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Jebman82

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Everything posted by Jebman82

  1. As promised please find a recompiled version for KSP 1.3.1 compatible with and without FAR. It still has the known issue for flaps and spoilers: https://github.com/Rafterman82/B9-Pwings-Fork-Backport/releases/tag/0.1.0
  2. Hi Joker58th, read you loud and clear. I’ve already made the changes on my local, just need to test before I release an updated version for 1.3.1. I should be able to release it today/tomorrow.
  3. Yes that is now resolved so it should be much easier to set the root and tip offsets on control surfaces.
  4. Thanks for the nudge kcs123, I guess I’m too used to being a forum lurker. The new thread for KSP 1.4.3 is here:
  5. You can use the previous version that Cryyrndm was supporting. It can be found here: https://github.com/Crzyrndm/B9-PWings-Fork/releases/tag/0.40.13 However, he no longer maintains it, so if you find a problem you will be unlikely to get support. The above backport is also on CKAN AFAIK. The reason this version cannot work on 1.3.1 is due to the change in Unity shaders when KSP was upgraded to 1.4.x. I suspect you are asking as you would like the bigger wings in 1.3.1? If this is the case and you want bigger wings let me know I’d be happy to compile a 1.3.1 version if there is demand for it. Would be a simple case of getting the 1.3.1 source and applying my changes, trivial development at most.
  6. B9 Pwings Fork - The go big or go home update (40% larger wings) This is an up to date fork of B9 Pwings. I have been maintaining this up to KSP 1.7 - Originally created by bac9 (a god amongst men): https://forum.kerbalspaceprogram.com/index.php?/topic/94621-102-b9-aerospace-procedural-parts-040-updated-090615/ - Forked by Crzyrndm allowing support up to 1.3 (Thank you Crzyrndm for all the hours of support you have provided to this excellent mod): https://forum.kerbalspaceprogram.com/index.php?/topic/117236-13-procedural-wings/ - Forked by jrodrigv - Huge thanks to him for spending his own time in regards to recompiling the shaders and updating the code needed to make this work - Forked by me - Current maintainer - Thank you to LinuxGamer for the CKAN update - Thank you to Lisias T for a bunch of refactoring and fixing the mirror surface issues in stock aero Instructions - Find the parts in the Aero section in the editor - Press "j" to bring up the part settings - On the sliders left clicking the buttons on either side will do a large increment change, right click for a small increment change and fine tuning - An alternate texture is provided. You can also overwrite the texture if you wish - A test aircraft is supplied with control surfaces setup including spoilers, levcons, canards, flaps etc. This aircraft functions in stock aero and with FAR use it as a guide or to test if the mod is functioning Possible Issues - CKAN version might be out of date, will look into this Recommended Mods (not required for Pwings to function) - Atmospheric Autopilot (helps tame unstable aircraft designs) - - PWB Fuel Balance (helps keep the CoM in the same spot while using fuel) - - FAR (more realistic aero simulation for KSP, things tend to be less draggy but generally more challenging) - - OPT Reconfig (nice spaceplane parts to play with) - - Kerbal Foundries (has 4 types of procedural configurable landing gear) - License All licenses from the original mod apply to this fork, the plugin is distributed under the MIT license: https://opensource.org/licenses/MIT Version 1.0.0 (see below for download links) Minor update Updated to 1.9.1 - Merged with jrodrigv branch for new asset bundle Version 0.91 (see below for download links) Minor update Small update to Pwings, 0.90 aircraft should work fine with it - Increased wing edge size to account for larger wings - Set surface sliders back to int 1f so slider snaps accordingly - Craft built in 0.90 should function fine in 0.91 - Updated assembly version (thanks @Me1_base) - Added test craft for use with and without FAR (stock parts + pwings thanks @kcs123 & @Snoman314 for the suggestion) Version 0.90 (see below for download links) Improvements/Housekeeping Removed "Show Wing Data" on part right click Moved key values from "Show Wing