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[Plugin][See active fork] B9 Procedural Parts Modified


01010101lzy

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  On 5/20/2016 at 9:09 PM, Crzyrndm said:

@01010101lzy I have only a single mention of EditorLogic.SortedShipList, and it's not anywhere near onload so I don't know why this would surface from a merge. If it's neccesary for something, just add a scene check (HighLogic.LoadedSceneIsEditor) so it oesn't run outside the editor

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Got it, I'll try to fix this.

 

  On 5/20/2016 at 3:50 PM, Tanit said:

Hello everyone. I Installed the mod and it doesn't seem to work properly in 1.1.2 (i have 1.1.2.1260). The 3 parts do show up in the SPH, but no J menu, no B9 toolbar, etc.

By the way it works perfectly in 1.1 :P

Here's a screenshot :

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Do you need/want the log file?

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I can't make it working in 1.1.2 either. I'm trying to fix it, but bugs appear at all times. If some errors do appear in the debug log, you can post it here.

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Oh i forgot to tell you, I use the 2.6 version (and i manually fixed the control surface thing), because version 3.0 files look kind of weird when I open them in notepad to edit them :P This works well in 1.1 as I said.

Here's the log, i removed all the parts that seemed normal :

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@CrzyrndmGot the bug fixed. I have placed the mirror check in the wrong place...

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One more bug spotted: when clicking the Launch button, the plugin failed on vesselList.FirstOrDefaults(vs => vs.vessel == vessel).isUpdated = false and freezes the game. Any idea about it?

Edited by 01010101lzy
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  On 5/21/2016 at 7:49 AM, Tanit said:

Oh i forgot to tell you, I use the 2.6 version (and i manually fixed the control surface thing), because version 3.0 files look kind of weird when I open them in notepad to edit them :P This works well in 1.1 as I said.

Here's the log, i removed all the parts that seemed normal :

  Reveal hidden contents

 

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0.2.6 doesn't have 1.1 support, and that's the point. Please wait a few days until I release 0.3.2.

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Hello it's me again :) I found some bugs.

The wing configuration (change fuel in wing) doesn't work. It seems to work, but it doesn't update the part. Also thanks to you, I could build my Yak-like fighter. Thank you for all that you do :wink:

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Also another bug, the wing parameters didn't show up properly in the J menu. It happened on only two of the procedural wings (on the dozens on that aircraft) after I loaded it today. Replacing the two parts fixed it. Don't know if it's related, but the game had crashed just before that.

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  On 5/24/2016 at 9:22 AM, Tanit said:

Hello it's me again :) I found some bugs.

The wing configuration (change fuel in wing) doesn't work. It seems to work, but it doesn't update the part. Also thanks to you, I could build my Yak-like fighter. Thank you for all that you do :wink:

  Reveal hidden contents

Also another bug, the wing parameters didn't show up properly in the J menu. It happened on only two of the procedural wings (on the dozens on that aircraft) after I loaded it today. Replacing the two parts fixed it. Don't know if it's related, but the game had crashed just before that.

  Reveal hidden contents

 

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Hotfixed the first bug just now, check it out in the 1st page.

For the second bug, I have no idea about how the two things are related, but if that fixing method works well, keep using it until I find a better way.

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I'd really like to see one feature, not sure if you know the airfoil maker for X-plane 10, but not only you can shape the wing like your awesome mod does, it can edit the airfoil's profile, so it doesn't look like a plank and looks more like a actual wing, that would be awesome.

BTW thanks for the awesome work.

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  On 5/27/2016 at 5:11 PM, Fox Loco said:

I'd really like to see one feature, not sure if you know the airfoil maker for X-plane 10, but not only you can shape the wing like your awesome mod does, it can edit the airfoil's profile, so it doesn't look like a plank and looks more like a actual wing, that would be awesome.

BTW thanks for the awesome work.

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There's so much work involved in doing that that it'd be a new mod, aside from perhaps borrowing the texturing/shader. This one relies on the model being constructed in a particular way, and that's basically the heart of the mod. As you might gather I've looked at this already ( I've been wanting to actually do it since the original pWings arrived ) and if I get free time I'd quite like to actually build the mod, but I don't think it's something easily jammed into this one.

Edited by Van Disaster
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  On 5/28/2016 at 2:19 PM, Van Disaster said:

There's so much work involved in doing that that it'd be a new mod, aside from perhaps borrowing the texturing/shader. This one relies on the model being constructed in a particular way, and that's basically the heart of the mod. As you might gather I've looked at this already ( I've been wanting to actually do it since the original pWings arrived ) and if I get free time I'd quite like to actually build the mod, but I don't think it's something easily jammed into this one.

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Thanks for the answer.

Yeah i tought so, it would be hard work, i imagine a mod doing that as a third part program, so you create the wing and import it to the game, not sure if that would ease things...

i'd really like to help in anyway i can, when you get a free time for it.

 

 

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  On 5/31/2016 at 5:07 AM, xD-FireStriker said:

Hey @01010101lzy i have chosen to try out your fork, what version would i download if i want to instal it into a 1.0.5 save.

Thanks FireStriker

xD

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0.2.5.1 should do, but there's plenty of bugs in that version. Try to use KSP 1.1 if you can.

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I have version 3.2 and the wings go from .125 to 16 length nothing in between. Is this intended? I have been using B9 procedural wings for awhile, just grabbed your fork to check it out. Is there a way you can have all of the sizes in the original fork, or rename the parts so they can be used along side the originals?

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  On 5/29/2016 at 5:51 AM, Fox Loco said:

Thanks for the answer.

Yeah i tought so, it would be hard work, i imagine a mod doing that as a third part program, so you create the wing and import it to the game, not sure if that would ease things...

i'd really like to help in anyway i can, when you get a free time for it.

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It's doable in game like this one is - I'm imagining it as setting wing edge sizes & then greatest thickness and longditudinal/vertical offset which would let you have interesting curvy profiles- then either loft the wing from the curves you just made ( proc parts does something similar to make tanks )  or probably easier just to shift some existing vertices around. You have to find all the right verts of your base model in the first place... I know how I'd do it in a modelling package, I just have to work out how to do it in code :)

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  On 6/1/2016 at 8:05 PM, Mr_Breeze said:

I have version 3.2 and the wings go from .125 to 16 length nothing in between. Is this intended? I have been using B9 procedural wings for awhile, just grabbed your fork to check it out. Is there a way you can have all of the sizes in the original fork, or rename the parts so they can be used along side the originals?

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Well... Are you clicking the button next to the slider? That's for changing the length range. Click on the slider to change lengths like that in the original mod.

 

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  On 6/3/2016 at 8:32 PM, Mr_Breeze said:

I had tried right and left clicking and sliding the slider with my mouse sensitivity turned way down. It jumped from .125 to 16 no matter what I did.

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Does the debug log show anything or have you got some strange mods installed? This doesn't make sense.

Also, try re-installing the mod.

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Hello I just notice that whatever is the length or the surface of a wing, only the fuel quantity is varying, but the dry mass is unchanged to 50kg. It's not normal, the greater the wing the heavier it should be. Is there a mod i am missing with B9 Aerospace Pwings?

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