juanml82 393 Posted July 5, 2019 Share Posted July 5, 2019 On 7/4/2019 at 2:14 PM, kcs123 said: Probably. I have no issue with textures and didin't see much complains either. Are you forcing DX11 or OpenGL ? I have seen some people complaining that they have glitches with textures if they don't use DX9. Personaly, I'm using DX11 and only have minor problems on handful of SPH/VAB part icons. Parts on craft don't have any issues. But that is offtopic from this thread. You may have some strange driver/GPU and in game settings combo or you don't have it installed properly. I'm using opengl, so I guess that's the reason. I'll check it out in DX9 Quote Link to post Share on other sites
JWS 36 Posted July 12, 2019 Share Posted July 12, 2019 On 5/31/2019 at 4:06 AM, Gordon Dry said: Well, it should, many ppl use it. 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. Quote Link to post Share on other sites
Gordon Dry 547 Posted July 12, 2019 Share Posted July 12, 2019 (edited) @JWS thank you I guess the reason for PRs to be forgotten is that the actual fork is a fork of a fork or something And this fork and the previous fork as well do not have the possibility to open issues The original original original fork (or so) is the one where a PR sits in, so I guess that one is yours You could open a PR on the latest actual fork, though.https://github.com/Rafterman82/B9-PWings-Fork And close the old one and put a reference in it. 3 hours ago, JWS said: I literally changed nothing, but just clicked a checkbox in PlayerSettings in the Unity editor Yeah, I know of that one - and I never used the Unity editor or created a mod. But, I know that one. sigh. Why not some devs? I always wonder about that. Edited July 12, 2019 by Gordon Dry Quote Link to post Share on other sites
Gordon Dry 547 Posted July 12, 2019 Share Posted July 12, 2019 The only thing that's left is that the saving and restoring of presets does not work. Quote Link to post Share on other sites
Jebman82 120 Posted July 12, 2019 Author Share Posted July 12, 2019 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! Quote Link to post Share on other sites
Gordon Dry 547 Posted July 24, 2019 Share Posted July 24, 2019 @JWS FYI loading a vessel into VAB with B9 wings as fins, this is written to the log one time and later another time: ArgumentOutOfRangeException: Argument is out of range. Parameter name: index at System.Collections.Generic.List`1[UnityEngine.MeshFilter].get_Item (Int32 index) [0x00000] in <filename unknown>:0 at WingProcedural.WingProcedural.UpdateMaterials () [0x00000] in <filename unknown>:0 at WingProcedural.WingProcedural.RefreshGeometry () [0x00000] in <filename unknown>:0 at WingProcedural.WingProcedural.UpdateCounterparts () [0x00000] in <filename unknown>:0 at WingProcedural.WingProcedural.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) Weird that this is written 2 times, either it should be one time or four times (because it's about 4 radially attached fins). Quote Link to post Share on other sites
w00tguy 5 Posted July 28, 2019 Share Posted July 28, 2019 (edited) I'm having trouble getting the control surfaces to work with SAS on a large plane. When SAS is enabled the plane oscillates on the roll axis until it flips over. This happens even with no atmosphere. If I replace the control surfaces with stock elevons the problem goes away. If I make procedural elevons in the same shape and placement as the stock elevons the oscillating comes back. Installing FAR fixes this for whatever reason, but I'd rather not install FAR (worse performance, and causes elevons to flap like a humming bird at certain speeds ). EDIT: Installing AtmosphereAutoPilot fixed this. I don't even have to enable the auto-pilot. Simply having that installed fixes the wobbling when SAS is enabled, somehow. Edited July 28, 2019 by w00tguy Quote Link to post Share on other sites
Lisias 4,311 Posted August 8, 2019 Share Posted August 8, 2019 On 7/28/2019 at 4:06 AM, w00tguy said: I'm having trouble getting the control surfaces to work with SAS on a large plane. When SAS is enabled the plane oscillates on the roll axis until it flips over. This happens even with no atmosphere. EDIT: Installing AtmosphereAutoPilot fixed this. I don't even have to enable the auto-pilot. Simply having that installed fixes the wobbling when SAS is enabled, somehow. Interesting! AtmosphereAutoPilot overwrites the control-surface symmetry (I have some problems with it sometimes, as I need the symmetry to manually control asymmetric crafts I build now and then), and (IIRC) have better fine tune adjustments. So I don't think this is a part problem, but a physics one. Mainly because you said this happens without an atmosphere too - I think your control surfaces are so massive that they are messing with the CoG when they moves (and not only with the CoL). Can you provide a minimal craft with this problem? This is something interesting to debug! Quote Link to post Share on other sites
w00tguy 5 Posted August 11, 2019 Share Posted August 11, 2019 I'll see if I can get a minimal craft to demonstrate, but I think you're right about the control surfaces being too massive. Most of my planes have an oscillation problem, and usually lowering the authority on the surfaces levels them out. This has been the only one that ended up doing a complete roll. Probably there is a symmetry issue. Quote Link to post Share on other sites
pingopete 708 Posted August 23, 2019 Share Posted August 23, 2019 How feasible would it be to incorporate textures unlimited for procedural wings? Quote Link to post Share on other sites
