Darren9 Posted March 17, 2017 Share Posted March 17, 2017 18 minutes ago, Volatar said: So uh, anyone know the answer to this one? Got kinda passed over there. AFAIK the voxeling/voxelation/voxelisation is based on the parts mesh, which physics-less still has. You can turn on the voxel map in the hanger and look if a part has voxels inside it, or stick physics-less parts to your ship and see if it effects supersonic drag - it should be easy to tell if a part is having an effect. Link to comment Share on other sites More sharing options...
Volatar Posted March 18, 2017 Share Posted March 18, 2017 9 hours ago, Darren9 said: You can turn on the voxel map in the hanger and look if a part has voxels inside it Oooo, how do I do that? Link to comment Share on other sites More sharing options...
Drew Kerman Posted March 18, 2017 Share Posted March 18, 2017 1 hour ago, Volatar said: Oooo, how do I do that? open the FAR window in the HAB/VAB select the upper-left button to switch to Transonic Design then at the very bottom click the debug voxels display button 10 hours ago, Darren9 said: AFAIK the voxeling/voxelation/voxelisation is based on the parts mesh, which physics-less still has Yup, I attached a physicsless stock barometer to the hull of my aircraft and saw a slight rise in the voxels from it 11 hours ago, Nansuchao said: As far as I know, there aren't physicless parts in KSP anymore, not after the 1.0 update. They are still there, the change that was made was to add the mass of the physicsless part to the parent part they are attached to. So if I radially attach a few dozen barometer instruments on just one side of my plane, the fuselage parts they are attached to will get heavier but there will be no offset CoM because of them Link to comment Share on other sites More sharing options...
Efour Posted March 19, 2017 Share Posted March 19, 2017 We believe Ferram will make thing Fly. Link to comment Share on other sites More sharing options...
LuxStice Posted March 23, 2017 Share Posted March 23, 2017 this might be a dumb question, but where can i find the dev version? it seems like in every oldish site they only say, google it, but i already did it, and no luck Link to comment Share on other sites More sharing options...
blowfish Posted March 23, 2017 Share Posted March 23, 2017 7 minutes ago, Kemorno said: this might be a dumb question, but where can i find the dev version? it seems like in every oldish site they only say, google it, but i already did it, and no luck ferram4 has requested that this information not be made available publicly, sorry! Link to comment Share on other sites More sharing options...
rsparkyc Posted March 23, 2017 Share Posted March 23, 2017 (edited) If you take a look at what mods use FAR as a dependency (such as [snip]), and then take a look at any open issues that they may have regarding updating to the latest version, you may find the answer you seek. Also, doing a google search on ksp far 1.2.2 seems to pull up enough information to find what you need. Edited March 23, 2017 by rsparkyc Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 24, 2017 Share Posted March 24, 2017 On 2/22/2017 at 4:42 AM, Ser said: I believe Janitor's closet has a functionality to deal with stock toolbar. It does, and a major memory leak/performance hit was fixed yesterday. Link to comment Share on other sites More sharing options...
ISE Posted March 24, 2017 Share Posted March 24, 2017 With patience, comes uplifting knowledge, & joy. ~FAR-[1.2.2]-Hype-Train Link to comment Share on other sites More sharing options...
Citizen247 Posted March 24, 2017 Share Posted March 24, 2017 (edited) With certain air inlets with AJE configs ferram seems to crash, you get no flight data or lift. I was wondering if anyone else had come across it and knew how to fix it? Nevermind, I removed the !RESOURCE[IntakeAir] {} line from the config and it works fine. Pretty strange though. Edited March 24, 2017 by Citizen247 Link to comment Share on other sites More sharing options...
ss8913 Posted March 27, 2017 Share Posted March 27, 2017 On 3/24/2017 at 2:09 PM, Citizen247 said: With certain air inlets with AJE configs ferram seems to crash, you get no flight data or lift. I was wondering if anyone else had come across it and knew how to fix it? Nevermind, I removed the !RESOURCE[IntakeAir] {} line from the config and it works fine. Pretty strange though. is this due to the difference between IntakeAir and IntakeAtm? Link to comment Share on other sites More sharing options...
Petras Posted March 29, 2017 Share Posted March 29, 2017 Hello, Ferram, could you give us a rough estimate on when the development will be complete? Like, a few days, weeks, months from now? Thank you Link to comment Share on other sites More sharing options...
raxo2222 Posted March 29, 2017 Share Posted March 29, 2017 1 hour ago, Petras said: Hello, Ferram, could you give us a rough estimate on when the development will be complete? Like, a few days, weeks, months from now? Thank you Ten years. Every time someone ask about ETA, release date gets pushed back twice as far. Link to comment Share on other sites More sharing options...
stickman939 Posted March 29, 2017 Share Posted March 29, 2017 (edited) 1 hour ago, Petras said: Hello, Ferram, could you give us a rough estimate on when the development will be complete? Like, a few days, weeks, months from now? Thank you It'll be here when it'll be here. Don't pester the mod makers about release dates. It's rude as they are only doing these mods in their free time, and free of charge to boot. Edited March 29, 2017 by stickman939 Link to comment Share on other sites More sharing options...
