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DYJ

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Everything posted by DYJ

  1. Ehm, yeah you'll have to keep the controlsurfaces at a symmetric thickness for now, I'll look at it. I didn't try to fix that issue, Thanks for finding a way to replicate it. As it doesn't appear to be just the fault of pWings but rather vanilla struts and pWings not being friends it's not super easy to debug when half the issue is closed source.
  2. 0.7 is released and contains an allmoving control surface you can use to make canards and stabilators.
  3. Bumping and other contentless posts are prohibited by forum rules, so stop that. Liking the small engines, keep it up!
  4. I'll have a look at the controlsurfaces CoL indicator code, might have forgotten something there, but all pWings really does is to tell the game their new lift values so the game can place the CoL indicator, after that all you can do is to hope the game puts it where it should be. The mod itself never actually calculates the CoL of the aircraft as that's something the game should do reliably by itself, which it only sometimes does. Wet wings is planned, but I want to get all-moving controlsurfaces and some of the weirdness fixed before adding more things that can go wrong. This is also something that will have questionable performance in the stock game until the stock flightmodel is updated to be less wrong, as it currently includes part mass in the drag and possibly lift calculations, meaning that an aircraft with wetwings would take off with more lift and drag than it would land with. Something that doesn't make any sense at all. Also: Sweet looking plane you've got there DreadP1r4te
  5. Don't look at me, I've been trying to stop supporting that thing for years.
  6. The questionable FAR support regards the controlsurfaces property scaling, which seems to work and the accuracy of lift/drag parameters of elliptical wings, chances are that they aren't very accurate at all. And it's just as easy for me to add career support as it is for any of you, the difference is that those of you who wants it in career have a good idea of where to put them. But if it's something people really want I'll make sure the next version has a pointless and halfassed career mode integration. I haven't noticed any extra flapping with pWings, like all large parts they flap about like crazy without struts especially during physics-warp. But that's nothing unique.
  7. This looks intriguing, but you might want to explain what differentiates your new mod from other mods like my now over a year old gatlinggun mod and lazorsystems bombs and missiles? You have an added HP system, is that the only change?
  8. The reason I haven't yet added pWings to the techtree is that it wouldn't do much good for people playing the "vanilla" career mode. The stock tree does a very good job of marginalizing aircraft so no matter where I'd put pWings they'd be next to pointless. A meaningful integration would include changing the entire tree and making additional parts, something I've looked into and determined to be a too big of a distraction, and out of scope for pWings. Something for later perhaps. Old example of a craft using new lowtier jetengines and pWings. Currently the plan for pWings stage1 to be able to completely replace all types of stock wingparts, something it almost does as of the last release. Only thing left is allmoving surfaces which is currently in the works. Just need to figure out why they do this when giving pitch input: After stage1 is finished and polished, I can start adding crazy stuff, wings with integrated landinggear,intakes, jet engines and so on.
  9. The addonreleases board is strictly for released addons, PM me or another moderator and I'll move it back when you are actually ready. And don't forget source and license.
  10. Confirmed Mystique, should be an easy fix. Thanks for pointing it out.
  11. FAR lets you make the simple types of flaps (plain flaps and split flaps) by using normal controlsurfaces and using FARs flap setting in the editor GUI, the same menu also allows you to use them as airbrakes. Example of FAR airbrakes using WIP pWing controlsurfaces, you can use normal vanilla ones the same way:
  12. The non-FAR CoL bug seems to have fixed itself in the latest version. Added thickness scaling. (Still WIP, goes backwards on some parts for whatever reason, will try to figure it out) Added ellipsoid wing pieces that can be used as wings or wingtips. @DaMichel i simply put them on top of the fuselage and used WASDQE to rotate them back down.
  13. I'm honestly not sure how FAR will handle the update, so they might potentially not be. Not sure yet. Variable thickness has always been planned but turned out to be messier to implement than I had planned, but it's still on the list. Will have another look.
  14. Discussing how MP will eventually work is a little offtopic for this thread isn't it? Check through this one instead: http://forum.kerbalspaceprogram.com/threads/61445-KSP-committed-to-multiplayer-career-and-sandbox-modes/page3
  15. Not seen that myself, does the adapter explode without kerbal joint reinforcement? It really shouldn't explode since it doesn't move the nodes, but weirder things have happened.
  16. I'm not sure why everyone keeps assuming I'm dead, get on IRC folk I'm there every day. Also: Expect an update just after the .23 release
  17. Moving this here for now, PM me or another moderator when you have gotten your post sorted out and want it moved back to releases.
  18. No KMP or remote control, just old fashioned kerbal engineering/madness and the new SAS: http://i.imgur.com/T7TJ0Wc.png Guns are here: http://forum.kerbalspaceprogram.com/threads/42189-0-22-GatlingGun-mod
  19. Sat down to start working on the new pwings but instead this happened: I'll try again:P
  20. If there is an interest for it a firespitter style pWing could be arranged just like I did for B9 Aerospace and if Snjo is up for it.
  21. Locking this thread, if the original author wants to put the mod back up on the forum he/she is free to do so assuming the rules are followed.
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