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proceduralwings's Issues

PWings colliders

The dev version of PWings has a problem with the colliders not rendering correctly. Upon selecting a PWing part from the part list (does not matter what the actual PWing part is), a NullRef is logged (sample below):

[ERR 10:20:19.218] Module WingManipulator threw during OnStart: System.NullReferenceException: Object reference not set to an instance of an object
  at pWings.WingManipulator.SetupCollider () [0x00000] in <filename unknown>:0 
  at pWings.WingManipulator.Setup (Boolean doInteraction) [0x00000] in <filename unknown>:0 
  at pWings.WingManipulator.OnStart (StartState state) [0x00000] in <filename unknown>:0 
  at Part.ModulesOnStart () [0x00000] in <filename unknown>:0 

If applied with symmetry, the parent symmetry part cannot be selected for editing, only it's childs.

After reverting back to SPH/VAB you will not be able to edit the existing PWing parts (cannot be selected).

Tested in a KSP 1.2.2.1622 installation with only PWings installed.

Log file: PW_11032017_104619_output_log.txt

(There is also a weird bug - i think that it has been reported before - where using PWings will force a craft not being able to lift off, even if the TWR is greater than 2, with or without FAR installed. But i will do a proper report once i have tested all the possible mod combinations).

Edit: just tested if FAR is able to voxelize the wings but it fails:

[EXC 11:16:19.951] NullReferenceException: Object reference not set to an instance of an object
	FerramAerospaceResearch.FARAeroComponents.VehicleAerodynamics.DisplayDebugVoxels (Matrix4x4 localToWorldMatrix)
	FerramAerospaceResearch.FARAeroComponents.VehicleAerodynamics.DebugVisualizeVoxels (Matrix4x4 localToWorldMatrix)
	FerramAerospaceResearch.FARGUI.FAREditorGUI.EditorGUI.DebugVisualizationGUI ()
	FerramAerospaceResearch.FARGUI.FAREditorGUI.EditorGUI.OverallSelectionGUI (Int32 windowId)
	UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID)
	UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style)

Also tested the same craft without the wings and everything works as expected.

Actuation speed

Have a report that control surface actuation speed is too high. Sounds like a cfg issue

Request: Battery/Solar wings?

Just like how you can switch the wings between the different fuel storage types can an electrical storage type also be added?

Would it also be possible for a solar panel wing with generation rate depending on its top surface area? That would be a nice alternative to strapping dozens of panels on the top of an electric plane. It should probably be more expensive then an equal surface area solar plane as well.

Small sized wings could give negative module mass

Hi.
I've found this issue and tracked this down to GetModuleMass() yielding negative mass in some circumstances. So, if procedural wing is reduced comparing to its prefab size AND FAR mass-strength modifier is used to reduce part mass, the wing freezes in the air.
Expected behavior:

https://youtu.be/ghqe-4UlOKI

Behavior when mass-strength modifier is applied (http://i.imgur.com/2l4RgIX.png):

https://youtu.be/ARYLeU3A7I8

I didn't track it deeper, but feel that negative mass is not very good thing, so this fixes it for me:

--- a/Source/WingManipulator.cs
+++ b/Source/WingManipulator.cs
@@ -602,7 +602,8 @@ public ModifierChangeWhen GetModuleSizeChangeWhen()
 
         public float GetModuleMass(float defaultMass, ModifierStagingSituation sit)
         {
-            return (float)wingMass - defaultMass;
+            float mass = (float)wingMass - defaultMass;
+            return mass <= 0 ? 0.01f : mass;
         }
 
         public ModifierChangeWhen GetModuleMassChangeWhen()

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