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pwingsmerged's Issues

Review/refactor the window class structure

While it makes sense in terms of matching the unity prefab structure it has proven awkward to update values correctly with the current structure both in terms of requiring nested add/find methods and managing value updates.

This issue will serve as a place for jotting down ideas and noting areas that could use a better implementation

Panels that providing no lift

Derived class of the B9 wing (for colourisation) that has no lifting components and defaults to unlimited dimensions

B9 Procedural Control Surfaces have no authority

Comparing the old B9 files to the ones in this, I've found a change that may have been unintended?

Line 52 of GameData\B9_Aerospace_ProceduralWings\Parts\Aero_Wing_Procedural\wing_procedural_typeB.cfg is now:
deflectionLiftCoeff = 0.19
The old value was 2.0, I think maybe you intended to change it to 1.9?
Changing it to 2.0 makes the control surfaces behave as they are expected. They're simply unusable as they are now.

Stock wing models

How are they setup? Is there anything that would prevent/allow a plugin like this one to tweak them in some way?

Shaders

We should have a chat about shaders sometime, I have one somewhat like Bac9s, but it doesn't require messing with vertex data & supports up to 255 different colour areas per pattern ( and three switchable patterns ) if you're sufficiently mad. Can imagine the UI issues :p

Also I kinda want to work on a proc wing with changeable profiles which means doing a much more complex mesh, so if the mesh shaping part ( and FAR aero data ) can be modular that'd save a bunch of effort down the road. The other part of that was being able to slice a wing & have two parts, which ... is a lot more complicated than it sounds.

Call it ShapeWings or something for now, I'm sure the perfect name is out there somewhere.

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