the control surface part when attached. Will see how I get on!
  10. So as @NeoFatalis noted that reScale factor was 0.1 and should be 1. This value was set before I forked the plugin, so just assumed it was meant to be. So h/t to @NeoFatalis for spotting that one. @Citizen247 I don't have the original Unity project file for this. I can see the .shader file that uses the post KSP 1.4 implementation. Just not sure what I need to script to get this to work. If you have any ideas, let me know I have the time to look into it. After that I think I will spend some time on the flap/spoiler issue on stock aero. Have a few things I want to check and I can see from previous commits going back year before I supported this, it was an issue (should help me locate the issue and see if I can devise a fix that doesn't make FAR support regress. Texture fix will be live in a few mins.
  11. Ok, all tested on 1.5.1 on stock KSP. Everything functioned fine: All three wing types (wing, control surface & all moving control surface) Offsets Increments Test craft flew fine, was able to rotate, fly around, land etc with no issues. Release is here: https://github.com/Rafterman82/B9-PWings-Fork/releases/tag/0.70 Will update the first post as well. I think the thing I am most keen to resolve now is the shader scaling.
  12. Hello! So starting leave on Monday didn't go to plan. Thankfully I got all the work done yesterday. So lets get the ball rolling: First (as in right this minute) I am going to get this recompiled and look for regression. So an initial release will happen today with the same feature set unless I come across a major issue I will try to do as much testing as I can, things I will be looking for is how the wings perform (stock and FAR) My baseline KSP will be: B9 Pwings Fork Kerbal Foundries (gotta love those ALG landing gears) FAR FAR I'm an OG KSP player so I love the less soupy atmosphere that FAR helps with. I can see that it still hasn't been updated since 1.3. For my last build I recompiled a version for 1.4 and it seemed to work ok for me. I'm not sure whether I am allowed to include an updated version of this .dll in my fork. So I might go ask in that thread and check the license it has. That is not to say that I am going to begin supporting FAR, I just enjoy the modifications it made to the flight models. Personally I lack the time and experience with that type of mod to be able to offer any meaningful help other than a recompile (gives you an idea of how awesome devs like B9 and Ferram are). Both add-ons are highly complex and I try to only touch what I know I won't break. Defects & New Features So I do monitor this thread from time to time. I can see there is a nice list of asks for things to be fixed/added. All I can say is that I will collate them into a table and give you guys some feedback on how realistic it will be to get these things implemented. However, there are three areas I would like to begin to look at today: Shaders - Bunch of defects listed by posters. The history here is that about a year ago we didn't have access to the shaders in the source code. This meant that other devs couldn't recompile the mod and continue to support it. A couple of guys (iirc I thanked them in the first on this thread) managed to get Unity to recompile the shaders. I have pretty basic working knowledge of Unity. Happy to put in a few hours and see if I can get a handle on making some new shaders. I have the relevant software and I know people are keen to have as close to a stock alike feel as possible RP - @pap1723 I am keen to get this done. Just for the record, if anyone needs to use this mod in anyway (1.3 version for example), please do go right ahead! You have my full permission and overwhelming support. I know you RP guys like this for your space planes. Bigger Stuff - Seen a few of you mention this. The reality is, it is soooo simple to increase these values. However, B9 originally wrote the functions to calculate wing area, lift, weight etc. So if the wings begin to behave in an unexpected way. It's unlikely I will be able to do much. Apart from that tho, happy to give you guys a fork with bigger wings. Reason for this: time, tweaking the values and recompiling a bigger version takes a few mins. Building some functions to create a new UI will take longer. I like simple valuable approaches, so will probably just spin you guys up an extra large version. Or even give you guys steps on how to recompile a version with super big wings Older Versions - I will back port stuff where I can (e.g if I sort the shaders out I will make sure the 1.4.x and 1.3 versions get these updates as well if I don't encounter any major blockers) 1.6 I can see this is around the corner, if there are no major defects with a straight recompile of 1.5 then I will probably get that released as well. No doubt they wanna release 1.6 inline with xmas.
  13. Last day of work before annual leave starts and this beast gets an update. This weekend is gonna be pretty busy but early next week is looking good
  14. Sup guys, so doing much better now! Pretty busy with work so if I don’t find time you may have to wait til December 7th as i’m on annual leave for the rest of the year and should easily be able to do this!
  15. Looks like it’s time for an update. I will read through all the posts in this thread collate feature requests and provide an indication of how long it will take to make the updates. In the interim I will get a base 1.5 version ready for any users who want to play with a newly compiled version with no updates.
  16. Hi All, Just dropping in to mention I haven't forgotten this mod. In short, I got diagnosed with an Auto Immune Condition, right around when I released the first port. It's been a crappy few months of tiredness, fatigue and pain. However, while what I have is progressive, cumulative and chronic, I am feeling much better and I am nearly in remission. This means I will be picking this mod back up. First step will be to read all comments and reply in kind to questions and suggestions. Thanks for all your patience and look for an update over the next few weeks!
  17. That is really quite weird, mind posting a screen grab of your game data folder so we can try to locate which mod is causing this (assuming you haven't tried the mod on it's own using a vanilla install? Hey Joker, hope all is cool with you. Was the 1.3.1 backport ok? Need me to make any tweaks?
  18. I find the parts saved using Pwings will more than make up for the FAR performace. Tbh I’ve never really noticed much of a performance hit using FAR!
  19. Hi waterlubber, thank you for giving me the details of your setup. It does appear fixing the symmetry is the most in demand feature. I will now begin working on resolving this in 1.3.1 and 1.4.3 for users without FAR. I can't give an ETA as I need to track down the problem first. But would hope the next release contains a fix for this. Stay tuned!
  20. B9 Pwings was made to work with FAR. It does function with stock but not as well. With FAR you will be able to visually see the lifting area in the SPH/VAB as well as set the wing mass to reduce its weight:
  21. As they say you should always under promise and then over deliver Hi waterlubber, can you give me more info so I can reproduce. I use KSP 1.4.3 with FAR and have no issues. I guess your on 1.3.1 or 1.4.3 but without FAR?
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