DAWN 8 Posted October 20, 2019 Share Posted October 20, 2019 Hi there.thank you for update this great mod first,and i wonder if you could add some function that allows users to creat their wings by drawing the shape of the wings,just like the “squeeze” in 3D softwares like 3dmax?that wil be of great help to build even more ornamental aircrafts XD. (sorry for my poor English,hope you could understand what I say XD) Quote Link to post Share on other sites
Me1_base 69 Posted October 22, 2019 Share Posted October 22, 2019 (edited) On 10/20/2019 at 9:19 PM, DAWN said: if you could add some function that allows users to creat their wings by drawing the shape of the wings,just like the “squeeze” in 3D softwares like 3dmax? The answer is yes, you can modify the wing shape by dragging in some version of b9pw, and it was implemented in some other forks (already obsolete due to lack of maintainance), but the shape is limited to trapezium(at least 1 pair of parallel side). There will be too many parameters to define a wing if things other than trapezium is allowed. I am a native speaker of Mandarin, you can PM me if language is an issue. Edited October 22, 2019 by Me1_base Quote Link to post Share on other sites
Kerbal101 658 Posted October 31, 2019 Share Posted October 31, 2019 Only FYI, B9 has texture issues in 1.8.1. In other news, PWing for 1.3 seem to work without problems in 1.8.1. Quote Link to post Share on other sites
Me1_base 69 Posted October 31, 2019 Share Posted October 31, 2019 5 hours ago, Kerbal101 said: Only FYI, B9 has texture issues in 1.8.1. Seems no problem for me. Are you using the latest version? Quote Link to post Share on other sites
Kerbal101 658 Posted October 31, 2019 Share Posted October 31, 2019 @Me1_base Yes, ofc. Maybe mod uses incorrect shader code? Quote Link to post Share on other sites
kcs123 877 Posted October 31, 2019 Share Posted October 31, 2019 Or maybe one of you using different OS and maybe forcing DX11 or OpenGL trough shorcut parameter for KSP ? Quote Link to post Share on other sites
Kerbal101 658 Posted October 31, 2019 Share Posted October 31, 2019 @kcs123 Well, this worked with B9 previously, but I am eager to retest now with 1.7.x Its Linux, current MESA driver, [ OpenGL 4.5 ] in core and compat. profiles and I am not limiting it. Shaders set to max in settings. Linux has only OpenGL. Thats my call parameters via [ KSP_Launcher ] script: execute: rm -f "/home/userp/.config/unity3d/Squad/Kerbal Space Program/prefs" export LC_ALL=C export __GL_THREADED_OPTIMIZATIONS=1 Would disable the log, by linking it to /dev/null. Would increase KSP binary naughtiness value. Would finally execute: ./KSP.x86_64 So, nothing fancy. Same settings for when it worked, but there is also chance of something brake on MESA side, although its the only shader now that is misbehaving. Quote Link to post Share on other sites
Me1_base 69 Posted October 31, 2019 Share Posted October 31, 2019 (edited) 1 hour ago, kcs123 said: maybe forcing DX11 or OpenGL KSP runs on d3d11 as default now. Current built targets emm likely .net 3.5, maybe that cause some problem Edited October 31, 2019 by Me1_base Quote Link to post Share on other sites
NippyFlippers 8 Posted October 31, 2019 Share Posted October 31, 2019 (edited) For some reason the controll surfaces produce asymetrical lift in Kerbal 1.8.0. I have no other mods installed. Edited October 31, 2019 by NippyFlippers added picture Quote Link to post Share on other sites
kcs123 877 Posted October 31, 2019 Share Posted October 31, 2019 8 minutes ago, Me1_base said: KSP runs on d3d11 as default now. Yep, thanks for reminding me about that. And, yes there was issues with textures and OpenGL in the past for some people if you look one page back. Don't know enough how textures and shaders can be re-created again so it can properly work for both, OpenGL and DX, but at least we have narrowed down issue for maintainer. Quote Link to post Share on other sites
Me1_base 69 Posted October 31, 2019 Share Posted October 31, 2019 4 minutes ago, NippyFlippers said: For some reason the controll surfaces produce asymetrical lift in Kerbal 1.8.0. A screenshot with aerodynamic force on may better indicate the problem Quote Link to post Share on other sites
NippyFlippers 8 Posted October 31, 2019 Share Posted October 31, 2019 I made these screenshots to clarify the issue. You can see how the centre of lift dramatically shifts as the control surfaces get transformed. Quote Link to post Share on other sites
Me1_base 69 Posted October 31, 2019 Share Posted October 31, 2019 (edited) 7 minutes ago, NippyFlippers said: I made these screenshots to clarify the issue. You can see how the centre of lift dramatically shifts as the control surfaces get transformed. Ohh that is kinda weird. I have no clue about it. Submit an issue to Jebman82 on GitHub. Edited October 31, 2019 by Me1_base Quote Link to post Share on other sites
Me1_base 69 Posted October 31, 2019 Share Posted October 31, 2019 2 hours ago, Kerbal101 said: Maybe mod uses incorrect shader code? You can check the source code or try this version. https://github.com/tetraflon/B9-PWings-Fork-old/releases/download/0.3.3-alpha/Procedural_Wings_Modified_KSP_1.5-1.8.zip It uses the same shader as @Crzyrndmversion Quote Link to post Share on other sites
Kerbal101 658 Posted October 31, 2019 Share Posted October 31, 2019 @Me1_base Thanks, but same result, all three broken in this environment. That is the only parts with problem, stock shaders work everywhere. I think changes in Unity cause it then and they are not evident in Dx/Win. Quote Link to post Share on other sites
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