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Found 18 results

  1. Hello I was hoping the manual would explain and talk thoroughly about fairings, but it was barely able to say what a fairing was. So, to start with, there's the "sides" options. The problem with this for me is that I can drag the bar, not having only whole numbers to choose from (for example: I can choose to have 4.09 sides, what got me pretty confused). Then there's Ejection Force. I think it's pretty self-explanatory, but is there any usefulness in changing the force? Now for Clamshell Deploy, Truss Structure and Interstage Nodes, I have absolutely no idea of what they're for or their uses. I'd be very glad if someone could explain at least this for me with pratical examples. Thanks.
  2. Is there a general rule of thumb as to the optimum altitude/velocity/pressure (Q, I think) to jettison fairings-- where the aerodynamic drag reduction is no longer worth the weight/gravity loss? I don't really need the exact equations-- just a general "feel" for the right timing/altitude. Thinking of firing off a series of sounding rockets to test, but I imagine someone else has done a lot more thinking about it already...
  3. So I've been playing a lot with procedural parts recently, and while researching how to properly use the procedural Interstage Fairings, I found out that those parts are NOT supposed to be used for engine shrouds. This explains a lot about the odd lack of an internal top node, and the placement of the decoupler. The only way I've been able to do it is to surface attach the engine underneath the tank to leave the tank's bottom node free for the Interstage Fairing top node. I don't think this technically shields the engine at all though, since it's not attached to an internal node of the fairing part. Also, I've been having weird issues with the fairing base jumps to odd positions when I try to use the whole launch vehicle as a subsystem. Usually, it jumps downward, leaving a big gap in the rocket, although this appears to be cosmetic only, the thing will still fly the same. Is there a more appropriate mod/part that I should be using for interstage engine shrouds? I'm using pretty large tank sizes, so even the 3.75 stock fairing is too small, and rescaling that part doesn't seem to rescale the fairing. Suggestions? Thanks
  4. In the last days I have been running around the forums searching for a way to add textures to the module TextureSwitch2 (Firespitter) to the fairings from Procedural Fairings parts.I found a very old mod from 1.1.x called Procedural Fairings for Everything, which main objective was to collect and merge different texture mods for fairings into one.I gave a look inside of the folder and it was quite a mess.I am trying to make a more polished version of it for myself but I can't get around a thing that is quite anoying: Some fairings have the "Payload Fairings - [...] [Procedural]" and some don't.Anyone has any idea where I can find the file that adds this thing?(So I can remove it and rebuild it to be more specific). On another side I would like this to become a thread on where to discuss the problem of textures for Procedural Fairings and to make a standard guide on how to make and plug them into KSP.
  5. To premise this topic, I'm not sure if this is a bug, or a limitation of the stock fairing behavior when used as an "interstage". I'm trying to use an open fairing as a lower fuselage of a cargo lander. After launching the craft to orbit and jettisoning the bottom cargo bay "plug", I am unable to insert cargo or other craft into the open bay. IMPORTANT NOTE: Anything jettisoned from the lander can be maneuvered inside the cargo bay just fine, but anything launched separately cannot. To anyone wanting to reproduce this behavior, you will need to perform two launches. Anyone that has any thoughts or suggestions, feel free to comment. @Rune, you might find this of interest since this is the DC-X-style cargo lander I teased you with.
