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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18


ferram4

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@Tidus Klein: That's... really odd. I'll have to see what FAR is doing there, but it seems really wrong.

@smunisto & Lexif: I meant to remove them before I uploaded the update, but it slipped my mind. They'll be gone for the next version.

@rottielover & Renegade: I'd do something like that, but my voice is terrible and my GPU protests heavily when I try to record anything.

@Cpt. Kipard: Below high supersonic speeds (~Mach 3) it makes sense to do that; above that, the flat back end of the tank won't be much different aerodynamically from the cone + tank and the cone will add more mass, so it's not worth it.

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@rottielover & Renegade: I'd do something like that, but my voice is terrible and my GPU protests heavily when I try to record anything.

Ditto - we were kinda hoping that one of the Youtube personalities like Mr. Manley or someone could do it :)

By the way, Cd has to be used with the reference area to determine the actual drag a ship encounters, right?

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is the fairing issue getting fixed also. im having issue where say i have a fairing everything is god when build it no errors but when load to launch the fairing has the parts sheilded but all other stuff like drag and such dont work and it fills log with error message. i checked both my ksp.log and output.log but ti doesnt say which part just kinda like a generic error. but as u eject the fairings the error ceases. it might be related the the decoupler problem .13 is having maybe

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is the fairing issue getting fixed also. im having issue where say i have a fairing everything is god when build it no errors but when load to launch the fairing has the parts sheilded but all other stuff like drag and such dont work and it fills log with error message. i checked both my ksp.log and output.log but ti doesnt say which part just kinda like a generic error. but as u eject the fairings the error ceases. it might be related the the decoupler problem .13 is having maybe

Which fairings?

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ones i tested wshre procedrual fairings, the kw procediral fairings. im thinking it might be due to the decoupler ause with .13 when i took an dsay put a winglet on a decoupler far would go nuts and spew errors. im thinking its just that issue with the part being attached to a decoupler. the issue tho seems to be confined to wing parts and fairings. but if it throws that error normaly any part after that doesnt get regestred by far. for the fairings it doesnt show up till u lift off it wasnt when just siting on the launch pad.

to put it as a whole seems .13 is having issues with some parts when they attached to some form of decoupler. noraly wings and fairings. also had it happen on one design the fasa redstone launch clamp was causing it but it wouldnt do it with every design

well if he fixeing it it i can leave as is hate modifying .cfg only for it to be fixed soon.

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Ferram: can you make the stats toggleable, rather than just removing them? (Apologies if they already are). I *really* like having them, it makes checking for streamlining (and for bugs) much easier.

The gear issue...FAR does that for Firespitter landing gear too. I added SurfaceArea=0.001 overrides for them. I think it's the old "look at the size of the object when animation=fully extended" thing that also was a problem with some NovaPunch parachutes.

Rottielover: I would love to hear that explanation (I'll give Dirt_Merchant a holler!) since I've been flying sims since before kindergarten (honest! Chuck Yeager's AFT on a Macintosh SE--Dad and I would try to take off in the SR-71 with a trackball and usually fail) and I still don't really grok those stats.

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is it possible to have a negative lift coefficient or is something bugging out? it's the 1 meter airlock from the hollow structures and hulls. also, my ballistic coefficient is higher than I'm used to seeing. Did this change in the latest update?

03Dwti7.jpg

edit: I'm noticing my KSPI fusion thermal turbojet SSTO aircraft performing better than normal... what changed?

Edited by not-a-cylon
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Are the KW rocketry interstage fairings (the ones where the fairing is attached to the decoupler, not to the engine) supposed to work with FAR? I think that was mentioned somewhere in this thread, but please forgive me if I misunderstood. When I put one of those around an atomic motor, the IsShielded property remains false and the engine still produces drag:

http://steamcommunity.com/sharedfiles/filedetails/?id=245933975

Please note that I right-clicked the engine there, not the fairing itself. It is not that much drag in this example, but I plan to mount a couple of them upside down for one particular craft (don't ask ;)) and the drag from that is a total showstopper.

The test craft used for the screenshot above looks as follows:

