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[1.8-1.12] Ferram Aerospace Research Continued: v0.16.0.5 "Mader" 03/04/22


dkavolis

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  • 4 weeks later...

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 ! :D

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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.

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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?

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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.

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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. 

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  • 3 weeks later...

Hi! Would there be a reason why FAR breaks the toggle pwing introduced where you can switch a pwing from a lifting surface to structural?

Ive tested it myself and with a clean install of ksp and pwing it works, but if i install FAR after the toggle option doesnt work anymore.

I assume this is because FAR handles lifting surfaces differently, but is there any way to make FAR react to this change and properly represent the part as structural?

EDIT: I've found a workaround. Simply create a copy of your installation and remove FAR and then remove the lift config from each respective wing part, and then transfer the craft back to your original game. This keeps the lift for those parts at 0.

Edited by Trollkowski
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Hi! I know this mod hasn't really been touched for like two years, however I'm encountering an odd issue, and I was hoping to know if either:

Skill Issue (Just deal with it lmao) *or* "This is whats happening and you can fix it". 

Screenshot attached, but the TL;DR is every single time I open CKAN after closing KSP, it says FAR has an update but its just missing two files...

Longer version- What it means is apparently missing files, and its always the two exact same ones. Specifically "FARFORceDataUpdate.cfg" and "FerramAerospaceResearch". Furthermore, a "Conflict Aerodynamic Model." As I wrote in the TL;DR, without fail, opening KSP and closing it and then checking CKAN will apparently make these two files non-existent. I am not sure if it actually impacts my game or not, however I've encountered odd ghost rolling or instability on a craft that 100% worked. It wasn't trim, btw, but I restart and ""update"" and its found itself functional again. Screenshots of what CKAN tells me

I've manually installed, etc, and nothing changed. Thanks!
*Edit, I use a lot of other mods but RP/RSS/RO are not included. If necessary I can provide the full modlist

Edited by Aevitas
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18 hours ago, Aevitas said:

Hi! I know this mod hasn't really been touched for like two years, however I'm encountering an odd issue, and I was hoping to know if either:

Skill Issue (Just deal with it lmao) *or* "This is whats happening and you can fix it". 

Screenshot attached, but the TL;DR is every single time I open CKAN after closing KSP, it says FAR has an update but its just missing two files...

Longer version- What it means is apparently missing files, and its always the two exact same ones. Specifically "FARFORceDataUpdate.cfg" and "FerramAerospaceResearch". Furthermore, a "Conflict Aerodynamic Model." As I wrote in the TL;DR, without fail, opening KSP and closing it and then checking CKAN will apparently make these two files non-existent. I am not sure if it actually impacts my game or not, however I've encountered odd ghost rolling or instability on a craft that 100% worked. It wasn't trim, btw, but I restart and ""update"" and its found itself functional again. Screenshots of what CKAN tells me

I've manually installed, etc, and nothing changed. Thanks!
*Edit, I use a lot of other mods but RP/RSS/RO are not included. If necessary I can provide the full modlist

I am having the same exact issue. After every session it seems CKAN needs to redownload these two missing files. Not game-breaking but odd nonetheless.

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On 1/1/2025 at 4:25 PM, Aevitas said:

Hi! I know this mod hasn't really been touched for like two years, however I'm encountering an odd issue, and I was hoping to know if either:

Skill Issue (Just deal with it lmao) *or* "This is whats happening and you can fix it". 

Screenshot attached, but the TL;DR is every single time I open CKAN after closing KSP, it says FAR has an update but its just missing two files...

Longer version- What it means is apparently missing files, and its always the two exact same ones. Specifically "FARFORceDataUpdate.cfg" and "FerramAerospaceResearch". Furthermore, a "Conflict Aerodynamic Model." As I wrote in the TL;DR, without fail, opening KSP and closing it and then checking CKAN will apparently make these two files non-existent. I am not sure if it actually impacts my game or not, however I've encountered odd ghost rolling or instability on a craft that 100% worked. It wasn't trim, btw, but I restart and ""update"" and its found itself functional again. Screenshots of what CKAN tells me

I've manually installed, etc, and nothing changed. Thanks!
*Edit, I use a lot of other mods but RP/RSS/RO are not included. If necessary I can provide the full modlist

 

14 hours ago, bohnanas said:

I am having the same exact issue. After every session it seems CKAN needs to redownload these two missing files. Not game-breaking but odd nonetheless.

Have either of you told the people who run CKAN? It occurs to me that they might be more inclined to assist since your issue wouldn't be without CKAN...

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