  6. Zero-Point Inline Fairings Parts Pack NOTe: Does NOT shield contents in stock aerodynamics! Please use FAR or NEAR. --------------------------------------------------------------------------------------------------------------- Supports TweakScale and AVC. Appears to be friendly to FAR/NEAR so far. Part of the NecroBones suite of mods, that work nicely together: Modular Rocket Systems (stock-alike parts pack, NASA-like alternatives, and filling the gaps) SpaceY Heavy Lifters Parts Pack (stock-balanced large rocket parts, 5m parts, large SRBs) Color Coded Canisters (replacement models/textures for stock fuel tanks: prettier, cleaner, and diameter color-coding for the tank end-caps) Fuel Tanks Plus (collection of large stock-like tanks with Color Coded Canister style) Zero-Point Inline Fairings (stock-alike fairings parts pack, no plugin code) VERY IMPORTANT NOTE: 1.0 and later versions ARE NOT COMPATIBLE with 0.9.x and earlier! If you are upgrading from 0.9 or earlier, be sure to delete the mod's folder from GameData before installing the new version. Savegames with active ships using the fairings will not be compatible across this transition (you could do a lot of hand-editing if you wish, as the same sizes still exist). Upgrading should be safe if no ships are currently using the fairings. IMPORTANT NOTE: This is an EARLY BETA -- That means there's a good chance that the parts will change significantly, and may break your save-games. We're looking for feedback, and have released version 0.1 of this pack after working on it for less than 2 days. --------------------------------------------------------------------------------------------------------------- 5-Minute quick overview: Overview/Tutorial by KottabosGames: --------------------------------------------------------------------------------------------------------------- Advantages and Features: All fairings support INLINE use, meaning that you can continue the rocket stack above them (such as an exposed command section, or another fairing + payload). Contains only three texture files (base, panels, and cone) shared by all models, so memory usage is light. Contains no mod code, instead relying entirely on the stock engine-fairing modules. This means the mod is unlikely to break when new KSP versions are released, or introduce any new bugs. Ejected panels are non-persistent debris (meaning they are deleted when you move out of physics range or use timewarp). Low additional part-count for your ships. Fairings are created by placing a single part (the base), and possibly a second (nose cone). Stock-alike appearance. Cooperates with other mods, including TweakScale, FAR/NEAR, and AVC. Choice between "full" pack (22 parts), or "Lite" version (6 parts). Disadvantages: (to be fair) Adds a large number of parts to the Aerodynamics tab Not as "pretty" as KW Rocketry Not as "easy" as Procedural Fairings. Fairings are restricted to the included sizes (unless you use TweakScale) Known Issues: Placing an engine as the first part above the fairings (at the "floating node", not the base) will result in a "ghost shroud", when the fairing panels are decoupled. This is just how the stock decoupler/jettison modules work in KSP. Don't worry, those shrouds are non-colliding. If you're using an engine that leaves behind a shroud and this bothers you, the recommended work-around is to place a stack decoupler/separator at the top of the fairing, instead of the engine directly. --------------------------------------------------------------------------------------------------------------- Information: This parts pack is intended to supply an alternate means of using payload fairings in KSP. It's meant to be somewhat stock-alike, and also provide the capability of having inline payloads, with a second vehicle ahead of the fairing section. As a real world example, the Apollo Saturn V had the lander inside a fairing, with the command/service module exposed and ahead of it in the stack. These fairings use the stock game's fairing jettison module, functioning like the LV-N engine's ejectable fairings. All of the models and textures were made 100% from scratch, using Blender, Photoshop, and Unity. --------------------------------------------------------------------------------------------------------------- Image Gallery: (Note that the stats, appearances, and descriptions of the parts shown below are subject to