ship = KWR FAR Test
version = 0.23.5
description =
type = VAB
PART
{
part = KW2mtankL1_4294345622
partName = Part
pos = -0.6979694,13.46503,0.04987429
rot = 0,0,0,1
attRot = 0,0,0,1
mir = 1,1,1
istg = 0
dstg = 0
sidx = -1
sqor = -1
attm = 0
link = Mark1-2Pod_4294345590
link = nuclearEngine_4294345448
attN = top,Mark1-2Pod_4294345590
attN = bottom,nuclearEngine_4294345448
EVENTS
{
}
ACTIONS
{
}
MODULE
{
name = FARBasicDragModel
isEnabled = True
EVENTS
{
}
ACTIONS
{
}
}
RESOURCE
{
name = LiquidFuel
amount = 810
maxAmount = 810
flowState = True
isTweakable = True
hideFlow = False
flowMode = Both
}
RESOURCE
{
name = Oxidizer
amount = 990
maxAmount = 990
flowState = True
isTweakable = True
hideFlow = False
flowMode = Both
}
}
PART
{
part = Mark1-2Pod_4294345590
partName = Part
pos = -0.6979694,15.19427,0.04987429
rot = 0,0,0,1
attRot = 0,0,0,1
mir = 1,1,1
istg = 0
dstg = 0
sidx = -1
sqor = -1
attm = 0
link = KW1mNoseCone_4294345480
attN = bottom,KW2mtankL1_4294345622
attN = top,KW1mNoseCone_4294345480
EVENTS
{
}
ACTIONS
{
}
MODULE
{
name = ModuleCommand
isEnabled = True
controlSrcStatusText =
EVENTS
{
MakeReference
{
active = True
guiActive = True
guiIcon = Control From Here
guiName = Control From Here
category = Control From Here
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
RenameVessel
{
active = True
guiActive = True
guiIcon = Rename Vessel
guiName = Rename Vessel
category = Rename Vessel
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
}
ACTIONS
{
}
}
MODULE
{
name = ModuleSAS
isEnabled = True
EVENTS
{
}
ACTIONS
{
}
}
MODULE
{
name = ModuleReactionWheel
isEnabled = True
stateString = Active
WheelState = Active
EVENTS
{
OnToggle
{
active = True
guiActive = True
guiIcon = Toggle Torque
guiName = Toggle Torque
category = Toggle Torque
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
}
ACTIONS
{
Activate
{
actionGroup = None
}
Deactivate
{
actionGroup = None
}
Toggle
{
actionGroup = None
}
}
}
MODULE
{
name = ModuleScienceExperiment
isEnabled = True
Deployed = False
Inoperable = False
EVENTS
{
DeployExperiment
{
active = True
guiActive = True
guiIcon = Deploy
guiName = Deploy
category = Deploy
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
CollectDataExternalEvent
{
active = True
guiActive = False
guiIcon =
guiName =
category =
guiActiveUnfocused = True
unfocusedRange = 1.5
externalToEVAOnly = True
}
ReviewDataEvent
{
active = True
guiActive = True
guiIcon = Review Data
guiName = Review Data
category = Review Data
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
ResetExperiment
{
active = True
guiActive = True
guiIcon = Reset
guiName = Reset
category = Reset
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
ResetExperimentExternal
{
active = True
guiActive = False
guiIcon = Reset
guiName = Reset
category = Reset
guiActiveUnfocused = True
unfocusedRange = 2
externalToEVAOnly = True
}
}
ACTIONS
{
DeployAction
{
actionGroup = None
}
ResetAction
{
actionGroup = None
}
}
}
MODULE
{
name = ModuleScienceContainer
isEnabled = True
EVENTS
{
StoreDataExternalEvent
{
active = False
guiActive = False
guiIcon =
guiName = Store Experiments (0)
category =
guiActiveUnfocused = True
unfocusedRange = 2
externalToEVAOnly = True
}
CollectDataExternalEvent
{
active = False
guiActive = False
guiIcon =
guiName = Take Data (0)
category =
guiActiveUnfocused = True
unfocusedRange = 2
externalToEVAOnly = True
}
ReviewDataEvent
{
active = False
guiActive = True
guiIcon = Review Data
guiName = Review Stored Data (0)
category = Review Data
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
}
ACTIONS
{
}
}
MODULE
{
name = FlagDecal
isEnabled = True
flagDisplayed = True
EVENTS
{
ToggleFlag
{
active = True
guiActive = False
guiActiveEditor = True
guiIcon = ToggleFlag
guiName = ToggleFlag
category = ToggleFlag
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
}
ACTIONS
{
}
}
MODULE
{
name = ModuleTripLogger
isEnabled = True
EVENTS
{
}
ACTIONS
{
}
Surfaced
{
}
Flew
{
}
FlewBy
{
}
Orbited
{
}
SubOrbited
{
}
}
MODULE
{
name = FARBasicDragModel
isEnabled = True
EVENTS
{
}
ACTIONS
{
}
}
RESOURCE
{
name = ElectricCharge
amount = 150
maxAmount = 150
flowState = True
isTweakable = True
hideFlow = False
flowMode = Both
}
RESOURCE
{
name = MonoPropellant
amount = 30
maxAmount = 30
flowState = True
isTweakable = True
