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[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24


DYJ

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I'm very happy, that you like my builds. And thank you for answering DYJ, I really hope, that you make these procedural glass for us. I think, that I'm "advanced user" of these fantastic procedural wings and if you don't mind, I can make little suggestion what can you do, to make this procedural system little more friendly use. This is G button. When we use R button we can control preciselly root of wing, the same for T button working great for end of wing. But G button is responsible for two things; moving left and right, and for lenght regulation in the same time. Well, making rectangle is quite hard to make. If you separate these function into two button, for example F for moving left and right, and G for making wing longer and shorter it will be much, much comfortable for use.

Maybe you need some tester of these procedural glass panels when they are almost ready? And someone who make some... interesting photo of build when they are in use? :D Well, telling true, I'm not interested in career mode, and cost of these in game system its something what I don't need.

And some more replica:

Sherman M4

p><p><img src=

and one of the most beautifull planes in my opinion from world war 2 - F4U Corsair

p><p><img src=

In answer for other users questions, well, tanks have about 700 parts, trucks about 400. Panzer 4 was made in 4 days, Sherman 3 days, other trucks was builded during one day. B-17 I make about 4 days.

That's all, if you need more, write, I made other replicas too :)

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guess I should have a look at making a " Procedural panels" extension pack thing and see if I can find a nice glass shader.

Heck yea, been waiting for that for a long time!

Also, those builds are very awesome Kadaf :)

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I did actually a few days ago make a panelled version of the standard procedural wing - i just quickly put a texture together, replaced the default tex with that one in the configfile, and then copypasted the module config from stock solar panels (the nontracking ones). No expensive shaders or models to bog down performance. I have no idea though, if it actually works, since i haven't unlocked it yet in the techtree - after all, since i'm using the normal pwing model, i'm not sure if solar panels need a surface specified as the "suncatcher". And of course, the power input doesn't scale at all.

DYJ: How about simply making the normal wing model capable of being a suncatcher, and then for normal (unpanelled) wings just don't attach the module? This way, the model can be shared. Just doing the different appearance via textures instead of extra mesh polys, also would benefit performance. After all, if i don't care about performance, i might as well slap a bunch of stock panels onto wings - the reason i'd prefer to do it with a pwing, is performance and ease of use.

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Hello DYJ, I've recently started using this mod and am quite liking it so far. :)

After playing around with it a bit, I've unfortunately found an issue and also have a request:

The issue is that the mod does not detect the presence of NEAR, causing it to not set the required aerodynamic parameters, so the wing scaling has no effect. I'm using FAR in the meantime for my testing.

My request is if you could add some way for us to tweak the mass of the generated wings, the mass calculation seems to be entirely hard coded right now, but the wings seem a bit heavy for their surface area when I compare them with similarly sized stock wings, particularly the stock swept wings really overpower a pWing of similar mass.

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I agree with Kadaf's suggestion to separate G in two buttons. The wings are impossible to shape when trying to make fins for a rocket in the VAB for example, they only really work in the SPH horizontally. Even a tailplane is very difficult to shape properly, I usually just put it on the side of the plane and shape it there, then move it into place. It would be nice if we could shape the wings such that it doesn't matter how the part is oriented in the editor.

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Great suggestion, I know someone in the Realism Overhaul thread did just this a while a go with Real Fuels and FAR.

My request is an end piece for the new wing design.

For Procedural Wings? I'll check it out, but I'm not sure if that's fully working. On the other hand, ProceduralParts support changing fuel volumes, so maybe they did that RF-side... I'll check.

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My request is if you could add some way for us to tweak the mass of the generated wings, the mass calculation seems to be entirely hard coded right now, but the wings seem a bit heavy for their surface area when I compare them with similarly sized stock wings, particularly the stock swept wings really overpower a pWing of similar mass.

If it doesn't yet, perhaps it could simply take the define mass in the partfile as the base, which then is scaled based on size? Then again, this still only gives us half of the calculation (assuming x*y).

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Hello DYJ, I've recently started using this mod and am quite liking it so far. :)

After playing around with it a bit, I've unfortunately found an issue and also have a request:

The issue is that the mod does not detect the presence of NEAR, causing it to not set the required aerodynamic parameters, so the wing scaling has no effect. I'm using FAR in the meantime for my testing.

