doudou Posted January 3, 2015 Share Posted January 3, 2015 :cool::cool: Quote Link to comment Share on other sites More sharing options...
bac9 Posted January 3, 2015 Author Share Posted January 3, 2015 (edited) Version 0.10https://bitbucket.org/bac9/b9_aerospace_plugins/downloadsAdded an all-moving control surface (configured exactly like procedural wing, rotates around attachment point).Fixed some property captionsAdded proper descriptions to all three partsSome internal fixesNo solution for the SPH/VAB memory leak available so far (the issue is reproduced with some other mods like RSS and seems to be reproduced in stock in some cases, so there is no clear fix), the only workaround so far is to monitor your memory use in the editor and reload the craft when it goes too high - this will trigger Unity garbage collection and clear all objects cluttering the memory. Edited January 3, 2015 by bac9 Quote Link to comment Share on other sites More sharing options...
falken Posted January 4, 2015 Share Posted January 4, 2015 It's all coming along beautifully, Bac9. This is easily one of my favorite mods of the past year or so.Still got to figure out a solution for the OMS shoulders and rear RCS, but this flies pretty darn nicely! Quote Link to comment Share on other sites More sharing options...
Agathorn Posted January 4, 2015 Share Posted January 4, 2015 Version 0.10https://bitbucket.org/bac9/b9_aerospace_plugins/downloadsAdded an all-moving control surface (configured exactly like procedural wing, rotates around attachment point).Fixed some property captionsAdded proper descriptions to all three partsSome internal fixesNo solution for the SPH/VAB memory leak available so far (the issue is reproduced with some other mods like RSS and seems to be reproduced in stock in some cases, so there is no clear fix), the only workaround so far is to monitor your memory use in the editor and reload the craft when it goes too high - this will trigger Unity garbage collection and clear all objects cluttering the memory.Yay on all-moving control surface! As for "fixing" the memory leak, one thing we were talking about in #RO would be no longer using those tweakable menus and making your own UI instead. I'm actually in favor of that approach since I think the tweakables menus are a bad interface anyway, but that's just me. Quote Link to comment Share on other sites More sharing options...
SchildConstruct Posted January 4, 2015 Share Posted January 4, 2015 Not sure what you're asking about - leading and trailing edges already have two curved cross section types available.Wing shape, rather than leading/trailing edge shape, from a top-down / bottom-up perspective. NURBS / B-Splines. You know, curves! Quote Link to comment Share on other sites More sharing options...
blowfish Posted January 4, 2015 Share Posted January 4, 2015 Wing shape, rather than leading/trailing edge shape, from a top-down / bottom-up perspective. NURBS / B-Splines. You know, curves! That gets really complicated really fast. Also FAR/NEAR can only approximate trapezoidal wings. Your best bet is to use several wings to get the desired shape. Quote Link to comment Share on other sites More sharing options...
bac9 Posted January 4, 2015 Author Share Posted January 4, 2015 (edited) Wing shape, rather than leading/trailing edge shape, from a top-down / bottom-up perspective. NURBS / B-Splines. You know, curves! Yeah, there are some issues with that That's extremely complicated code-wise, there is a reason why leading DCC software spent decades perfecting those kinds of toolsConstruction of meshes at runtime is a memory leak risk, deformation and skinned mesh renderers are as far as you should usually goThere is zero reason to implement that as even FAR is not accounting for any thickness, cross section and leading/trailing edge shapes, instead using a particular standardized cross section from NASA for it's simulationIt's not compatible with the concept of modular wings unless you want to severely complicate the tech even further by allowing longitudinal wing sequences to take on arbitrary intervals of arbitrary cross sectionsAnd finally, if we're talking about leading/trailing edge curving in the top-down plane and not about curved cross sections, there aren't many reasonable designs that actually use significantly curved edges (underlying structure is always a grid of cross-sectional supports linked by straight plating anyway, which existing parts approximate well)Aside from the fact that most designs can be replicated by simply stacking varied narrow quadrilateral pieces, simulation of curved wings will have to be approximated using a set of quadrilateral shapes anyway, defeating the purpose of actually supporting such a part type when slice-based wings are already simulated properlyYay on all-moving control surface! As for "fixing" the memory leak, one thing we were talking about in #RO would be no longer using those tweakable menus and making your own UI instead. I'm actually in favor of that approach since I think the tweakables menus are a bad interface anyway, but that's just me.Yeah, and I have almost implemented it. As my mod has quite a few more properties than pwings, it's control scheme is not really usable, but I came up with a relatively elegant solution (mix of mouse input and a window). Edited January 4, 2015 by bac9 Quote Link to comment Share on other sites More sharing options...