change, or may be out of date) --------------------------------------------------------------------------------------------------------------- Installation: Simply copy the "0PinlineFairings" folder into your GameData folder. If upgrading from a previous version, be sure to delete the old one from GameData first (this is the cleanest option). NOTE: ALWAYS backup your save-games when changing mods! If any parts fail to load (including the stock parts, which can fail to load due to a typo in a mod config), entire ships can be deleted out of your game. --------------------------------------------------------------------------------------------------------------- Usage instructions: 1. Build your internal payload first. 2. Don't forget a decoupler on the bottom of the payload! 3. Attach one of the fairing bases beneath the decoupler. (Be careful to choose one that is both wide and tall enough) 4. Build your second vehicle above the fairing, or cap it off with a nose-cone. (Do so by placing your parts on the "floating" attachment node above) 5. If you are stacking an engine right above the fairing (at the "floating node", not the base), you might consider placing a stack-separator here first, to hold the engine-shroud upon decoupling. Otherwise you will get a "ghost shroud" that hovers in place (due to how the shroud jettison works in stock KSP). 6. Your fairing panels will appear automatically upon stacking a part on the floating node. 7. Build the rest of your lifter stages as normal. The fairings will act as a decoupler for the top of the rocket stack, and will separate at the "floating node" where you continued the stack above (or capped it with a nose cone). --------------------------------------------------------------------------------------------------------------- Download the FULL VERSION: (Contains all 7 fairing sizes (4 lengths each) plus 7 specialized nose cones) SpaceDock -or- Curse.com download page -or- ksp.necrobones.com (( 1.0 and later versions ARE NOT COMPATIBLE with 0.9 and earlier! If you are upgrading from 0.9 or earlier, be sure to delete the mod's folder from GameData before installing the new version. Savegames with active ships using the fairings will not be compatible across this transition (you could do a lot of hand-editing if you wish, as the same sizes still exist). Upgrading should be safe if no ships are currently using the fairings. )) Download the LITE VERSION: RETIRED --------------------------------------------------------------------------------------------------------------- Creative Commons 4.0 Attribution-NonCommercial-ShareAlike CC BY-NC-SA --------------------------------------------------------------------------------------------------------------- Change Log: 1.0.2 (2016-04-28) - Working toward stock aero support. - Moved "ModuelCargoBay" definitions out to 0P-AD.cfg (for "Animated Decouplers" dependency for stock aero). - Moved change log and readme into the mod folder. 1.0.1 (2015-06-09) - Fixes - Added transparency in VAB/SPH. Known issues: - Flag decals look mangled in VAB/SPH, but look fine in flight. - Must mouse-over the base, not the fairing. - Updated Deadly Reentry config with more current data. - Updated the DRE config to not lower the heat resistence of the nose cones when DRE is not being used. - Added "ModuleCargoBay" modules to fairing bases, with hope of working toward stock aero support. 1.0 (2015-05-28) - Re-release after KSP 1.0. - Redesigned quite heavily. - Requires FAR/NEAR or similar aerodynamics mod. WILL NOT SHIELD CONTENTS WITH STOCK AERO. - Fairing bases consolidated. 4 lengths per base. - Panels now separate in halves rather than quarters. - Updated tech tree assignments to correspond to new stock fairing diameters. - Added matching "flush" nose cones for sizes 1 & 2 (1.25m & 2.5m). - Added new bulkhead profile and thermal settings for KSP 1.0+. - Renamed nose cones to match more recent fairing naming scheme. - Various size and scaling adjustments. - Minor texture updates. - Updated textures to use DDS format. - Lite version of mod is discontinued. 0.9.1 (2014-12-22) - Minor tweaks - Added DRE support, by including a wildcard heat-shield config for the nose-cones (full version only) 0.9 (2014-12-16) - Minor tweaks - Added manufacturer tag to item names to make all fairings name-sort together. - Fixed manufacturer icon in VAB/SPH manufacturer-sort. 0.8.1 (2014-11-17) - Beta Release - "Full version"-only sorting fix. - (Reminder: incompatible with v0.6 and earlier) - (Note: Remember to delete the old 0PinlineFairings folder before installing, otherwise you'll get duplicate parts in the menu) - Re-ordered the sorting of the fairing bases in the SPH/VAB (Full version only). Not game-breaking. 