Van Disaster Posted April 14, 2015 Share Posted April 14, 2015 Center of Mass is not moving in a manner I would consider correct when it comes to the edges either (it doesn't move forward/back at all). This is very wierdYep - and going on the tooltip which is a literal dump of aero data the MAC is updating fine, or at least FAR is saying it is. I thought it might be a bug with the CoL indicator itself but it seems a bit too reproducable for that. Time to trace through FAR I think.Also time I set up a dev code environment :S. Quote Link to comment Share on other sites More sharing options...
Crzyrndm Posted April 14, 2015 Share Posted April 14, 2015 (edited) Considering how the CoP moves, I'm wondering if the position FAR sees the trailing edge of the wing at is the back edge of the main/core wing section (so extending the trailing edge is moving the entire wing forward). I don't have a clue how to check that though, nvm fix it (EDIT: actually I may have a way to check that experimentally)EDITMatching CoP positions with a stock board1x4 PWing with 1m trailing edge2x4 (approx.) stock wing3x4 Pwing with 1m trailing edge4x4 (approx.) stock wing Edited April 15, 2015 by Crzyrndm Quote Link to comment Share on other sites More sharing options...
funk Posted April 14, 2015 Share Posted April 14, 2015 (edited) Nice to see some progress of this awesome mod... I don't know if it is possible, but it would be very cool to have the colour stuff for the other B9 parts, too. The non plus ultra would be a patchable module for parts in general.One issue I've with the last dev version from Crzyrndms fork is, that I cannot access the "j"-menu?!?! I've replaced the .dll only. Edited April 14, 2015 by funk Quote Link to comment Share on other sites More sharing options...
Hodo Posted April 14, 2015 Share Posted April 14, 2015 Hello! First of all wanted to say as an airplane aficionado, i really appreciate this pack. It's been amazing help to create more or less accurate replicas of IRL aircraft.I recently made a replica of the F/A-18 Hornet. Sweet looking and maneuverable, this thing has been a blast to fly.http://i.imgur.com/cyiiMCI.pngWith an exception. I'm not very savvy with aerodynamics, but the outer section of the main wing (as you can see in the image, it's broken up into two sections, the outer one holds both control surfaces) has a very small stalling angle. Like, it will stall at angles of attack as small as 10 degrees. Those flaps will also stall at no less than 15 degrees of deflection. Is this a problem with how I shaped the wings, or the leading/trailing edges? Or is it a bug? I hope someone can shed some light into the situation.Best Regards, EnergycoreMods used:FAR, B9 Aerospace, B9 Procedural Parts.The biggest thing with flaps is that you have to have them come down to the right angle. 21deg is pretty steep but that would be FULL landing flaps. But the Hornet also has leading edge slats which come out when the flaps are deployed to help offset the stalling of the flaps.And lastly the Hornets intakes are under the wings. Quote Link to comment Share on other sites More sharing options...
Crzyrndm Posted April 15, 2015 Share Posted April 15, 2015 (edited) One issue I've with the last dev version from Crzyrndms fork is, that I cannot access the "j"-menu?!?! I've replaced the .dll only.Logs please. I've not seen this one before. The only culprit I can think of is having two .dll's present (effects unknown, haven't exactly tested that)EDITStock CoL position now matches the geometry of the main wing (sweep, edges, and wing tip/root ratio had no effect on the position previously). NOTE: this also means they can create anhedral/dihedral stability effects properly in stock, and will probably increase wing flex (Lift force is no longer being exerted at wing root). Edited April 15, 2015 by Crzyrndm Quote Link to comment Share on other sites More sharing options...
funk Posted April 15, 2015 Share Posted April 15, 2015 Hmm, I switched back to the old dll and then to the new one again... It's working now! Quote Link to comment Share on other sites More sharing options...
Bomoo Posted April 19, 2015 Share Posted April 19, 2015 Hope you decide to add some tweakable heat shields and/or fairings to your procedural parts roster at some point, good sir. Quote Link to comment Share on other sites More sharing options...
Crzyrndm Posted April 20, 2015 Share Posted April 20, 2015 (edited) Matching CoP positions with a stock board1x4 PWing with 1m trailing edge2x4 (approx.) stock wing3x4 Pwing with 1m trailing edge4x4 (approx.) stock wingThanks to a tip from ferram4, this is now "working as expected" (the numbers are a bit fudged at the moment so it isn't perfect but things atleast move in the correct direction )NOTEThis can have a serious impact on stability of existing craft. You may want to deorbit any existing designs before changing, and double check stability of existing design afterwards Edited April 20, 2015 by Crzyrndm Quote Link to comment Share on other sites More sharing options...
gilflo Posted April 20, 2015 Share Posted April 20, 2015 HelloIs there any means to have on a wing outer ailerons working at slow speed (let say subsonic or even less that mach O.5) and inner aileron working at high speed ?The reason is that at high sped you need less effect and then less effort on your ailerons to do the job. That's what you get on most liners.I can't find any means in the SPH or with action group to stop my outer ailerons from working at high speed.Thank's Quote Link to comment Share on other sites More sharing options...
Crzyrndm Posted April 20, 2015 Share Posted April 20, 2015 That would be a no (to my knowledge atleast) Quote Link to comment Share on other sites More sharing options...
gilflo Posted April 20, 2015 Share Posted April 20, 2015 That would be a no (to my knowledge atleast)What do you mean? Quote Link to comment Share on other sites More sharing options...