Sufficient Anonymity Posted January 5, 2015 Share Posted January 5, 2015 Have been playing around with this for a while now - loving the flexibility without having to sacrifice the looks of your craft Quote Link to comment Share on other sites More sharing options...
Horus Posted January 5, 2015 Share Posted January 5, 2015 Hi bac9!Really appreciate your work. The mod becomes a real wings pearl for the game.Just wanted to ask - is there any roadmap for the project? I mean what do you have more in your plans before final (quite unusual word for KSP & mods...) release? Quote Link to comment Share on other sites More sharing options...
bac9 Posted January 5, 2015 Author Share Posted January 5, 2015 Hi bac9!Really appreciate your work. The mod becomes a real wings pearl for the game.Just wanted to ask - is there any roadmap for the project? I mean what do you have more in your plans before final (quite unusual word for KSP & mods...) release? Probably something like that:DRE integration linked to heat shielding configuration of a wingFAR-exclusive support for fuel tanks within a wingAlternative UI/input method in addition to tweakablesTrailing edge shape selection for control surfacesProper aerodynamic value calculation for distorted control surfaces (right now distortion based on Offset R/Offset T is not accounted for, which makes some heavily swept and distorted shapes imprecisely simulated)Optional support for leading/trailing edge collisions I think those additions are than enough for a mod that was supposed to take just a few hours on one weekend but still isn't finished Quote Link to comment Share on other sites More sharing options...
Horus Posted January 5, 2015 Share Posted January 5, 2015 Probably something like that:DRE integration linked to heat shielding configuration of a wingFAR-exclusive support for fuel tanks within a wingAlternative UI/input method in addition to tweakablesTrailing edge shape selection for control surfacesProper aerodynamic value calculation for distorted control surfaces (right now distortion based on Offset R/Offset T is not accounted for, which makes some heavily swept and distorted shapes imprecisely simulated)Optional support for leading/trailing edge collisions I think those additions are than enough for a mod that was supposed to take just a few hours on one weekend but still isn't finished Quite a list of features Thanks for sharing Quote Link to comment Share on other sites More sharing options...
gkorgood Posted January 5, 2015 Share Posted January 5, 2015 Great work bac9, always love your stuff. could someone enlighten me as to whether the full KSPAPIExtensions is required? Or can I get by with just what comes in the GameData folder of this release? Quote Link to comment Share on other sites More sharing options...
RainDreamer Posted January 5, 2015 Share Posted January 5, 2015 https://i.imgur.com/MxnOig5.jpghttps://i.imgur.com/iyA4qBY.jpgHave been playing around with this for a while now - loving the flexibility without having to sacrifice the looks of your craftQuestion: What is that cockpit? Is it a radial attached cockpit, or is it just fancy light and you are flying a drone? Quote Link to comment Share on other sites More sharing options...
falken Posted January 5, 2015 Share Posted January 5, 2015 It looks like a Mk2 cockpit offset into an S2 fuselage. Quote Link to comment Share on other sites More sharing options...
Sufficient Anonymity Posted January 5, 2015 Share Posted January 5, 2015 It looks like a Mk2 cockpit offset into an S2 fuselage.This Mk1 placeholder by K3|Chris - http://forum.kerbalspaceprogram.com/threads/92630-0-90-B9-Aerospace-Release-5-2-8-%28updated-30-12-14%29?p=1401790&viewfull=1#post1401790 - don't want to derail this thread too much though - images were more about being able to tweak the wings to exactly the right shape. Quote Link to comment Share on other sites More sharing options...
ijiin Posted January 6, 2015 Share Posted January 6, 2015 Is it possible to get the root height even thicker on this mod ? love the wings to death, and getting the option to exceed 0.48 as it is now would be the cherry on top. Quote Link to comment Share on other sites More sharing options...
camlost Posted January 6, 2015 Share Posted January 6, 2015 @Bac9, a serious problem that might be simple to fix on your side. Before Start() is called for the FARWingAerodynamicModel. Later than that means that FAR isn't going to get interactions right.Yet on the runway, the mesh of wings are set during the first round of Update(), if I read it correctly. Quote Link to comment Share on other sites More sharing options...