Data" to always show in editor on part right click Merged PR containing mirror fixes for stock aero Increased length, width, height on all parts Refined increments (use right and left click on the buttons either side of sliders for fine increments) Removed App Launch Icon (no longer needed) Recompiled against 1.7 KSP Tested with and without FAR Removed .version file No dependencies Version 0.80 (see below for download links) Improvements/Housekeeping Recompile for 1.6.1 Even larger wings (yes I heard you all make obscenely large SSTO's) Version 0.71 (see below for download links) Bugfix Fix for incorrectly scaled textures Version 0.70 (see below for download links) Housekeeping: Recompiled against KSP 1.5.1 (stock) and tested Version 0.60 (see below for download links) New features: Increase root width of main wing / all moving control surface from 16 to 20 units Increase tip width of main wing / all moving control surface from 16 to 20 units Increase length of main wing / all moving control surface from 16 to 20 units Increase length of main wing / all moving control surface from 8 to 10 units Increase length of control surface from 8 to 10 units Added tiny increment as float for control surface offset root and tip increment Changed control surface offset root/width calls to use tiny float (0.0.5f) Housekeeping: Recompiled with KSP 1.4.3 DLL files Bug Fixes: Reduced limits of control surface root and tip offset from -6 units/6 units to -0.5 units/0.5 units Known Issues: When using stock aero control surfaces set as spoilers/flaps will move in opposite directions. Interim Fix: Disable symmetry in the editor, place the control surface, press ALT + Mouse 1 on the part, duplicate, then roll/flip as needed with the QWEASD keys and place as close as you can to the opposite side of your craft. Or even better use FAR and enjoy full flap support. Future Plans: I intend to support this mod for the foreseeable future I will not be making any major functional changes, I intend to support newer versions of KSP and fine tune certain aspects, please factor this in when making feature requests I hope to create a stock aero variant with a different set of part.cfg files to see if I can resolve the outstanding known issue of flaps and spoilers moving the wrong way in stock aero - FIXED I may look to update some of the procedural textures being used on the parts I plan to look into why the wings are so heavy by default (work around is to use FAR and adjust wing mass value) - FIXED I plan to look into why the wings are a little draggy but will wait for a formal release of FAR into 1.4.3 - FIXED I hope I can update the CKAN file so the RO guys can pull this down in there efforts to get RO ready for 1.4.3 - FIXED Download for KSP 1.9 (Github): https://github.com/Rafterman82/B9-PWings-Fork/releases/tag/1.0.0 Download for KSP 1.8 (Github): https://github.com/Rafterman82/B9-PWings-Fork/releases/tag/1.0.0 Download for KSP 1.7 (Github): https://github.com/Rafterman82/B9-PWings-Fork/releases/tag/0.91 Download for KSP 1.6.1 (Github): https://github.com/Rafterman82/B9-PWings-Fork/releases/tag/0.80 Download for KSP 1.5.1 (Github): https://github.com/Rafterman82/B9-PWings-Fork/releases/tag/0.71 Download for KSP 1.4.1 (Github): https://github.com/Rafterman82/B9-PWings-Fork/releases/tag/0.60 Download for KSP 1.3.1 (Github): https://github.com/Rafterman82/B9-Pwings-Fork-Backport/releases/tag/0.1.0 Installation Instructions Download the .zip file from the above link Extract the .zip file Copy the extracted folder to your GameData folder Note: No dependencies are required Source (Github): https://github.com/Rafterman82/B9-PWings-Fork Screens Please see the existing threads for screen shots of the UI and features of the mod As you were.
  7. Implementing such a change to remove the square tips would be a rather large undertaking and sits outside of the maintenance scope I will be providing, sorry about that. I know FAR is not everyone's cup of tea. In the interim you can disable symmetry on the flap and place each one individually this will get around the mirror issue but will require some fine tuning placement. It won't be likely my self or any of the contributors will fix this issue anytime soon as this plugin is very complex and this issue has persisted for more than a year.
