blowfish

[1.5.1] Simple Adjustable Fairings v1.1.0 - Bringing back the KW Rocketry fairings with enhancements

Recommended Posts

On 4/13/2017 at 3:10 AM, blowfish said:

Also available on CKAN.  If you install via CKAN, select the KW Rocketry Pack (which will also install the plugin)

FYI, You should say that on CKAN, they should select:

Simple Adjustable Fairings - KW Rocketry Pack

otherwise they might get confused with KW

Share this post


Link to post
Share on other sites
2 hours ago, linuxgurugamer said:

@blowfishDoes this work in 1.3.1?

Not sure if it needed it, but I recompiled it for my local install and it works fine, I didn't bother to try the release version in it.  I suspect it will work, though, I don't see any reference to the stock settings page which was the cause of most of the issues with mods and 1.3.1

Share this post


Link to post
Share on other sites
22 minutes ago, blowfish said:

Oh sorry, I missed that part.  As far as I'm aware, there are not issues in 1.3.1

Great.  Can you update Spacedock so CKAN knows about it?

thanks

Share this post


Link to post
Share on other sites
1 minute ago, linuxgurugamer said:

Great.  Can you update Spacedock so CKAN knows about it?

thanks

It's not on Spacedock, but I'll update.

Share this post


Link to post
Share on other sites
3 minutes ago, blowfish said:

It's not on Spacedock, but I'll update.

Oh, sorry.  Bad assumption on my part.

and thank you for updating.  I like these fairing, was very happy to see them brought back

Share this post


Link to post
Share on other sites

Hey, @blowfish I just wanted to report, that the mod appears to work fine on 1.4.2. I've used it for the past week on my career save and haven't encountered any issues so far. 

On this note - how much effort would it be to include the texture switching feature from the MH expansion into this mod? Shouldn't that be something B9 Part Switch would be perfect for?

Cheers 

Edited by Amnesy

Share this post


Link to post
Share on other sites
1 hour ago, Amnesy said:

Hey, @blowfish I just wanted to report, that the mod appears to work fine on 1.4.2. I've used it for the past week on my career save and haven't encountered any issues so far. 

On this note - how much effort would it be to include the texture switching feature from the MH expansion into this mod? Shouldn't that be something B9 Part Switch would be perfect for?

Cheers 

Yeah, I meant to update at some point but glad it works regardless.

Texture switching - definitely possible, would require some code and fairings/texture options that are compatible (you can't just slap the stock textures on KW fairings for instance).  I've been messing with a set of fairings based on the stock ones but haven't gotten anything I really like yet.

Share this post


Link to post
Share on other sites

@blowfish

It would be nice if you could do a quick release for 1.4, that would make it available in CKAN 

Share this post


Link to post
Share on other sites

I just wanted to use this now - in VAB there was only one entry for AG "Decouple" so I assumed this is correct - but it for real is decouple ... not deploy fairing...

Wow...

Mission failed.

:confused:

Share this post


Link to post
Share on other sites
3 hours ago, Gordon Dry said:

I just wanted to use this now - in VAB there was only one entry for AG "Decouple" so I assumed this is correct - but it for real is decouple ... not deploy fairing...

Wow...

Mission failed.

:confused:

I could add another action group for deploying the fairing pretty easily.  Do you prefer not to use altitude-based autodeployment?

Share this post


Link to post
Share on other sites
1 minute ago, blowfish said:

Do you prefer not to use altitude-based autodeployment?

Depends.

Usually I only deploy fairings when not on acceleration to avoid running into the fairing segments.

Share this post


Link to post
Share on other sites
Just now, Gordon Dry said:

Depends.

Usually I only deploy fairings when not on acceleration to avoid running into the fairing segments.

I modified the deployment force such that it always seemed to deploy cleanly for me, even under acceleration ... have you run into scenarios where you still run into the fairings?

Share this post


Link to post
Share on other sites
59 minutes ago, blowfish said:

have you run into scenarios where you still run into the fairings?

Not actually with this mod - but I'm used to do it this way, just because it happened for me with other fairing parts and because it's not usual to deploy under acceleration.

Share this post


Link to post
Share on other sites

 I love these fairings never had an issue with altitude deploy with numerous segments  deploying and never once hitting the spacecraft.

 

Share this post


Link to post
Share on other sites

For information, I gave v1.1.0 (with the v1.3.1 plugin, both from CKAN) a go after KSP 1.6 dropped (well aware that it's not supported yet), and found that in the editor, filtering by cross-section would cause the list of parts to freeze and stay frozen after transferring back to filtering by type. Demonstration video (unlisted) available on request.

