H0FF1 Posted September 3, 2018 Share Posted September 3, 2018 @dlrk this symbol is normal. it is for the fairings. Quote Link to comment Share on other sites More sharing options...
dlrk Posted September 3, 2018 Share Posted September 3, 2018 Oh....whoops. Quote Link to comment Share on other sites More sharing options...
mcblemmen Posted September 14, 2018 Share Posted September 14, 2018 I have problems with the stock fairings like some other people have mentioned here. The 1.25m ones have been changed to work the same way the PF ones do (why when there is already a 1.25 PF base plate?) and the 2.5m one and 3.75 one are just gone completely. 1.87m and 5m ones still work as normal.(I assume its because these got added to the game relatively recently? but idk) Any advice? I like PF a lot but for in-line fairings i want to use the stock ones. PF is kind of a pain to get right when using in-line fairings. Thanks, great mod though Quote Link to comment Share on other sites More sharing options...
capi3101 Posted September 14, 2018 Share Posted September 14, 2018 Those of y'all who are unable to access the stock fairings - the AF-FF-PF fairing is intended to replace all of the stock fairings; this is deliberate behavior, not a bug. Spoiler That said, you *can* work around this and get Procedural Fairings to operate similarly to how the mod behaved in the past. All you need to do is go into your KSP/GameData/ProceduralFairings/Config directory and remove the file PF_Squad_Config.cfg. Caveat: you will lose access to the AF-FF-PF fairing if you do this (i.e. make sure you've got your save files backed up before you go futzing about and don't delete the file completely in case doing so borks something up), but the stock fairings will be restored and all of the other Procedural Fairings parts will still work normally. I'd suggest this only to those of us, like myself, who made heavy use of a mix of stock and Procedural Fairings in the past and have copied our designs from past versions of the game. Quote Link to comment Share on other sites More sharing options...
kendoka15 Posted September 14, 2018 Share Posted September 14, 2018 I'm also getting heat on my landing legs inside the fairings Quote Link to comment Share on other sites More sharing options...
DStaal Posted September 14, 2018 Share Posted September 14, 2018 3 hours ago, capi3101 said: Those of y'all who are unable to access the stock fairings - the AF-FF-PF fairing is intended to replace all of the stock fairings; this is deliberate behavior, not a bug. Reveal hidden contents That said, you *can* work around this and get Procedural Fairings to operate similarly to how the mod behaved in the past. All you need to do is go into your KSP/GameData/ProceduralFairings/Config directory and remove the file PF_Squad_Config.cfg. Caveat: you will lose access to the AF-FF-PF fairing if you do this (i.e. make sure you've got your save files backed up before you go futzing about and don't delete the file completely in case doing so borks something up), but the stock fairings will be restored and all of the other Procedural Fairings parts will still work normally. I'd suggest this only to those of us, like myself, who made heavy use of a mix of stock and Procedural Fairings in the past and have copied our designs from past versions of the game. Honestly, I feel like that's a mis-feature personally, and auto-remove that config file. Quote Link to comment Share on other sites More sharing options...
JebIsDeadBaby Posted September 23, 2018 Share Posted September 23, 2018 (edited) Picture Hi, I have a problem with a fairing shaped as on the picture above. On the ground it behaves properly. In space however it seems like ejection force is gone and only ejection torque remains. Slimmer fairings work OK. I never had any problems with procedural fairings. It so happens that I installed Principia mod recently. Could it be Principia causing this? EDIT: so it seems that reducing size (diameter) of this particular fairing to 1.25 makes ejection force to work in space again. Anything larger and ejection force is gone. EDIT 2: actually it seems ejection force is gone the moment a rockets leaves the pad. EDIT 3: and with Principia removed ejection force works as intended again. So it is Principia after all. Principia is mostly .dll files so it will be hard to figure out why does this happen I guess? Edited September 24, 2018 by JebIsDeadBaby Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted September 24, 2018 Share Posted September 24, 2018 The stuck-on-launch-pad-when using-any-autostrut-issue still persists as it seems ... Fun fact, I was able to use autostruts in a previous career with same and previous PF builds ... so dunno, Unity engine! Quote Link to comment Share on other sites More sharing options...