0.8 (2014-11-15) - Beta Release - (Reminder: incompatible with v0.6 and earlier) - Added Size-1 (1.25m) flush fairings (Full version only). - Added Size-3 (3.75m) flush nose-cone (Full version only). - Fixed "model" assignments for the "Lite" pack's fairings, causing them not to load unless the "Full" pack was installed too. 0.7 (2014-11-14) - Beta Release -- WARNING: Incompatible & Save-Breaking update from Previous Versions - Consolidated fairing bases to reduce part clutter. - "Full" version reduced to 12 bases (from 18), with two lengths each (adding 6 new total sizes) - "Lite" version reduced to 3 bases (from 6), also with two lengths each (same sizes available). - Now, choose a base, then choose length by selecting a floating node to stack onto. - Note: Be careful not to attach other parts to the other floating nodes accidentally. - Added shorter versions of fairings (in "Full" version only) - Overhauled mass and cost of all fairings. - VAB/SPH icons now show just the fairing bases (not the fairing tube panels). 0.6 (2014-10-08) - Beta Release - Reduced purchase & research costs of all fairings by 90%. Somehow an extra zero was tacked on. - Fixed a typo in one of the configs, that had an entry cost set to "aero" (yeah, I don't know) 0.5 (2014-10-07) - Beta Release - Fixed scaling issues, to align with 0.25's rescaleFactor bug fix. 0.4 (2014-09-29) - Beta Release - Tweaked the scaling on the "flush" fairings to be a hair wider. - Fixed aspect ratio of flag-decal on the "flush" fairings. - Renamed: Wide -> ExtraWide, and: Regular -> Expanded - Forked "Inline Fairings Lite" as separate download with smaller parts list. - Tweaked the panel ejection slightly. 0.3 (2014-09-24) - Beta Release - Reduced mass of all parts - Changed TweakScale settings to allow "free" scaling of the 2.5m "Regular" and "Wide" fairings (to give them separate functionality from the otherwise identical 1.25m variants) 0.2 (2014-09-21) - Beta Release - Added AVC (Add-on Version Checker) support. - Fixed attachment point in the Size-2 Regular Nose Cone 0.1 (2014-09-20) - Initial Beta - First release. Only 2 days of work making the parts so far.
  7. Version 1.1.2.1260, Windows 10 Home, x64, Nvidea 980 gtx, i7 4790k, 16 gbs ram 9 times out of 10 when I try to use fairings they will cause the ship to fall apart and then explode on launch pad. Example: http://s32.postimg.org/ps1z2y40j/fairingproblem.png I wanted to post the ship file, but it said I couldn't attach because of my account :(. But basically any time I use a fairing the ship just falls apart on the launch pad, its extremely reproduce-able for me. Is anyone else seeing this behavior? I cannot comment on when this started to break for me since I did not start using fairings until recently.
  8. Fairings that automatically reshape for any attached payload: Download from GitHub Frequently Asked Questions How to use (Imgur album, somewhat obsolete) Licensed under CC BY terms (attribution) Source code Notes: In career mode, minimum and maximum size is limited by tech. You won't be able to resize bases far from 1.25m at first, but as you unlock new aerodynamics and construction tech larger (and smaller) sizes become available. Unlike KW Rocketry fairing bases, Procedural Fairings' fairing bases intentionally lack a decoupler, allowing docking nodes, structural parts, multiple payloads, etc. The fairing bases can be so modded as to include a decoupler. Compatible with FAR and KSP 1.0 aerodynamics. Bug reports, suggestions and any other feedback is welcome! Future plans: Simple procedural decoupler with shroud for engines that lack built-in fairings and engine clusters. Procedural nose cone. Stock-alike fairing bases with non-part side panels. Side fairing part with switchable textures and shapes. More side fairing styles, matching KW Rocketry, AIES, NovaPunch, etc. More complicated texture mapping schemes for less texture stretching etc. Documentation and tutorial for creating side fairings. Particle effects on jettison. If you want to support me, here's my Patreon. Change log: Funding provided by FlexGunship.