  8. It appears this issue only happens on stock (without FAR). B9 Pwings were always made with FAR in mind (ferram actually helped B9 with some of the math). I will be honest, it's unlikely that I will ever resolve this for stock. However, in FAR flaps are fully supported and tested when tied to action groups. Any problems getting FAR to work on 1.4.3 just DM me. Not sure I fully understand what you mean by tip offset on the all moving control surface, do you mean the ability to kinda cut the square edge off the corners of the tip with a diagonal?
  9. New release Version 0.60 for 1.4.3 Hi, I was reluctant to create a new thread for this as I am not sure how much time I will have to maintain the fork I made. Below is a link to a new version. This is forked from jrodrigv he and a friend did a lot of work to get the shaders recompiled for the new version of Unity in 1.4.3. Without that, there would be no B9 Pwings for 1.4.x, so big nod to those guys. Ok so the update: Download Github https://github.com/Rafterman82/B9-PWings-Fork/releases/tag/0.60 Release Notes: Compiled against 1.4.3 DLL files Increase root width of main wing / all moving control surface from 16 to 20 units Increase tip width of main wing / all moving control surface from 16 to 20 units Increase length of main wing / all moving control surface from 16 to 20 units Increase length of main wing / all moving control surface from 8 to 10 units Increase length of control surface from 8 to 10 units Added tiny increment as float for control surface offset root and tip increment Reduced limits of control surface root and tip offset from -6 units/6 units to -0.5 units/0.5 units Changed control surface offset root/width calls to use tiny float (0.0.5f) Known Issues: When using stock aero control surfaces set as spoilers/flaps will move in opposite directions. Interim Fix: Disable symmetry in the editor, place the control surface, press ALT + Mouse 1 on the part, duplicate, then roll/flip as needed with the QWEASD keys and place as close as you can to the opposite side of your craft. Or even better use FAR and enjoy full flap support. Basically for me I wanted slightly larger wings as I like to use these on large OPT craft. Arcanejack also mentioned the offset bug: I've reduced the control surface offset value significantly. It should be much easier to adjust this value now. Also note I found functionality to fine tune values, hold Mouse 1 and Mouse 2 together on the slider in the editor and you can finely tune any value. Finally I bumped up the length and width of the control surfaces by 20%. I've tested this with and without FAR (My FAR version is self compiled for 1.4.3 from his 1.3.1 source code ). I recommend using FAR as the mass values of the wings can be high when using stock, FAR allows you to adjust the wing mass to prevent this being an issue by right clicking the wing in the editor.
  10. Ah ok, didn't realise. Just want to be able to bring them into Unity 5 so I can update the wheel colliders. So don't really need the source files for the plugin DLL just the original model that was used to make the .mu file. I know there is a tool for converting .mu back to a compatible 3D model for use in Blender but I am unsure how reliable it is.
  11. @BahamutoD completely understand that RL takes priority. Just have one favour to ask. Could you put the source for Adjustsble Landing Gear on GitHub as I can't seem to find it in your repositories. Of course this is only if you are happy for someone else to pick it up. Apologies for this being OT but the ALG thread was locked by a mod. Also thank you very much for all your amazing addons and hard work. Hope the degree goes well!
  12. There isn't much you can do unless you kept a copy of 1.05 somewhere. One thing you could try is to edit the .craft files directly and remove the child nodes for the landing gear. As it is unlikely you have any parts attached to the gear itself, it shouldn't be too tricky (make a backup of your .craft file first).
  13. Yes, however would require converting the 3d model back from the .mu format so they can be opened in something like Blender. Then the model can be adjusted to resolve the alignment issues. However the UV texture map might also need a little touch up to account for the tiny change in surface area. Then the file can be imported into Unity where a new collision mesh can be made. Then using the Part-tools addon for you Unity it can then be exported back to the .mu format with these issues resolved. While the fixing of the model alignment wouldn't take too long, the whole process does. An experienced modeler could do this in a couple of hours maybe less. The volume of the work isn't the problem, more so all the steps to get it into the correct program to fix the issue and then the steps involved in getting it back into KSP. Not sure I have the time myself but would be happy to point you in the right direction to get started. All the software listed above is free and works on both Windows and OSX.
