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[1.8+] Procedural Fairings


pap1723
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56 minutes ago, bigyihsuan said:

Thanks, looks like it's using the same keys for the modules.

I thought that at first but confusingly it didn't work. After checking the source code I found that the fields were named differently between the two mods. e.g. diameterStepLarge (PF) vs diameterLargeStep (PP)

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  • 2 weeks later...

Y'all in career - if you're playing with the difficulty setting that forces you to purchase parts before you can use them, you will have to buy the fairing size upgrades in R&D in order to use sizes larger than 1.5m as the upgrades will not show up in the parts list.

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  • 1 month later...

I'm trying this mod; It's great, but i experiencing a lot of drag at launch. 

if I have understood correctly from other posts, this is due to the fact that unlike stock fairing these do not reduce the drag of the payload. Is there a solution besides more gimbal and smaller fairings?

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  • 4 weeks later...
  • 3 weeks later...
On 1/29/2022 at 6:56 PM, Electrosynthesis said:

Echoing the drag issues another user mentioned a few months back.

From what I can see using the aero debug tool and F12, procedural fairing bases don't have any drag occlusion area. The game ends up thinking that anything attached directly beneath the fairing base is completely unprotected from the airflow. Usually that's a fuel tank with a flat top, resulting in very high drag and an aerodynamically unstable rocket.

Is there any fixes for this? The problem is still there. 

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  • 1 month later...
1 hour ago, BronzeShoe20968 said:

For some reason I cant scale any of the fairing bases any larger than 1.500m, and I've tried a lot of things.. Any help available? I'm not using career mode and I think its somehow linked. 

When making a new non-career/science save, you need to check "Part Upgrades Enabled" in the save settings.

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I like the shape of this fairing a lot and also the functions and base.
Unfortunately, the fairings make that the rockets have a tendency to flip over.

With a stock fairing the rocket goes perfectly into orbit, with a procedural fairing the rocket flipp shortly after launch. Same Parts except the fairing.

Edited by MaikC
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  • 1 month later...
16 hours ago, linuxgurugamer said:

I've been trying to get the Interstage fairing working, but for the life of me, can't figure it out.

The older version of the mod had different parts for interstage fairing as opposed to the full fairings

Any ideas?

The interstage fairing is the black one, and it (should) have at least 3 nodes: a floating top one, a node on the top of the base, and a bottom node. (EDIT: there should be interstage versions of all the fairing base parts, actually (except the thick base), so these instructions apply to the others as well)

Attach the base to the rest of the stack using the floating node. This node will decouple if you set the base to decouple.

If you're using a procedural thrust plate, attach to the middle node on the thrust plate.

Change diameters and height as normal. Attach your fairing parts.

Build the rest of the rocket off of the bottom node.

Edited by bigyihsuan
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20 hours ago, bigyihsuan said:

The interstage fairing is the black one, and it (should) have at least 3 nodes: a floating top one, a node on the top of the base, and a bottom node. (EDIT: there should be interstage versions of all the fairing base parts, actually (except the thick base), so these instructions apply to the others as well)

Attach the base to the rest of the stack using the floating node. This node will decouple if you set the base to decouple.

If you're using a procedural thrust plate, attach to the middle node on the thrust plate.

Change diameters and height as normal. Attach your fairing parts.

Build the rest of the rocket off of the bottom node.

This may be a problem with Tweakscale, I'm using parts scaled up to 10m

When I follow your steps, it briefly seems to connect to the top, and then just folds over on top of the interstage adapter

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1 hour ago, linuxgurugamer said:

This may be a problem with Tweakscale, I'm using parts scaled up to 10m

When I follow your steps, it briefly seems to connect to the top, and then just folds over on top of the interstage adapter

Do you have screenshots of this?

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18 hours ago, bigyihsuan said:

Do you have screenshots of this?

While I was creating the video, I realized what was wrong.

The parts are so big that the nodes were all hidden, once I started adjusting values in the PAW the nodes started showing up, and I figured out how to use it.

I suppose for normal sized parts it's fine, but the instructions are somewhat lacking.  If I get some time, I might write some steps to help people figure it out.  With KSP2 coming, my modding activity is slowing down (like everyone else), so I may have some time for it

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52 minutes ago, linuxgurugamer said:

With KSP2 coming, my modding activity is slowing down (like everyone else), so I may have some time for it

Wait, what? You're not going to port the hundreds of orphaned mods you're taking care of within the first week of KSP2's publication?

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1 hour ago, Kerbart said:

Wait, what? You're not going to port the hundreds of orphaned mods you're taking care of within the first week of KSP2's publication?

Port, or rewrite?

They've specifically said that mods won't be able to be ported over.

Besides, I want to enjoy playing the game for a little bit, at least  :-) 

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43 minutes ago, linuxgurugamer said:

Port, or rewrite?

They've specifically said that mods won't be able to be ported over.

Besides, I want to enjoy playing the game for a little bit, at least  :-) 

It was tongue-in-cheek. I know there's a lot of people who are ignorant about the amount of work it takes to update mods — let alone rewrite from scratch — and have unrealistic expectation, even demands, for the modding community. On top of that, I suspect there will be a good amount of mod functionality that's included in the game. I doubt you'll be heartbroken over having no need to rewrite those.

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19 minutes ago, Kerbart said:

It was tongue-in-cheek. I know there's a lot of people who are ignorant about the amount of work it takes to update mods — let alone rewrite from scratch — and have unrealistic expectation, even demands, for the modding community. On top of that, I suspect there will be a good amount of mod functionality that's included in the game. I doubt you'll be heartbroken over having no need to rewrite those.

 

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