  9. StahnAileron

    Stock Fairing: Personal Defaults

    Good day to all. I've gotten a bit back into KSP once more; been launching satellites for an RT comm network/constellation in the Kerbin system as well as my first real space station. (The only other "station" I ever attempted was just an orange tank with basic craft utilities bolted on as a fuel depot...) For once I wasn't using SSTO spaceplanes that much. (Just for the initial three KEO sats for a basic network so unmanned launchers could be used without issue.) Lots of rockets this time. (Seems I've gotten pretty decent at doing gravity turns using KER readouts and mimicking what I saw the GravityTurn mod does...) Lots of rockets = lots of fairings. Suffice to say, I got sick of adjusting the fairing settings to my personal default every time I grabbed one from the parts list. Module manager to the rescue! I made catch-all MM CFG where you can change a few settings to whatever you like so you can save yourself some time in the long run: Number of Sides Ejection Force Clamshell Usage Max Length of Sections Visibility of the Interstage Nodes and Truss Here is the MM CFG itself: // This MM Config sets some defaults for your fairings so you don't have to all the time. // The FINAL is there because I make all my personalized MM configs run last after all the mod configs. // I figure it makes sure I catch all changes and mod parts that use/apply/edit the same settings I'm modifying. // Probably safe to remove if you wish. @PART[*]:HAS[@MODULE[ModuleProceduralFairing]]:FINAL { @MODULE[ModuleProceduralFairing] { %nArcs = 2 // Number of fairing sides. In-game Editor Tweakable Limits: 2-6 %ejectionForce = 1000 // Self-explanatory. In-game Editor Tweakable Limits: 0-1000 %useClamshell = True // Self-explanatory: True/False // The next setting controls the max length of each section. // I'm applying a multiplier here to the part's stat. // If you want a hard number, delete the *. // Not a normal tweakable, so I don't know the limits. @xSectionHeightMax *= 3 } @MODULE[ModuleStructuralNode],* // Needs indexing wildcard here since each node is using an instance of this module. { %visibilityState = False // Visibility of the Truss(?): True/False (Related to "showMesh" below; change in tandem.) } @MODULE[ModuleStructuralNodeToggle] { %showMesh = False // Visibility of the Truss: True/False (Related to "visibilityState" above; change in tandem.) %showNodes = False // Visibility of Nodes: True/False } } As you can see, I made sure to annotate it with notes so you (and I) know (remember...) what does what. Just copy it into a plain text file (.txt), then rename it to a .cfg file. I really wish the stock part configs had more notes in them... Where do people get info about modules and such to make proper configs? The official Wiki is kinda half-assed and mildly out-of-date. License is PUBLIC DOMAIN. (It's just a practical config file with some commentary from me...) I'd stick up a file download, but I don't really have anywhere to place it; it's just a text file anyway. (Seems like overkill for me to upload this to something like SpaceDock.) BTW, the config looked A LOT nicer in NotePad++ (Tab spacing here is bigger.) I have a couple of other genericized MM CFGs I made for myself. Dunno if anyone would be interested in them, though: RemoteTech Probe Core Support - Adds SPU and passive antenna to any unmanned command module from any mod. RealPlume "Engage" Audio - Changes the activation sound for RealPlume'd engines (because I shouldn't hear an explosion when at zero throttle and turning an engine bank back on. Too loud for my tastes.) SurfaceLight Replacement - Just replaces the stock ModuleLight with the module from the mod SurfaceLights and sets a default color. I technically have a generic MechJeb config (adds it to all command modules), but I got that off the forum here (MechJeb Embedded).
  10. I don't know about anyone else, but I've been having real issues with the stock fairings lately. For one thing, they don't stage with action groups. If I have a pod (or something I want to save in case of emergency) under a fairing, and my action groups look like this Abort> LES activate, Decoupler decouples, fairing jettisons. What will happen in case of emergency is this: I hit backspace Everything but the fairing jettison occurs My crew pod gets smashed against the inside of the fairing and they die. Which brings up my next point (kinda). After that, everything inside my fairing has been obliterated; my rocket is falling back down onto the space center; it lands on the grass; and... Everything but the fairing breaks and explodes. Fairings are needlessly strong. Don't you think that my launch escape system (homemade, it packs 300 Kn of thrust) should be able to crack that fairing open and carry my crew to safety? We like explosions don't we? Don't we want to see the fairing explode and crack into little pieces? This last thing is much less urgent than the first two. It'd be really cool if we had multiple textures for fairings. Stock, solid white, grey, some kind of ability to upload your own (maybe?) be able to add a flag and such. While still maintaining the ability to customize the shapes of your fairings, I'd also like to see Procedural Fairings become stock.
