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Herra Tohtori

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Everything posted by Herra Tohtori

  1. I need to test this, but I'm not sure about that. It might only apply to drag, but if it already works for dynamic lift as well, then that's awesome.
  2. Hey, would it be at all possible to add hydrodynamics to FAR? It wouldn't need to be anything particularly complicated - just a boundary layer that changes "air" density to 1000 kg/m^3 when a part's altitude coordinate is equal or lesser than zero (sea level). Basically I was thinking of doing some experiments with aquatic vessels, like hydrofoils, propellers, submersibles with control surfaces, even sailboats with the wind mod - you'd need hydrodynamics to get the keel and rudder working, so that you would be able to sail into the wind. Accuracy-wise, the biggest difference would be that a simplistic implementation wouldn't take into account things like cavitation. Programming-wise, the boundary between air and water could be problematic if a part is partially submerged, since it would still only have one altitude value and it'd be either above or below the surface, but at the same time, I'm fairly sure that things would work well enough to be useable...
  3. I have two little features that I think could be useful. Is it possible to tie crossfeed status of a part to the phase angle/position of a robotic part? Like this: It could be either boolean on/off switch as described here, with an adjustment option for the angle interpreted for "crossfeed on" and the rest being "off", or it could use a smooth threshold to reduce fuel flow to an engine. As to what possible use could this be, well... Another feature request: Servos. Basically, assigning a target position to a robotic part based on a controller axis input. For example, making a rotatron that would have a ±15 degree movement range, and would track position of pitch axis and try to match its position to the axis input. This would make it possible to build manually articulated control surfaces that respond to control inputs, which would be rather useful in certain cases... like this, but better. (If it's impossible to tie variables together like that, that's all right... disappointing, but I would be OK with it)
  4. Optical infinity meaning the way reflector gunsights and HUDs work. They're collimated so that head movements in cockpit cause no parallax shift in the reflected reticle/display - which is what makes them useful. A reflector gunsight will always point at the same direction, regardless of the position that the pilot looks at it - within certain limits of course, you have to be looking through the sight. Similarly, an artificial horizon in a HUD would be rendered where the horizon is. Placing the HUD/reticle texture plane outside, ahead of the cockpit would work, but that technique requires sufficient distance and some kind of masking so that the HUD/gunsight is only visible when looked through the actual reflector. But it does sound like this issue is with specific cockpit IVA designs rather than RPM. Thanks for the answer.
  5. Is there any way to make HUD appear at optical infinity rather than RTT on the reflector itself? Or is that something that depends on the individual cockpit layout/geometry rather than RPM itself?
  6. Pretty much the only thing I would want to see is the ability to change the wheel size, and also general scaling with TweakScale. Current models (small and medium) are just a bit too small for some of my purposes...
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