Guest Posted March 30, 2017 Share Posted March 30, 2017 11 hours ago, Petras said: Hello, Ferram, could you give us a rough estimate on when the development will be complete? Like, a few days, weeks, months from now? Thank you It's being released in (Insert when it will be relased) That date is gonna come by Soon™ Link to comment Share on other sites More sharing options...
ss8913 Posted March 31, 2017 Share Posted March 31, 2017 @ferram4 - latest dev build I've noticed something.. every once in a while the mod just... doesn't work. Like I'll be on the runway with my FAR window open and the reynolds number is 0.00. This has happened in the past but only after having KSP running for a really long time. With the latest build it seems to be more unpredictable, but in the past the only way to solve it was to exit KSP entirely and restart; now it seems solve-able with, usually, a "revert to launch". Ignoring this has the expected effects; no lift, no drag, crash in the ocean. Anyone else observed this? I'm running a ton of other mods so it may be *my* setup specifically, so I'm asking if there are other corroborating data points out there... Link to comment Share on other sites More sharing options...
raxo2222 Posted March 31, 2017 Share Posted March 31, 2017 I'm using dev build for tests, I noticed, that there are issues with dry mass scaling, when IFS or other resource - in wing switcher mod present. Link to comment Share on other sites More sharing options...
Azimech Posted March 31, 2017 Share Posted March 31, 2017 I'm happy to report my stock helicopters are functional using FAR in 1.2.2 with only minor modifications. Engine/rotor RPM needs to be higher but it seems fuel economy is much better. Forward flight speed is limited due to retreating blade stall, more than with NeoAero. The engine now benefits from a starter stage to get the turbine close to operating speed, a second stage then takes over and delivers most of the power. Link to comment Share on other sites More sharing options...
Azimech Posted March 31, 2017 Share Posted March 31, 2017 The same story with the stock turboprops, they greatly benefit from FAR. With NeoAero most turboprops have tremendous difficulty to reach the almost magical 100m/s and using a huge amount of blowers. Using FAR I can use half the amount of blowers and it easily flies 170m/s. Propeller pitch at start has a narrow margin between engine overspeed and blade stall. I had to double the amount of blades though. Not only that, I get the impression FPS is higher. Link to comment Share on other sites More sharing options...
ss8913 Posted March 31, 2017 Share Posted March 31, 2017 12 hours ago, raxo2222 said: I'm using dev build for tests, I noticed, that there are issues with dry mass scaling, when IFS or other resource - in wing switcher mod present. This has been reported in the KSPIE thread as well. Not sure which mod needs the fix applied though, but at least we know it's in front of the right group of people Link to comment Share on other sites More sharing options...
raxo2222 Posted March 31, 2017 Share Posted March 31, 2017 (edited) 52 minutes ago, ss8913 said: This has been reported in the KSPIE thread as well. Not sure which mod needs the fix applied though, but at least we know it's in front of the right group of people I feel like FAR should be last to apply mass modifier for wings. This way any resource changes would be recognized by FAR - and it would cleverly adjust mass instead of going randomly to negative mass. Edited March 31, 2017 by raxo2222 Link to comment Share on other sites More sharing options...
blowfish Posted March 31, 2017 Share Posted March 31, 2017 12 minutes ago, raxo2222 said: I feel like FAR should be last to apply mass modifier for wings. This way any resource changes would be recognized by FAR - and it would cleverly adjust mass instead of going randomly to negative mass. That's not really the way it works. The way mass modification of parts works is that KSP gives you the base mass of the part and asks you how much you want to modify it by. There's no chaining, each mod processes this independently. Link to comment Share on other sites More sharing options...
raxo2222 Posted March 31, 2017 Share Posted March 31, 2017 4 minutes ago, blowfish said: That's not really the way it works. The way mass modification of parts works is that KSP gives you the base mass of the part and asks you how much you want to modify it by. There's no chaining, each mod processes this independently. Ah RIP then just disallow setting wing mass/strength, if it contains any resource. Add structural wing mode, that doesn't contain any resource, so you can adjust mass-strength of such wing. Wings, that contain resources are FAT and BigS wings and some more. Link to comment Share on other sites More sharing options...
Akira_R Posted March 31, 2017 Share Posted March 31, 2017 The problem with people asking for updates is it puts pressure on the dev, even subconsciously the knowledge that there are people out there expecting things from you makes development start feeling less and less like the fun project in your spare time it was supposed to be and more like a job, a job that you don't get paid for. So just don't do it period. Unless you want to see FAR abandoned. Link to comment Share on other sites More sharing options...
tetryds Posted March 31, 2017 Share Posted March 31, 2017 (edited) It does not matter if people are waiting for it whatsoever, if ferram decides to never update no one has anything to do with it. You are using something for free, provided by someone who doesn't get paid to do it, bothering such a person sounds like a really awful idea. Edited April 1, 2017 by tetryds vanbrokemypost :P Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now