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Crzyrndm

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Posts posted by Crzyrndm

  1. More accurate history of the two seperate mods

    • Procedural wings created by DYJ, later maintained by NK and then myself when NK became a dev (I was already maintaining B9 at the time and submitting some patches across)
    • B9 procedural wings created by Bac9 to overcome some of the issues noted with the original version. During late development I started submitting patches (liked the mod, not the stability...), and maintained a fork when Bac9 went quiet

    Obviously they are now both looking for a maintainer since I've moved on (unless someones picked it up and I've not seen / forgotten about it. I'm not looking hard :D)

  2. 9 hours ago, flart said:

    @linuxgurugamer, Is there localization support anytime soon ? Pity it breaks stock category_name localization.

    8 hours ago, flart said:

    Completely :). It replaces stock localized categories with its unlocalized categories.

    There is actually some localisation support (completely untested) in FE. If I got it right, all it would take would be replacing the category and subcategory names with the localisation lookup key in the cfg (e.g. https://github.com/Crzyrndm/FilterExtension/blob/master/GameData/000_FilterExtensions Configs/FilterByFunction.cfg#L3). That will be messy for subcategories because you'll probably have to replace the entries in the SUBCATEGORIES list since it uses the name as the link (Benefits of a side feature that never got tested :()

    20 hours ago, linuxgurugamer said:

    I'll be adding it to my list of mods as I work through all of my mods for 1.3.1

    Just ping me if you have any questions. I still read the forums regularly

    Localisation stuff was limited to right before handing off to KSP (Category, Subcategory). The subcategory linking with localisation thing is a really dumb oversight that makes it far more intrusive than I was intending -.-

  3. Actually, that looks like the needs worked just fine, just the '-' to remove the node was incorrectly selected (if the correct syntax was used, the node would've been nuked as intended)

    Explanation on why it was done the way it is

    • ferramgraph: is not the GameData folder name, and so doesn't trigger when uninstalled by a package manager but the folder remains because of other files (which then leads to "my wings don't lift...")
    • adding then removing the node: Config works even if Module Manager isn't installed. With a NEEDS on the node, it doesn't work if MM is not installed (also leading to "my wings don't lift...")

    Since there has been a significant reduction in installation issues above after making this change, I'd say I made the right decision and the remove syntax should be done properly rather than suggesting a significant regression

  4. And here I was thinking FE was the simplest (outside plugin workshop) :D. It's certainly the cleanest (minimal interactions with KSP makes structure much easier to manage). I started modding around 0.90 release with PA and FE, so basically two years of on/off development...

    It does have a few warts though (it was really "fun" working out how to replace stock categories before other mods started adding theres to the mix :rolleyes:)

  5. KSP (and the mods I created/maintain) has been on the fringes of my attention for a while now. Looking back, I've only been doing work for compatibility and no actual development (the interesting part ;)).

    As such, the code for following mods are no longer maintained and can be considered public domain (ie. no licensing restrictions)

    The following mods are also no longer maintained but as I was not the original creator the license's will remain (both can be found here)

    • Procedural Wings - original - (licensed as CC-BY-NC (SA?))
    • Procedural Wings - B9 (The code is licensed under MIT, All art (i.e. textures and meshes included into the download) is licensed under CC BY-NC-SA 4.0)

    I still check the forums semi-regularly so just poke if required

  6. 14 hours ago, Talal said:

    Thank you for this mod. I am having a problem with custom categories. Whenever I make a custom subcategory and name it, it automatically renames it self as the custom category. For example; if I make a custom category (A for example) and then a subcategory (B for example) in that category, the subcategory will appear as A not B. How can I fix this? Thanks in advance.

    Sounds like you're getting an "all parts in {A}" subcategory and no {B}. Post your .cfg file(s) (or an example of) and we'll get to the root of the issue

  7. 4 hours ago, Next_Star_Industries said:

    I believe it has to be the lambda expression but not sure.

    Lambda is just a function (albeit an unnamed/anonymous one). FE uses the same method to express its callback (I do wonder why you're using string.Contains instead of Equals? But that's a nitpick...)

    I would suggest printing each of the parameters to the log (check they're not null, etc.).
    What error is being reported in the log file? What does the stack trace point at?
    Does it work if you change the function to a coroutine and delay 10 frames before initialising?

    FE call path for completeness:
    EditorInit() called by callback registered in awake calls initialise on categories
    Category setup adds the CustomFilter and then passes the returned instance to Init Subcategories on
    Subcategory initialise just registers the filter against the category

    The only major difference I can see is that I call all this through a coroutine so it might be delayed from the original callback

  8. 13 hours ago, evileye.x said:

    @Crzyrndm

    I want to thank you once again for this life saver mod!

    I have a bug report

    https://www.dropbox.com/sh/zq0lrjhkgdjph2o/AAD6Wpzj4QGElV1sMVAAyVo2a?dl=0

    https://www.dropbox.com/s/2zkiibtqz4rn0r0/KSP.log?dl=0

    For some reason categories icons are messed up in engines.

    Also a question (or suggestion): do we have some kind of useful filter extension configs collection (for example mods subcategories like AIES,SXT, and so on or fuel tanks subcategory) - to use filter extensions to the max.?

    Bug: I'll have a look sometime this weekend

    Supporting config lib: Not to my knowledge. Would be interesting to see though

    12 hours ago, Rodger said:

    Having a minor icon issue - the science icon always has a very dark background. I had this back in at least 1.2.2 iirc...

    Rw25qzS.png
    I've double checked the icon files in my install, and can't find anything weird there.

    Looks like it might be picking the incorrect file for the unselected case. Will have to take a look

  9. 18 hours ago, linuxgurugamer said:

    Might I suggest that you add the information to the description as to how to alter the dimensions?  I just started using this (again), and it took a while to figure out the special keys.

    It's there?

    17 hours ago, linuxgurugamer said:

    Is there any way to have the control surfaces swept, so that the edges of them are parallel to the flight?  I can do that with wings, but not apparently control surfaces.  Looks kind of odd to have the control surface sticking out from the back of the wing, with the edges at right angles to the wing rather than in line with the direction of travel.

    This is without using FAR, so I'm using the first download

    The deformation of the original PWings is quite fixed as it relies quite heavily on Unity objects. You'll have to use the B9 version for this behaviour (which works just fine in stock AFAIK, just like the originals should work just fine in FAR?)

  10. Rescale factor did work and was simple to account for. It does have a side effect though... (part and plugin changes have been uploaded to github, it should work with any rescale factor now so if 0.4m minimum isn't small enough, just go lower)

     

     

  11. @JPLRepo

    IPartSizeModifier and negative values (ie. for a part smaller than its default size). The height thing is a consequence of the current setup thinking it's always at least 4x4x0.2m
    @NathanKell
    Good idea, but it would require someone other than me. The part icons (and related sizing) run on the raw model, which tbh I do not have the time to work out how to modify. Modifying the plugin to suit would be relatively easy, but that's the extent of my skills and time

  12. I haven't been able to reduce it under that value from what I can recall (doesn't like negative inputs?). It has been a while since I was trying to fix that so I could be wrong (I seem to recall that I did manage a -ve vessel size at one point...)

    https://github.com/Crzyrndm/B9-PWings-Fork/blob/master/B9 PWings Fork/WingProcedural.cs#L3928

    Also looks like the non-B9 implementation still returns absolute instead of offset from the default size. Oops

    https://github.com/Crzyrndm/ProceduralWings/blob/master/Source/WingManipulator.cs#L670

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