My request is if you could add some way for us to tweak the mass of the generated wings, the mass calculation seems to be entirely hard coded right now, but the wings seem a bit heavy for their surface area when I compare them with similarly sized stock wings, particularly the stock swept wings really overpower a pWing of similar mass.

There is a .cfg file for Realism Overhaul that gives you a "light weight" version of the PWings. There is the normal Pwing then the light versions.

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Is there a way to merge this mod with wings with solar panels and/or fuel (solar panels can be checked/unchecked and fuel can be modified via tweakables)?

Edited by arkie87
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There is a .cfg file for Realism Overhaul that gives you a "light weight" version of the PWings. There is the normal Pwing then the light versions.

Do you happen to know which config it is? I scanned through the Realism overhaul configs but couldn't find anything relating to procedural dynamics. From the source file I read, the calculation is completely hardcoded, so maybe the realism overhaul plugin is the one that's doing the tweaking?

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Do you happen to know which config it is? I scanned through the Realism overhaul configs but couldn't find anything relating to procedural dynamics. From the source file I read, the calculation is completely hardcoded, so maybe the realism overhaul plugin is the one that's doing the tweaking?

Not sure right now, not on my home computer. When I get home I will compare the two installs and find it for you.

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I would like to thank you DYJ for this amazing mod, I cant imagine KSP without it anymore! Much like Kadaf Industries (although on a lower level), I too have been building with Pwings a lot.

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Also, you mentioned:

Those are some absolutely brilliant looking replica vehicles, guess I should have a look at making a " Procedural panels" extension pack thing and see if I can find a nice glass shader.

I already am using the non-B9 wings as panels, by deleting the lift coefficient and FAR module part in the cfg. A full mod for this with glass parts and kerbpaint would be so awesome!

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It's not in RO, it's in RftS :)

Took some decrypting to figure out what you meant by that (Reaching for the Stars), and then scanning to find the latest version of it. While it does have a modulemanager patch for pWings, it has nothing in it that changes the mass. It seems to mod the textures and add "objects" to it, whatever those are.

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Ok, after some digging around and learning a little bit about how PartModules work, it turns out it's already possible to tweak the wing mass, even on a part-by-part basis. Since the mass calculation for the existing pWings is uniform, here's the modulemanager config I used to make them a little bit lighter.


@PART[*]:HAS[@MODULE[WingManipulator]]
{
@MODULE[WingManipulator]
{
massFudgeNumber = 0.013 // Default: 0.015
}
}

This reduces the mass of all pWings to ~86.7% of their default mass, stock wing connector and delta wing are now equal in mass compared to a pWing of the same size. Still a bit heavier than the stock swept wing, but you do get a lot of flexibility and scalability for it so I guess that is fair. :)

Another thing you could tweak in the same way is liftFudgeNumber (defaults to 0.0775), but this only affects the lift of the wing without FAR.

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Had problem with control surface also. Would not attach to wing and when left unattached to move things for a better angle, selecting the control services selected the ship even though they wearn't near each other. Tested with .24 x86 (finding x64 far too unstable currently :( )

I have the same problem. Is there a way to fix this??

running 0.24.2 32bit, ProceduralDynamics0.8, lot of other mods including B9, TweakScale_1.33, NEAR (not FAR).

thanks for the help

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Dale Gribble, great replica of this SR-71, and thanks for praise. Well, you show us something really fast, now I show something really slow.

Fokker Dr.1

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YCLMINW.jpg

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L9Y0YI7.jpg

This is my first replica, where glass panels are not necessary. But DYJ, please, in all my other projects I really, really need these procedural glass...

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I have the same problem. Is there a way to fix this??

running 0.24.2 32bit, ProceduralDynamics0.8, lot of other mods including B9, TweakScale_1.33, NEAR (not FAR).

thanks for the help

i have new install and use 64 bit all works fine for me

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Is it a common/known bug that crashing a craft with a procedural wing on it crashes your game? That seems to be what's going on for my newest craft (first one with pWings).

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