Jump to content

[1.11.2] Simple Adjustable Fairings


blowfish

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

Link to comment
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

Link to comment
Share on other sites

  • 1 month later...
  • 2 months later...

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
Link to comment
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.

Link to comment
Share on other sites

  • 4 weeks later...

Simple Adjustable Fairings Plugin v1.1.0 for KSP 1.4.3

  • Recompile for KSP 1.4.3
  • maxSegments now sets the maximum number of wall segments on the fairing (previously it was always 10)
  • Fix icon setup not working correctly

Simple Adjustable Fairings KW Rocketry Fairing Pack v1.0.2 for KSP 1.4.x

  • Update for KSP 1.4.x
Link to comment
Share on other sites

  • 1 month later...
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?

Link to comment
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?

Link to comment
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.

Link to comment
Share on other sites

  • 4 weeks later...
  • 3 months later...

Apparently I've been pretty lazy about updating the thread

Simple Adjustable Fairings Plugin v1.3.0 for KSP 1.5

  • Recompile for KSP 1.5

Simple Adjustable Fairings Plugin v1.3.1 for KSP 1.5.1

  • Recompile against KSP 1.5.1

Simple Adjustable Fairings KW Rocketry Fairing Pack v1.1.0 for KSP 1.5.x

  • Bump .version file for KSP 1.5
Link to comment
Share on other sites

  • 2 months later...

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

 

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

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.

×
×
  • Create New...