olegst90 Posted July 17 Share Posted July 17 Are wings modelled with certain camber and profile implied, or as they are geometrically, that is, with zero camber and flat upper and lower surfaces (except trailing and leading edges)? Quote Link to comment Share on other sites More sharing options...
yoyotam3 Posted September 6 Share Posted September 6 I really hope someone can update this mod at some point. Water physics seem to be completely broken in a ton of very strange ways Quote Link to comment Share on other sites More sharing options...
stk2008 Posted September 6 Share Posted September 6 Yeah I have said it before water physics are completly messed up with FAR...But at the same time I cant play without FAR. Making a sub or doing any thing under or on water is not possible right now Quote Link to comment Share on other sites More sharing options...
RunaDacino Posted September 8 Share Posted September 8 Anyone know what kind of flight model FAR uses? Is it like blade element theory or... What is the concept behind its aerodynamics calculations? Quote Link to comment Share on other sites More sharing options...
Nyxilo Posted September 30 Share Posted September 30 A nice addition to FAR would be modifying the sliders in the elevon's settings. I.e. : instead of setting the deflection to +/- 40° having something similar to BG Servo's where you can set for example +10°/-50° I see a good use for AOA Slats for example, because they should be able to deflect downwards but not upwards. Anyway, awesome mod, been using it for years now ! Quote Link to comment Share on other sites More sharing options...
MrShelter Posted October 1 Share Posted October 1 Hey, is it possible for aero model to update real time or at least when robotics move/each 5 seconds? Because it is not critical for swept wings, but starship... you need to change it constantly Quote Link to comment Share on other sites More sharing options...
kcs123 Posted October 4 Share Posted October 4 On 10/2/2024 at 1:49 AM, MrShelter said: Hey, is it possible for aero model to update real time or at least when robotics move/each 5 seconds? Because it is not critical for swept wings, but starship... you need to change it constantly I don't think that is possible for stock robotics tu update FAR. Reason is that there is no API trigger or event where FAR could inject piece of code to update voxel/aero model. Only with infernal robotics is possible to update properly craft in flight regarding swept wings and similar. I think that is mentioned previously in this thread or old thread in more detail somewhere. Quote Link to comment Share on other sites More sharing options...
MrShelter Posted October 4 Share Posted October 4 21 minutes ago, kcs123 said: I don't think that is possible for stock robotics tu update FAR. Reason is that there is no API trigger or event where FAR could inject piece of code to update voxel/aero model. Only with infernal robotics is possible to update properly craft in flight regarding swept wings and similar. I think that is mentioned previously in this thread or old thread in more detail somewhere. Thanks, will see the infernal robotics! But is it possible to update like each 5 seconds or something like that? Or it it too computationally hard? Quote Link to comment Share on other sites More sharing options...
kcs123 Posted October 5 Share Posted October 5 12 hours ago, MrShelter said: Thanks, will see the infernal robotics! But is it possible to update like each 5 seconds or something like that? Or it it too computationally hard? I guess it is possible, but probably not set like this for a reason. It was a long time since I was inspecting FAR code, if I recall properly, it does not update voxel on each frame, but something like evry 30 or so, I don't recall exact numbers anymore, someone else need to correct me. It was done like that so it does not use too much CPU time, allowing to game runs smoothly, as much as KSP can run smoothly. My guess is that CPU usage is not main reason why it is not calculated every 5 sec, it is rather accuracy of aero model. It would lead to various other issues. Quote Link to comment Share on other sites More sharing options...
Nyxilo Posted October 5 Share Posted October 5 1 hour ago, kcs123 said: it does not update voxel on each frame, but something like evry 30 If it's linked to the physics frame rendering that means your delta-time per physics frame also impacts a lot, because else if @MrShelter is speaking about in-game seconds, IRL it could be delayed by a lot. I've made some tests and at 0.12 it's real time (but my GPU is bottlenecked by the dying CPU so I have "stutters") and at the lowest, 0.02, the game runs at 0.55 speed, i'd say. Two hours of flight turned into 3 and a half... So, if you were to increase the in-game voxel update time for FAR, that would require you to decrease the delta-time per physics frame for the whole game, meaning in-game FAR would be updated faster but you would "see" IRL the same speed because you've reduced the game's speed. Else you have a god-like CPU who eats KSP's physics frame and you don't care. Quote Link to comment Share on other sites More sharing options...
davide96 Posted October 5 Share Posted October 5 hello guys, does anybody have the patch or if exist the patch for the benjee10 shuttle mod to make it compatible with FAR?? thanks Quote Link to comment Share on other sites More sharing options...
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