bac9 Posted January 6, 2015 Author Share Posted January 6, 2015 (edited) Before Start() is called for the FARWingAerodynamicModel. Later than that means that FAR isn't going to get interactions right.I don't think I understand the issue from that sentence, can you elaborate?Is it possible to get the root height even thicker on this mod ? love the wings to death, and getting the option to exceed 0.48 as it is now would be the cherry on top.Not at the moment, I dislike severe distortion that occurs on leading and trailing edge geometry when you go that far. Edited January 6, 2015 by bac9 Quote Link to comment Share on other sites More sharing options...
falken Posted January 6, 2015 Share Posted January 6, 2015 I'm not sure myself, bac9. however it seems that sometimes the FAR calculations window does not get any data at all from the procwings on initial load. I stress the *sometimes*, as it typically gives me the calculations. Quote Link to comment Share on other sites More sharing options...
bac9 Posted January 6, 2015 Author Share Posted January 6, 2015 I'm not sure myself, bac9. however it seems that sometimes the FAR calculations window does not get any data at all from the procwings on initial load. I stress the *sometimes*, as it typically gives me the calculations.Well, I can call it from OnStart before geometry is created, sure. I prefer not to because the game spams OnStart every single time you mouse over a part over a potential attachment point. As about Start, I'm not sure it's safe to call anything from other plugins from that event, but sure, I can try. Quote Link to comment Share on other sites More sharing options...
sober667 Posted January 6, 2015 Share Posted January 6, 2015 (edited) i played a lot testing in santbox for me -work good i have mod to wach my RAM usage so its not big deal to be aware of it.but when i swiched to career i saw that i cannot found it in any of nodes wich im resarching ( i have olmost all tree in plane parts in wich node it is?)nice mod for RAM usage informationhttp://forum.kerbalspaceprogram.com/threads/99494-0-90-MemoryUsage-v1-11-2014-11-19 Edited January 6, 2015 by sober667 Quote Link to comment Share on other sites More sharing options...
Citrom Posted January 6, 2015 Share Posted January 6, 2015 Issue with center of mass of b9-PCSA.As you can see, on the KER screen, torque is 0. When the control surface's center of mass would be in the right place torque should be non-zero.http://imgur.com/woXYtyt Quote Link to comment Share on other sites More sharing options...
bac9 Posted January 6, 2015 Author Share Posted January 6, 2015 Version 0.11https://bitbucket.org/bac9/b9_aerospace_plugins/downloadsCenters of mass are now shape-dependentAdded an alternative UI/input method in addition to existing tweakable supportMinor fixes in code, textures and descriptionsIncreased the control surface width limit to 1.5mMore info on the new way of editing the wing (implemented to avoid tweakable window memory leak and to provide an alternative control scheme for those who are familiar with pWings):Small window that appears in the editor when you attach a procedural part to the craftWindow saves it's position and initially shows only a small control hint about entering edit modeYou can point at any part with your mouse and press G to enter editing mode on that partAs you do that, window starts showing contextual info about the wing and new hotkeys are registeredYou can move your mouse to adjust the currently selected wing property (like semispan)Alternatively, you can use two buttons to adjust a property by a fixed incrementYou can scroll through properties using other two buttonsOrder of properties is exactly the same as in the tweakable context menu, so it's easy to remember)The window shows the short name of the property used in the tweakable window, expanded description of what it does, and control hintsUnlike with pWings, adjustment is not stopping as your mouse pointer leaves the wing (always irritated me)Once you're done, pressing G exits the edit mode (detaching the part or clicking the catalog does that too)The window can be hidden at any time by hitting close button on it Quote Link to comment Share on other sites More sharing options...
camlost Posted January 6, 2015 Share Posted January 6, 2015 FAR needs to detect mesh in order to know which wing part is in front of another, this process is called wing interaction. The mesh detection is done when Start() is called for the FARWingAerodynamicModel. So pWing must update the mesh before Start() is called for the FARWingAerodynamicModel on the runway. Right now it is done in Update()Fail to do so, FAR does not know a trailing edge flap is behind a wing part, so it would make it stall early. Quote Link to comment Share on other sites More sharing options...
Citrom Posted January 7, 2015 Share Posted January 7, 2015 Thank you for the quick fix Quote Link to comment Share on other sites More sharing options...
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