rsparkyc Posted October 18, 2018 Author Share Posted October 18, 2018 When will this be updated for 1.5.0? Oh wait, just now Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted October 18, 2018 Share Posted October 18, 2018 Thanks. I still wonder why there are the referenced textures in GameData\ProceduralFairings\Textures\fairing.dds GameData\ProceduralFairings\Textures\fairing_NRM.dds and the not referenced and different, 136 bytes non-detail textures still in GameData\ProceduralFairings\Parts\fairing.dds GameData\ProceduralFairings\Parts\fairing_NRM.dds I already asked this question months ago Quote Link to comment Share on other sites More sharing options...
rsparkyc Posted October 18, 2018 Author Share Posted October 18, 2018 (edited) 1 hour ago, Gordon Dry said: Thanks. I still wonder why there are the referenced textures in GameData\ProceduralFairings\Textures\fairing.dds GameData\ProceduralFairings\Textures\fairing_NRM.dds and the not referenced and different, 136 bytes non-detail textures still in GameData\ProceduralFairings\Parts\fairing.dds GameData\ProceduralFairings\Parts\fairing_NRM.dds I already asked this question months ago I'm not sure. I'm just trying to maintain this mod, and don't really have much experience with the texture aspect of it (I'm mainly just a code guy). I'd love it if you wanted to play around with that folder structure and offer up a PR to fix it Also, I can't seem to find the post where you asked about that. I was hoping to get a bit more context around the issue. Edited October 18, 2018 by rsparkyc Quote Link to comment Share on other sites More sharing options...
Phineas Freak Posted October 18, 2018 Share Posted October 18, 2018 3 hours ago, Gordon Dry said: I already asked this question months ago These small textures are required by KSP in order to be able to reference the main fairing textures that reside in a different directory. And if you take a look at the fairing sides configs you will see that they are referenced. If you need answers for any further question about PF then just ping me. Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted October 18, 2018 Share Posted October 18, 2018 20 minutes ago, Phineas Freak said: see that they are referenced Not on my end - only the model is referenced inside the Parts folder. Quote Link to comment Share on other sites More sharing options...
Phineas Freak Posted October 18, 2018 Share Posted October 18, 2018 (edited) This is how both the fairing side model, texture reference and actual texture file are set up: https://github.com/rsparkyc/ProceduralFairings/blob/master/GameData/ProceduralFairings/Parts/fairing_side_A.cfg#L9-L11 But anyway, these small textures are required for the correct operation of the fairing sides and this is how KSP has been referencing textures for a long time. No reason to drag it even further. Edit: and what the actual issue/problem is here? Edited October 18, 2018 by Phineas Freak Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted October 18, 2018 Share Posted October 18, 2018 @Phineas Freak Well, okay then, I just thought these two files were obsolete remains because I never have seen this kinda stuff in other part packs. Quote Link to comment Share on other sites More sharing options...
ssd21345 Posted October 21, 2018 Share Posted October 21, 2018 (edited) Not sure if this can be fixed, but it seems mechjeb (utility) and gravity turn cannot decouple procedural fairings automatically Edited October 21, 2018 by ssd21345 Quote Link to comment Share on other sites More sharing options...
