Daumantas Kavolis
Daumantas Kavolis
I think this can be done by each model having its own FAR config and allowing FAR to switch between them. However, there would be a delay of few frames...
I'll have to consult someone on how best to implement this. For long animations, I could add trigger points or time it every X seconds for voxelization, maybe run voxelization...
> Perhaps tweening between voxelized key states would be an acceptable solution? That and computing voxelization per part and then combining instead of voxelizing the entire vehicle
For now, `GeometryPartModule` has a new node `rebuildOnAnimation` which forces rebuilding of the part's mesh and vehicle voxelization every 30 FixedUpdate ticks if animations were found playing. Previously only transforms...
This might be related to change in how FAR handles exposed areas, I don't think I touched anything else physics related. Can you try a patch ``` @FARConfig:FINAL { @Settings...
Can you upload MM cache as well?
Can you provide `KSP.log` and craft files? I couldn't reproduce the issue with stock parts. Under the hood, the reference areas both in the editor and in flight are computed...
https://github.com/KSP-RO/RealismOverhaul/issues/2718 should be fixed in [ba7de8b](https://github.com/dkavolis/Ferram-Aerospace-Research/commit/ba7de8bfa64766a16b78ef4052e78e528c24aa72), was also an issue in stock due to broken Unity serialization which didn't actually serialize the `config` field. Can you check if this affects...
I would need a simplified mathematical model for how the grid fins behave under different conditions, mainly Mach number, and their influence on other aerodynamic surfaces. The difficulty is in...
> That may be hard. I've found many studies.. But they are all compiling data with few useable equations. A polynomial fit would do for the behaviour or maybe even...