 

See the following KSP.log tail, which may be of some use:

[LOG 21:21:35.074] [HighLogic]: =========================== Scene Change : From SPACECENTER to EDITOR (Async) =====================
[LOG 21:21:35.263] [UIApp] OnDestroy: KSPedia
[LOG 21:21:35.351] [UIMasterController]: HideUI
[LOG 21:21:36.015] UICanvasPrefabSpawner SceneLogic spawning Editor
[LOG 21:21:36.043] No Input Locks in effect right now
[LOG 21:21:36.117] [UIMasterController]: HideUI
[LOG 21:21:36.389] [UIMasterController]: ShowUI
[WRN 21:21:36.491] The loaded level has a different lightmaps mode than the current one. Current: Directional. Loaded: Non-Directional. Will use: Directional.
[LOG 21:21:36.497] [UIMasterController]: ShowUI
[LOG 21:21:36.508] ------------------- initializing editor mode... ------------------
[LOG 21:21:36.508] editor started
[LOG 21:21:36.512] Loading Depletion Nodes
[LOG 21:21:36.512] DepNodeCount:  0
[LOG 21:21:36.512] Loading Biome Nodes
[LOG 21:21:36.512] BiomeNodeCount:  0
[LOG 21:21:36.512] Loading Planet Nodes
[LOG 21:21:36.512] PlanetNodeCount:  0
[LOG 21:21:36.513] [ScenarioDestructibles]: Loading... 0 objects registered
[WRN 21:21:36.843] HighlightingSystem : Framebuffer depth data is not available and can't be used to occlude highlighting. Highlighting occluders enabled.
[LOG 21:21:36.930] [UiApp] Awake: EngineersReport
[LOG 21:21:36.930] [UiApp] Awake: KSPedia
[LOG 21:21:36.930] [UiApp] Awake: Missions App
[LOG 21:21:36.930] [UiApp] Awake: DeltaVApp
[LOG 21:21:36.930] [ApplicationLauncher] OnSceneLoadedGUIReady: scene EDITOR ShouldBeVisible() True ShouldBeOnTop() False iIsPositionedAtTop False
[LOG 21:21:36.938] [UIApp] OnDestroy: Contracts
[LOG 21:21:36.960] [MessageSystem] Reposition 0.02 5221
[LOG 21:21:36.960] [GenericAppFrame] Reposition 0.02 5221
[LOG 21:21:36.960] [GenericAppFrame] Reposition 0.02 5221
[LOG 21:21:37.075] [UIApp] Adding Missions App to Application Launcher
[LOG 21:21:37.076] [UIApp] Adding EngineersReport to Application Launcher
[LOG 21:21:37.093] [UIApp] Adding DeltaVApp to Application Launcher
[LOG 21:21:37.093] [MissionsApp] OnAppStarted(): id: -310788
[LOG 21:21:37.093] MissionsApp does not execute in this game mode, destroying this instance
[LOG 21:21:37.093] [UIApp] OnDestroy: Missions App
[LOG 21:21:37.097] [GenericAppFrame] Reposition 0.1509972 5227
[LOG 21:21:37.126] [GenericAppFrame] Reposition 0.1831349 5228
[LOG 21:21:37.140] [UIApp] Adding KSPedia to Application Launcher
[LOG 21:21:37.209] [UIMasterController]: ShowUI
[LOG 21:21:38.126] [MessageSystem] Save Messages
[LOG 21:21:38.132] Game State Saved to saves/default2/persistent
[EXC 21:21:52.975] NullReferenceException: Object reference not set to an instance of an object
	KSP.UI.Screens.PartListCategories.BulkheadProfile.ExclusionCriteria (.AvailablePart aP)
	EditorPartListFilter`1[AvailablePart].FilterList (System.Collections.Generic.List`1 parts, System.Func`2 filter)
	EditorPartListFilterList`1[AvailablePart].FilterList (System.Collections.Generic.List`1 list)
	KSP.UI.Screens.EditorPartList.RefreshPartList ()
	KSP.UI.Screens.EditorPartList.Refresh ()
	KSP.UI.Screens.EditorPartList.Refresh (State state)
	KSP.UI.Screens.PartCategorizer+<UpdateDaemon>c__Iterator5.MoveNext ()
	UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress)
[LOG 21:22:32.932] Launcher here(in write): False
[LOG 21:22:35.366] Launcher here(in write): False
[LOG 21:22:51.212] [UIApp] OnDestroy: KSPedia
[LOG 21:22:51.250] [UIApp] OnDestroy: MessageSystem
[LOG 21:22:51.255] [UIApp] OnDestroy: DeltaVApp

 

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.