Phineas Freak Posted October 21, 2018 Share Posted October 21, 2018 (edited) @ssd21345 PF uses a custom decoupler module for the fairing sides. It is up to the mod creators to check for the existence of such module. GravityTurn has no provisions for it while MJ supports it (if it does not work then i most probably broke the functionality while updating the fairing side code). Very Late Edit: i just did some tests with just MJ and PF. The autostage option correctly discarded the fairing sides as expected. Edited October 22, 2018 by Phineas Freak Quote Link to comment Share on other sites More sharing options...
ssd21345 Posted October 22, 2018 Share Posted October 22, 2018 17 hours ago, Phineas Freak said: @ssd21345 PF uses a custom decoupler module for the fairing sides. It is up to the mod creators to check for the existence of such module. GravityTurn has no provisions for it while MJ supports it (if it does not work then i most probably broke the functionality while updating the fairing side code). Very Late Edit: i just did some tests with just MJ and PF. The autostage option correctly discarded the fairing sides as expected. sounds like other mods conflicting with mechjeb. Sorry for bothering Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted October 22, 2018 Share Posted October 22, 2018 (edited) 5 hours ago, ssd21345 said: sounds like other mods conflicting with mechjeb Yeah, same here. But whose? Thank to Unity the log is clear-as-fuq regarding this. Edited October 22, 2018 by Gordon Dry Quote Link to comment Share on other sites More sharing options...
ssd21345 Posted October 23, 2018 Share Posted October 23, 2018 15 hours ago, Gordon Dry said: Yeah, same here. But whose? Thank to Unity the log is clear-as-fuq regarding this. I reinstalled all mods and the problem disappeared when testing the same rocket. It seems some mod went wild or outdated. Quote Link to comment Share on other sites More sharing options...
Electrocutor Posted October 27, 2018 Share Posted October 27, 2018 (edited) @rsparkyc Here is a TexturesUnlimited patch if you want to include it. Spoiler KSP_MODEL_SHADER:NEEDS[TexturesUnlimited] { model = ProceduralFairings/Parts/base_ring model = ProceduralFairings/Parts/base_standard model = ProceduralFairings/Parts/thrust_plate MATERIAL { shader = TU/Metallic float = _Metal, 0.75 float = _Smoothness, 0.75 } } KSP_TEXTURE_SET:NEEDS[TexturesUnlimited] { name = ProceduralFairings_Recolor recolorable = true MATERIAL { shader = TU/Metallic keyword = TU_RECOLOR COLORS { mainColor = white secondaryColor = black detailColor = black } } } @PART[KzProcFairingSide*]:NEEDS[TexturesUnlimited] { @MODULE[ModulePartVariants] { VARIANT { name = TexturesUnlimited EXTRA_INFO { textureSet = ProceduralFairings_Recolor } } } MODULE { name = TUPartVariant } MODULE { name = SSTURecolorGUI } } It is for the 1.5 release of TU that is currently in dev. [Edit] Do not use this until TU has released for 1.5 unless you like to mess with in-dev builds for testing and such. Recommendations for better appearance: Split the fairing model into an inner and outer mesh so you can recolor the shell while keeping the interior the same. Instead of having the base variant be the default, actually create a VARIANT for it and set baseVariant. This way you can recolor both variants. Recommendations for better use: When you first attach a base, have it auto-detect the bulkheadProfile of the part it is attached to and set itself to the same bulkheadProfile. Edited October 28, 2018 by Electrocutor Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted October 28, 2018 Share Posted October 28, 2018 (edited) @Electrocutor I tried to implement that into my existing retexturing patch with stock texture switcher. But it doesn't work, it only shows the default full metallic/specular variant and does not allow to recolor - the sliders change but the appearance doesn't change and always shows: It writes this to the log: ERROR: Could not locate TextureSet from global cache for the input name of: (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Variant applied: TUrecolorable (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) EditorVariant applied: TUrecolorable (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) This is the relevant section of the config: Spoiler KSP_MODEL_SHADER:NEEDS[TexturesUnlimited] { model = ProceduralFairings/Parts/base_ring model = ProceduralFairings/Parts/base_standard model = ProceduralFairings/Parts/thrust_plate MATERIAL { shader = TU/Metallic float = _Metal, 0.75 float = _Smoothness, 0.75 } } KSP_TEXTURE_SET:NEEDS[TexturesUnlimited] { name = ProceduralFairings_Recolor recolorable = true MATERIAL { shader = TU/Metallic keyword = TU_RECOLOR_STANDARD COLORS { mainColor = white secondaryColor = black detailColor = black } } } @PART[KzProcFairingSide*]:AFTER[ProceduralFairingsRetext] { !MODULE[FStextureSwitch2] { } -MODULE[ModulePartVariants] { } MODULE:NEEDS[TexturesUnlimited] { name = TUPartVariant } MODULE:NEEDS[TexturesUnlimited] { name = SSTURecolorGUI } MODULE { name = ModulePartVariants primaryColor = #d6d6d6 secondaryColor = #bdbdbd baseDisplayName = Default VARIANT:NEEDS[TexturesUnlimited] { name = TUrecolorable displayName = Textures Unlimited primaryColor = #000000 secondaryColor = #ffffff TEXTURE { mainTextureURL = ProceduralFairings/Textures/fairing _BumpMap = ProceduralFairings/Textures/fairing_NRM } EXTRA_INFO { textureSet = ProceduralFairings_Recolor } } VARIANT { name = Stock displayName = Stock primaryColor = #fcfcfc secondaryColor = #c6c4c6 TEXTURE { mainTextureURL = ProceduralFairings/Textures/fairing _BumpMap = ProceduralFairings/Textures/fairing_NRM } } VARIANT { name = Black displayName = Black primaryColor = #313031 secondaryColor = #4d4e4d TEXTURE { mainTextureURL = ProceduralFairingsRetext/textures/fairing1blk _BumpMap = ProceduralFairingsRetext/textures/TitanBumpNRM } } VARIANT { name = White displayName = White primaryColor = #f4f6f4 secondaryColor = #d1d0d1 TEXTURE { mainTextureURL = ProceduralFairingsRetext/textures/fairing1wht _BumpMap = ProceduralFairingsRetext/textures/TitanBumpNRM } } VARIANT { name = Gamma displayName = Gamma primaryColor = #ffffff secondaryColor = #fa4c37 TEXTURE { mainTextureURL = ProceduralFairingsRetext/textures/GammaFairing _BumpMap = ProceduralFairingsRetext/textures/TitanBumpNRM } } VARIANT { name = Atlas displayName = Atlas primaryColor = #f2f2f4 secondaryColor = #dedfe7 TEXTURE { mainTextureURL = ProceduralFairingsRetext/textures/Atlas _BumpMap = ProceduralFairingsRetext/textures/AtlasBumpNRM } } VARIANT { name = Jupiter displayName = Jupiter primaryColor = #eff0f2 secondaryColor = #1e1b18 TEXTURE { mainTextureURL = ProceduralFairingsRetext/textures/Jupiter _BumpMap = ProceduralFairingsRetext/textures/JupiterBumpNRM } } VARIANT { name = KerbalX displayName = Kerbal X primaryColor = #eff0f2 secondaryColor = #0e5286 TEXTURE { mainTextureURL = ProceduralFairingsRetext/textures/KSLOKerbalXOriginal _BumpMap = ProceduralFairingsRetext/textures/KSLOBumpNRM } } VARIANT { name = PlainWhite displayName = Plain White primaryColor = #eff0f2 secondaryColor = #eaf0f4 TEXTURE { mainTextureURL = ProceduralFairingsRetext/textures/KSLOPlainWhite _BumpMap = ProceduralFairingsRetext/textures/KSLOBumpNRM } } VARIANT { name = UKA displayName = UKA primaryColor = #104470 secondaryColor = #9c0808 TEXTURE { mainTextureURL = ProceduralFairingsRetext/textures/KSLOSponsoredFairing _BumpMap = ProceduralFairingsRetext/textures/KSLOBumpNRM } } VARIANT { name = KW displayName = KW primaryColor = #f4f2f4 secondaryColor = #dcdedc TEXTURE { mainTextureURL = ProceduralFairingsRetext/textures/KWFairing _BumpMap = ProceduralFairingsRetext/textures/KWFairingNRM } } VARIANT { name = LongMarch displayName = Long March primaryColor = #eff0f2 secondaryColor = #1b2d76 TEXTURE { mainTextureURL = ProceduralFairingsRetext/textures/LongMarch _BumpMap = ProceduralFairingsRetext/textures/LongMarchBumpNRM } } VARIANT { name = LongMarchCLEP displayName = Long March CLEP primaryColor = #e9e7e9 secondaryColor = #003884 TEXTURE { mainTextureURL = ProceduralFairingsRetext/textures/LongMarchCLEP _BumpMap = ProceduralFairingsRetext/textures/LongMarchBumpNRM } } VARIANT { name = LongMarchFlag displayName = Long March Flag primaryColor = #efebef secondaryColor = #ff0000 TEXTURE { mainTextureURL = ProceduralFairingsRetext/textures/LongMarchFlag _BumpMap = ProceduralFairingsRetext/textures/LongMarchBumpNRM } } VARIANT { name = Titan displayName = Titan primaryColor = #efebef secondaryColor = #e1e3e1 TEXTURE { mainTextureURL = ProceduralFairingsRetext/textures/Titan _BumpMap = ProceduralFairingsRetext/textures/TitanBumpNRM } } VARIANT { name = Soyuz displayName = Soyuz primaryColor = #e7e4e7 secondaryColor = #c6c7c6 TEXTURE { mainTextureURL = ProceduralFairingsRetext/textures/Soyuz _BumpMap = ProceduralFairingsRetext/textures/SoyuzBumpNRM } } VARIANT { name = Tskylon displayName = Tskylon primaryColor = #dbdade secondaryColor = #bb7437 TEXTURE { mainTextureURL = ProceduralFairingsRetext/textures/Tskylon _BumpMap = ProceduralFairingsRetext/textures/TskylonBumpNRM } } VARIANT { name = SaturnNovaStringers displayName = Saturn/Nova Stringers primaryColor = #f2f2ef secondaryColor = #424142 TEXTURE { mainTextureURL = ProceduralFairingsRetext/textures/SNstringerfairing _BumpMap = ProceduralFairingsRetext/textures/SNstringerfairing_NRM } } VARIANT { name = AngaraGeneric displayName = Angara Generic primaryColor = #737473 secondaryColor = #dbe0db TEXTURE { mainTextureURL = ProceduralFairingsRetext/textures/Angara/Generic _BumpMap = ProceduralFairingsRetext/textures/Angara/bump_NRM } } VARIANT { name = AngaraRoscosmos displayName = Angara Roscosmos primaryColor = #737473 secondaryColor = #dc2229 TEXTURE { mainTextureURL = ProceduralFairingsRetext/textures/Angara/Roscosmos _BumpMap = ProceduralFairingsRetext/textures/Angara/bump_NRM } } VARIANT { name = AngaraStationbound displayName = Angara Stationbound primaryColor = #737473 secondaryColor = #241c52 TEXTURE { mainTextureURL = ProceduralFairingsRetext/textures/Angara/ISS _BumpMap = ProceduralFairingsRetext/textures/Angara/bump_NRM } } VARIANT { name = AngaraGenericGrey displayName = Angara Generic Grey primaryColor = #3c3b3c secondaryColor = #3c3d3c TEXTURE { mainTextureURL = ProceduralFairingsRetext/textures/Grey/Grey _BumpMap = ProceduralFairingsRetext/textures/Grey/Grey_bump_NRM } } VARIANT { name = AngaraBlackArrow displayName = Angara Black Arrow primaryColor = #b04931 secondaryColor = #8c9294 TEXTURE { mainTextureURL = ProceduralFairingsRetext/textures/Grey/Black_Arrow _BumpMap = ProceduralFairingsRetext/textures/Grey/Black_Arrow_bump_NRM } } VARIANT { name = YellowStripe displayName = Yellow Stripe primaryColor = #9f9f9f secondaryColor = #cd8526 TEXTURE { mainTextureURL = ProceduralFairingsRetext/textures/BasicProceduralTextures/YellowStripe _BumpMap = ProceduralFairingsRetext/textures/BasicProceduralTextures/Striped_NRM } } VARIANT { name = TantaresLightGrey displayName = Tantares Light Grey primaryColor = #ababac secondaryColor = #a8a9aa TEXTURE { mainTextureURL = ProceduralFairingsRetext/textures/BasicProceduralTextures/TantaresLtGrey _BumpMap = ProceduralFairingsRetext/textures/BasicProceduralTextures/Tank_NRM } } VARIANT { name = TantaresDarkGrey displayName = Tantares Dark Grey primaryColor = #6c6d6d secondaryColor = #6b6c6b TEXTURE { mainTextureURL = ProceduralFairingsRetext/textures/BasicProceduralTextures/TantaresDkGrey _BumpMap = ProceduralFairingsRetext/textures/BasicProceduralTextures/Tank_NRM } } VARIANT { name = TantaresGreen displayName = Tantares Green primaryColor = #889478 secondaryColor = #889378 TEXTURE { mainTextureURL = ProceduralFairingsRetext/textures/BasicProceduralTextures/TantaresGreen _BumpMap = ProceduralFairingsRetext/textures/BasicProceduralTextures/Tank_NRM } } VARIANT { name = StockDarkGrey displayName = Stock Dark Grey primaryColor = #50524b secondaryColor = #4e504a TEXTURE { mainTextureURL = ProceduralFairingsRetext/textures/BasicProceduralTextures/StockDkGrey _BumpMap = ProceduralFairingsRetext/textures/BasicProceduralTextures/Tank_NRM } } VARIANT { name = StockOrange displayName = Stock Orange primaryColor = #8b5301 secondaryColor = #8c5401 TEXTURE { mainTextureURL = ProceduralFairingsRetext/textures/BasicProceduralTextures/StockOrange _BumpMap = ProceduralFairingsRetext/textures/BasicProceduralTextures/Tank_NRM } } } } I tried it with and without: TEXTURE { mainTextureURL = ProceduralFairings/Textures/fairing _BumpMap = ProceduralFairings/Textures/fairing_NRM } but both result in the same error. Before that I had the TU patch in a seperate config file and it was applied to all VARIANT nodes, which also did not work because the textures were overwritten by the TU setup - but the recolour sliders worked Edited October 28, 2018 by Gordon Dry Quote Link to comment Share on other sites More sharing options...
Electrocutor Posted October 28, 2018 Share Posted October 28, 2018 (edited) @Gordon Dry The current dev build of TU is changing a ton, just give it some time. If you're using the previously working dll, then the keyword should be TU_RECOLOR_STANDARD instead. If you're using the latest, no variants work unless you define them all inside of TU itself. ---- Also, in the future, unless this author supports TU himself in the mod, please put these kinds of questions into my own thread; thanks. Edited October 28, 2018 by Electrocutor Quote Link to comment Share on other sites More sharing options...
AlamoVampire Posted October 29, 2018 Share Posted October 29, 2018 i am so beyond happy to have located this particular thread as I was worried about Procedural Fairings! You sir get a major nod of my hat to you for managing this wonderful mod! op 02:23:30 Quote Link to comment Share on other sites More sharing options...
Corovaneer Posted November 4, 2018 Share Posted November 4, 2018 What does this "density" parameter affect in practical terms? I was never able to collapse a fairing through pure atmospheric stress at the default low value, so why would I want to increase mass of a fairing? Does it affect how it handles thermal effects or something? Quote Link to comment Share on other sites More sharing options...
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