Crzyrndm Posted April 20, 2015 Share Posted April 20, 2015 There is no way that I know of to disable control surfaces from reaction to input: stock, modded, or otherwise. Quote Link to comment Share on other sites More sharing options...
gilflo Posted April 20, 2015 Share Posted April 20, 2015 That's what I see. If FAR takes in account pressure du to high speed on flight controls, this option should be enable, because on high speed and/or high altitude, you need very small input on flight controls for the same change in pitch or roll compared to the input you would need at low speed. If your input at high speed is the same you would enter at low speed, the result should be a very big change in pitch and roll, and it could even lead to a dynamic stall or broken control surface...So the torque is lower when you use inner and smaller ailerons at high speed. Quote Link to comment Share on other sites More sharing options...
gilflo Posted April 20, 2015 Share Posted April 20, 2015 HelloHow do you change the color of the material in the wing GUI ?I can see a cell named color in the GUI, but i don't see how to change color, i can just set the opacity.Thank you Quote Link to comment Share on other sites More sharing options...
Crzyrndm Posted April 20, 2015 Share Posted April 20, 2015 Hue/Saturation/Brightness control the colour (should be right under opacity if this image from the OP still applies)That's what I see. If FAR takes in account pressure du to high speed on flight controls, this option should be enable, because on high speed and/or high altitude, you need very small input on flight controls for the same change in pitch or roll compared to the input you would need at low speed. If your input at high speed is the same you would enter at low speed, the result should be a very big change in pitch and roll, and it could even lead to a dynamic stall or broken control surface...So the torque is lower when you use inner and smaller ailerons at high speed.FAR has a control assistant labelled as DCA for this purpose (reducing control input when dynamic pressure is high). Your only other option is fine control (caps lock) Quote Link to comment Share on other sites More sharing options...
gilflo Posted April 20, 2015 Share Posted April 20, 2015 Thanks for repliesI guess DCA is fully automatic, no interaction possible? Quote Link to comment Share on other sites More sharing options...
Crzyrndm Posted April 20, 2015 Share Posted April 20, 2015 Thanks for repliesI guess DCA is fully automatic, no interaction possible?It has a gain and reference altitude to tweak how much it reduces inputs, but I don't use it so I have no idea how those work (once active it just applies a multiplier to all control inputs, nothing more)Changing the response of individual control surfaces according to speed and altitude sounds like an interesting mod to make though... Quote Link to comment Share on other sites More sharing options...
gilflo Posted April 21, 2015 Share Posted April 21, 2015 Changing the response of individual control surfaces according to speed and altitude sounds like an interesting mod to make though...may be pilot assistant could do that. Quote Link to comment Share on other sites More sharing options...
Crzyrndm Posted April 21, 2015 Share Posted April 21, 2015 Na, if you want individual control surfaces to react differently at different times, that's way outside PA scope. I do have an idea how I could do it, but it'd definitely be a standalone plugin Quote Link to comment Share on other sites More sharing options...
Crzyrndm Posted April 21, 2015 Share Posted April 21, 2015 (edited) Fork updated(Probably) Fixed a major error of unknown cause first reported by Hodo here Reduced minimum size limits on several parameters to 1 increment (and tip width can now go all the way to zero) Enforced size limits on inheritance to prevent absurdities Updated all inheritance logic for improved results (shape matching now adjusts length if it can't otherwise match within it's limits (except for thickness), edge and thickness matching follows parent slope, ...) Shape matching now also calls width and edge matching when using left click. NOTE: If this is not a good change, I can easily shift this to be the alternate behaviour. I normally use all three together though, so it makes sense to me. What's worse is that you can keep inheriting off these... Edited April 21, 2015 by Crzyrndm Quote Link to comment Share on other sites More sharing options...
sharpspoonful Posted April 21, 2015 Share Posted April 21, 2015 I'd hate to ask the obvious, but it is safe to assume that this add on requires B9 already be installed? I didn't see anything in the OP or in subsequent pages stating it is required. Quote Link to comment Share on other sites More sharing options...
wasmic Posted April 21, 2015 Share Posted April 21, 2015 I'd hate to ask the obvious, but it is safe to assume that this add on requires B9 already be installed? I didn't see anything in the OP or in subsequent pages stating it is required.I use this addon without the rest of B9, so it's not required. Quote Link to comment Share on other sites More sharing options...
Joshwoo70 Posted April 25, 2015 Share Posted April 25, 2015 does this work for NEAR? Quote Link to comment Share on other sites More sharing options...
MoneyMan12Q Posted April 25, 2015 Share Posted April 25, 2015 yes,it works with FAR and NEAR. Quote Link to comment Share on other sites More sharing options...
Crzyrndm Posted April 26, 2015 Share Posted April 26, 2015 (edited) Fork updatedCompatibility with FAR dev branch Added right click fine control to sliders. Left click behaves the same as it always did, right click is now a free sliding modifier from -50% to +49.9% of a single increment. The button increments are also scaled down when right clicked Changed inheritance "width" to "base". Matches the parent tip to the base of the child part but makes no other changes Edited April 26, 2015 by Crzyrndm Quote Link to comment Share on other sites More sharing options...
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