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CashnipLeaf

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  • About me
    Manipulating atmospheres for fun and profit.
  • Location
    [REDACTED]
  • Interests
    KSP, Aerospace, Cats

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  1. That is very interesting. I will fwd this to CobaltWolf. These drag cubes are just the gift that keeps on giving, huh?
  2. That is......... weird. I wonder if the aero debug data might reveal anything interesting. EDIT: Is the drag coming from the fuselage, or from whatever mounted it to the underside of the airliner wing?
  3. Did CobaltWolf push the changes yet? If not, you might still be using the old, scuffed drag cubes rather than the new ones. If you do have the updated parts, try deleting your PartDatabase.cfg file if it exists. This can be found in KSP's root folder. Doing so will make KSP recalculate the drag cubes of all the parts.
  4. Yeah, the end result was that the generated drag cubes had a much smaller front or rear face than they should have, resulting in the front and/or rear drag cube faces of connected parts not getting occluded, which added a considerable amount of drag, especially at transonic speeds. That thing could not glide to save its life. With the fixed drag cubes, drag went down by between 1/3 and 1/2, depending on the AoA, the L/D ratio went up significantly, and it can actually glide now! LOL Anytime, m8!
  5. I'm still trying to figure out what sort of climate sim software/library might fit my needs best. If anyone has any advice or can point me in a direction, that would be much appreciated. (particularly one that can also simulate not-earthlike planets)
  6. New thread for a new mod, partly derived from this one. I will no longer be working on CPWE as my focus has shifted towards this new, bigger, (probably) better project, which builds on everything I learned while developing CPWE. Thank you to everyone who visited and replied to this thread.
  7. This thread is for the development of a mod I am working on called Modular Climate & Weather Systems (MCWS), which is meant to allow climate and weather data (and possibly simulations) to interact with KSP's physics systems in a modular fashion. I am creating this thread to get feedback and suggestions. I also currently don't have any climate data to use with this thing, which is something I would like to have before a full release. Completed features: Functioning API to take in data from other plugins and interpret it for use in the flight scene. Can currently take in wind, temperature, and pressure data. A very refined stock wind simulation. GUI that displays various aerodynamic and thermodynamic information. New set of prograde/retrograde markers that display prograde/retrograde but adjusted for wind. Reader plugin that can read .bin files of climate data based on configs. Current To-Do List: Make some kind of climate data for this thing. (insert additional things that may come up) Installation Download from: Github: https://github.com/CashnipLeaf/ModularClimateWeatherSystems/releases Dependencies: ModularFlightIntegrator ToolbarController ClickThroughBlocker Documentation (WIP): https://github.com/CashnipLeaf/ModularClimateWeatherSystems/wiki Source: https://github.com/CashnipLeaf/ModularClimateWeatherSystems/tree/main License: MIT
  8. Thanks for sharing. I'm not 100% sure it's what I'd need (I'm still working out those details tbh), but I'll keep it in the back of my head since it might come in handy.
  9. Looking for someone who has experience with climate and/or weather simulations because good god those things have gotta be the least intuitive things I've ever seen. (this may or may not be relevant to what I mentioned in the last post)
  10. I've had some ideas that I've been debating with myself over the past couple of days and I wanted to see what you guys thought: Should I add the ability to influence more climate/weather parameters (e.g. temperature and pressure) in this mod? The mod itself would not be a climate/weather simulation, but this would potentially allow it to take in more data from one. This would also influence what I decide to rename this thing. If the new scope is broad enough, I might even split it off as a new project (though likely one that would inherit a lot of things from this one).
  11. I am currently doing a properly unhinged rewrite of my aerodynamics override. But if it works the way I think it will, it should substantially reduce the number of extra calculations that need to be done. Someone please send help.
  12. Update v0.8.6-alpha: Wind speed and direction now affects air intake performance. Added a new shock temperature override that will adjust aerodynamic heating based on wind speed and direction. Core functionality has been restructured to allow for more complex features later down the line. Added a TimeSettings node to both flowmaps and wind objects for easier control over wind fade-in and fade-out behavior. Stock configs have been made a separate download on the GitHub repository. Minor bugfixes and (slightly unhinged) runtime improvements. https://github.com/CashnipLeaf/CPWE/releases/tag/v0.8.6-alpha
  13. I am looking to rename this mod at some point. "CPWE" was always meant to be a working title and it also just doesn't roll off the tongue well. If you have any name suggestions for this thing, I'd like to hear them.
  14. The implementation you suggested probably isn't feasible within the scope of what this plugin is meant to do. However, some form of integration is definitely possible. See, one of the features I'm planning to include in the API is allowing other mods to input their own wind data for the plugin to use, and I think that may be a more practical way to integrate the two mods: let the visual FX lead the wind FX. Either way, I will open up more serious discussions with blackrack when I get the API up and running.
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