  11. Okay, so one minor thing that bothers me about the new stock clamshell fairings is how perfectly evenly they separate and float away. No tumbling or nothing. It's freaky! As a matter of fact, the mod that fixed the absence of clamshell fairings when fairings were first introduced by Squid, that mod had them tumbling through space as you would realistically expect. So what I'd like to ask is a simple thing, which is to do a "jazzing up" pass over the stock fairings and re-introduce this tumbling behaviour, maybe even with a little bit of a camera shake effect. Thanks for reading. From an older version of the game, but this is the sort of thing I'm talking about. Fairing separation at many points throughout, but particularly at 10:43.
  12. I've been trying and trying to build the smallest possible recoverable Kerballed orbiter by mounting an EAS control seat on top of a fairing base and (supposedly) using the fairing to protect the pilot from heat: Even though the pilot is fully enclosed by the fairing, it appears as though he is being heated as if fully exposed to the airstream, and he inevitably explodes even though no other part on the craft even has a heat indicator lit up. Is this just a quirk of the control seat or am I using the fairings wrong? I tried building it out a bit further, and other than making it heavier and draggier, it seemed to make no difference.
  13. I find it very unpleasantly striking how much glossier the fairings are than most of the other, if not all, stock parts, and the stockalike aesthetic in general. Were they always so glossy? I don't think they were. And looking at older screenshots seems to confirm that.
  14. A bit of a random UI question: is there a way to disable the "snap to constant radius" behaviour when building a stock fairing section? It's handy, but it also prevents access to a significant range of angles.
  15. Have you ever build a rocket with an upperstage that you wanted to have 2 engines? (say 2 Terriors under a 2.5m fuel tank) but you weren't able to do so because of the way decoplers work? In procedural fairings, you could solve this problem by using an interstage fairing instead of decoplers. I hope they add something like this with the stock fairings so we can have a bit more freedom with upperstage engines.
  16. I wanted to see if fairings made a difference as there was some discussion on Facebook in regards to their importance (or not importance due to added weight) Here's the result of a short and simple scientific experiment:
  17. I have the SpaceX launch pack mod and so far it looks and runs great, no complaints there. However I am having issues with the payload fairings. I cannot seem to get the fairings to work at all. When they are next on the staging I hit space bar but they just stay there and also remain in the staging menu, and the rest of the staging just continues as normal. When I load an existing pre packaged craft like the Falcon 9 that the mod comes with it only has 1 (half) the fairing so I usually add another one, not sure if that's the issue or not but the one that it comes with does not seem to place it self with symmetry, so I have to add the other half manually. Could someone that has this mod please shine some light on how to get payload fairings working?
  18. Space_Coyote

    Altiude set Deployable Fairing

    A rather intersting thought crossed my mind tis morning when I was playing Kerbal and in fact this idea could work (after all we ahve Parachutes that Depoy or open when the vehicle htis a certain alttitude above the surface.. But this idea takes the idea and reuns it in reverse.. Everyone who builds a craft that has aerodynamic fairing either has to stage the fairing properly so that it opens when a certain event hpappens of you deply it maually (This is one thing that I du..) But what if the fairing wer eto autodeply when the vehicle reaches a certain altitude.. . IN a way it's like the parachutes hwe have in game abut run in reverse.. (forexample the part could be set with a deply area that would range from say 35,000 mets all the way up to 70,000 meters.. And you could set this deploment altitude before you launch. (Much like you can set the parachuts an or the ablation for a heat shiled.. So then the real question is, could this work? an if so what type of coding would it take to make it work/ Thoughts? Space_Coyote