  14. I'm planning on releasing an updated version of this over the next few days (depending on how much time I have). Also going to try and bring over 1.7 parts that fit with 1.8 parts. Lots to test, will also ensure it is FAR compatible. It will be placed on GitHub in case other wish to fork or send PR's.
  15. Hi, I suggest you download the GitHub application for Windows or OSX. Then use the same folder for your mod/plugin. For example on Windows GitHub by default will save your repos to "My Documents" so copy/cut paste your code to that folder and work from there. Once done load up the GitHub application. It will detect changes automatically and ask you to commit them. Once committed *they will not appear on the GitHub website*. To make them appear you must "Push" or "Sync" the commit for it to go onto GitHub. In the application after you've committed your latest change you will see a sync button in the top left. Press it and you will see the changes on the GitHub website with your commit message. All of the above can be done on the command line as well. While it is more complicated than above it is a useful skill to have: https://help.github.com/articles/adding-an-existing-project-to-github-using-the-command-line/ In summary you: 1) Clone an old repo or create a new one 2) Add changes to your repo 3) Commit changes with a message explaining what is in the commit 4) Push the changes to master or another branch When working with multiple developers you would then pull the master branch back after changes have been merged by someone else. This ensures you can work together. Also once your base mod/plugin is ready, but you wish to add a new feature or fix something. Create a branch for the feature and work in isolation. Once your branch is tested and ready you can merge it into master. This means if another Dev forks your master branch they will be pulling a stable build and not something you're halfway working through. Finally for some humour go to: http://www.commitlogsfromlastnight.com And see some funny commit messages from people who should have gone to bed and stopped coding!
  16. Cool, if we do this with a GitHub repo we can make commits when either of us have time. If we each have a branch we can just pull the latest copy from master from time to time to ensure we are both working from the latest copy. I also have 1.1 so I can handle all the testing and compatibility on that version in the interim. I've got some time this weekend so will setup the repo and send my GitHub ID to you K.Yeon so when he is back he can get back involved. I've been meaning to sort the drag cubes out on this anyhow so it's good timing!
  17. Want some help? I can handle a whole bunch of FAR stuff as well as other bits?
  18. Ah ok, sorry I must of mis-read. Sounds like it is a no go. Another member mentioned @ferram4 doesn't have access to pre-release 1.1 so it might be a few weeks before you see a working version. Solution = MOAR struts
  19. Try unfixing the .dll first using something like this, https://github.com/jrodrigv/KSPx64TotalUnfixer/releases otherwise it will automatically disable itself. No guarantee this will work, however when running FAR and KJR on x64 on 1.05 with the work around this did work for me.
  20. Fantastic mod @BahamutoD, hope you get some free time to update this for 1.1 when its stable, space planes just aren't the same without it!
  21. @Halo305sparts I tried this with 1.1 last night with the x64 dll fixer (which allows FAR to work on x64). While I had great success using FAR with 1.05 x64 on Windows. I was not able to get it working on 1.1. Therefore best thing to do is give @ferram4 time to update this when he is ready. We all love this mod but it is important to remember @ferram4 does this in his own time for no money.
  22. @01010101lzy noticed when using this on 1.1 that the control surfaces move in opposite directions. So when setting elevators to pitch active only. One moved up while the other moved down, I suspect it may have something to do with the symmetry of the parts i.e one is upside down while the other is not. I was using the latest 1.1 release from your github page.
  23. I suspect it won't be a dodgy mod, more likely you are hitting the RAM limit. You can use the un-official 64bit mod for Windows or wait until 1.1. Nearly all stability issues on KSP revolve around hitting more than 3.2GB of RAM.
  24. The Xbox 360 and Xbox One controllers work perfectly with KSP. I map yaw to the triggers, thrust up/down to L1 and R1. The D-Pad set to move the camera and the right stick for flight controls. I map buttons to gear, brakes, SAS and RCS. I've also found when I stream KSP to my MacBook Air from my PC desktop (via Stream in home streaming) the controller still works as if it was plugged into the PC!
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