HarvesteR Posted September 13, 2011 Share Posted September 13, 2011 Hi,Just wanted to let all mod-makers know, I've deprecated the Stabilizer class added in 0.10.0As of 0.10.1, we now have a new ControlSurface module that works the same, but has none of the physics and collision problems seen with the Stablizers.Instead of simply adding the changes to the Stabilizers, I decided to deprecate it, to give mod-makers time to change their Stabilizer module parts to the new ControlSurface module.The main difference is that the ControlSurface module requires a mesh object called obj_ctrlSrf to work. Without it, it becomes static as a normal winglet. Also, the new module now has a CtrlSurfaceArea parameter that allows you to specify the area of the moving piece in relation to the entire winglet area, or simply use it as a non-visual multiplier for control effectiveness.The obj_ctrlSrf object will pivot around it's X axis, as many degrees in each direction as the CtrlSurfaceRange parameter allows.One thing to keep in mind with this new module is that things attached TO ControlSurface parts will not pivot along with the moving part. For that, we have planned to add other types of part specifically geared towards that purpose later.Cheers Link to comment Share on other sites More sharing options...
millsw Posted September 13, 2011 Share Posted September 13, 2011 So, In non tech terms....this means what!?(It sounds awsome, But confusing!) Link to comment Share on other sites More sharing options...
C7Studios Posted September 14, 2011 Share Posted September 14, 2011 Ah thanks for doing that. I had a brief moment of panic when you said said that stabilizers were being deprecated. I thought it would break my pack. I'll get to work updating things to be compliant with the new version.-C7 Link to comment Share on other sites More sharing options...
Guest LoSboccacc Posted September 14, 2011 Share Posted September 14, 2011 CtrlSurfaceArea parameter that allows you to specify the area of the moving piece in relation to the entire winglet area, or simply use it as a non-visual multiplier for control effectivenessis this clamped in the 0.0 - 1.0 range or it could be made greater than one allowing for super large cheating wings that go around the problem of stalling them if the AoA gets too large? Link to comment Share on other sites More sharing options...
HarvesteR Posted September 14, 2011 Author Share Posted September 14, 2011 is this clamped in the 0.0 - 1.0 range or it could be made greater than one allowing for super large cheating wings that go around the problem of stalling them if the AoA gets too large?In THEORY it should be clamped to 0-1, but I haven't added any limits to it. I thought it could be useful as a 'cheat' parameter.Mind that this doesn't actually affect the actual wing area. It effectively multiplies the pivoting range, so going too far with this may cause the wing to actually flip over, even though it won't show visually. I would suggest sticking with the safe 0-1 range if unsure.So, In non tech terms....this means what!?Deprecating means that a piece of code is considered obsolete, but it isn't removed from the project yet. This prevents projects that depend on the deprecated feature from breaking with the new update, and gives developers some time to update them. Relying on deprecated features is strongly discouraged, since any such feature may be removed on a future update. Cheers Link to comment Share on other sites More sharing options...
mc8888 Posted May 8, 2012 Share Posted May 8, 2012 the ControlSurface module requires a mesh object called obj_ctrlSrf to work.Is that a mesh object just like the 'node_collider'? Link to comment Share on other sites More sharing options...
C7Studios Posted May 8, 2012 Share Posted May 8, 2012 Yes, its a mesh object just like node collider. Whatever is named that will be what rotates as the control surfaces pivot. Link to comment Share on other sites More sharing options...
mc8888 Posted May 8, 2012 Share Posted May 8, 2012 And how do you go about texturing two different objects with the same image? Do you just shift the UVs so they don\'t overlap? (I\'m using blender) Link to comment Share on other sites More sharing options...
Capt'n Skunky Posted May 8, 2012 Share Posted May 8, 2012 This thread is from back in September. This is not the place to ask questions.If you have a question, start a new thread in the appropriate board.Cheers!Capt\'n SkunkyKSP Community Manager Link to comment Share on other sites More sharing options...
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