hideFlow = False
flowMode = Both
}
}
PART
{
part = KW1mNoseCone_4294345480
partName = Strut
pos = -0.6979694,16.38746,0.04987429
rot = 0,0,0,1
attRot = 0,0,0,1
mir = 1,1,1
istg = 0
dstg = 0
sidx = -1
sqor = -1
attm = 0
attN = bottom,Mark1-2Pod_4294345590
EVENTS
{
}
ACTIONS
{
}
MODULE
{
name = FARBasicDragModel
isEnabled = True
EVENTS
{
}
ACTIONS
{
}
}
}
PART
{
part = nuclearEngine_4294345448
partName = Part
pos = -0.6979694,10.8112,0.04987429
rot = 0,0,0,1
attRot = 0,0,0,1
mir = 1,1,1
istg = 0
dstg = 0
sidx = 0
sqor = 0
attm = 0
link = KW2mDecouplerShroud_4294345344
attN = top,KW2mtankL1_4294345622
attN = bottom,KW2mDecouplerShroud_4294345344
EVENTS
{
}
ACTIONS
{
}
MODULE
{
name = ModuleEngines
isEnabled = True
staged = False
flameout = False
EngineIgnited = False
engineShutdown = False
currentThrottle = 0
thrustPercentage = 100
manuallyOverridden = False
thrustPercentage_UIFlight
{
controlEnabled = True
minValue = 0
maxValue = 100
stepIncrement = 0.5
}
EVENTS
{
Activate
{
active = True
guiActive = True
guiIcon = Activate Engine
guiName = Activate Engine
category = Activate Engine
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
Shutdown
{
active = False
guiActive = True
guiIcon = Shutdown Engine
guiName = Shutdown Engine
category = Shutdown Engine
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
}
ACTIONS
{
OnAction
{
actionGroup = None
}
ShutdownAction
{
actionGroup = None
}
ActivateAction
{
actionGroup = None
}
}
}
MODULE
{
name = ModuleJettison
isEnabled = True
EVENTS
{
Jettison
{
active = False
guiActive = True
guiIcon = Jettison
guiName = Jettison
category = Jettison
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
}
ACTIONS
{
JettisonAction
{
actionGroup = None
}
}
}
MODULE
{
name = ModuleJettison
isEnabled = True
EVENTS
{
Jettison
{
active = False
guiActive = True
guiIcon = Jettison
guiName = Jettison
category = Jettison
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
}
ACTIONS
{
JettisonAction
{
actionGroup = None
}
}
}
MODULE
{
name = ModuleGimbal
isEnabled = True
gimbalLock = False
EVENTS
{
LockGimbal
{
active = True
guiActive = True
guiActiveEditor = True
guiIcon = Lock Gimbal
guiName = Lock Gimbal
category = Lock Gimbal
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
FreeGimbal
{
active = False
guiActive = True
guiActiveEditor = True
guiIcon = Free Gimbal
guiName = Free Gimbal
category = Free Gimbal
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
}
ACTIONS
{
ToggleAction
{
actionGroup = None
}
}
}
MODULE
{
name = ModuleAnimateHeat
isEnabled = True
EVENTS
{
}
ACTIONS
{
}
}
MODULE
{
name = ModuleAlternator
isEnabled = True
EVENTS
{
}
ACTIONS
{
}
}
MODULE
{
name = FARBasicDragModel
isEnabled = True
EVENTS
{
}
ACTIONS
{
}
}
RESOURCE
{
name = ElectricCharge
amount = 0
maxAmount = 0
flowState = True
isTweakable = False
hideFlow = True
flowMode = Both
}
}
PART
{
part = KW2mDecouplerShroud_4294345344
partName = Part
pos = -0.6979694,8.70799,0.04987429
rot = 0,0,0,1
attRot = 0,0,0,1
mir = 1,1,1
istg = 1
dstg = 1
sidx = 0
sqor = 1
attm = 0
link = KW2mtankL1_4294345300
attN = bottom,KW2mtankL1_4294345300
attN = top,nuclearEngine_4294345448
EVENTS
{
}
ACTIONS
{
}
MODULE
{
name = ModuleDecouple
isEnabled = True
isDecoupled = False
EVENTS
{
Decouple
{
active = True
guiActive = True
guiIcon = Decouple
guiName = Decouple
category = Decouple
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
}
ACTIONS
{
DecoupleAction
{
actionGroup = None
}
}
}
MODULE
{
name = FARBasicDragModel
isEnabled = True
EVENTS
{
}
ACTIONS
{
}
}
}
PART
{
part = KW2mtankL1_4294345300
partName = Part
pos = -0.6979694,7.45799,0.04987429
rot = 0,0,0,1
attRot = 0,0,0,1
mir = 1,1,1
istg = 2
dstg = 2
sidx = -1
sqor = -1
attm = 0
link = KW2mengineGriffonG8D_4294345268
attN = top,KW2mDecouplerShroud_4294345344
attN = bottom,KW2mengineGriffonG8D_4294345268
EVENTS
{
}
ACTIONS
{
}
MODULE
{
name = FARBasicDragModel
isEnabled = True
EVENTS
{
}
ACTIONS
{
}
}
RESOURCE
{
name = LiquidFuel
amount = 810
maxAmount = 810
flowState = True
isTweakable = True
hideFlow = False
flowMode = Both
}
RESOURCE
{
name = Oxidizer
amount = 990
maxAmount = 990
flowState = True
isTweakable = True
hideFlow = False
flowMode = Both
}
}
PART
{
part = KW2mengineGriffonG8D_4294345268
partName = Part
pos = -0.6979694,4.95799,0.04987429
rot = 0,0,0,1
attRot = 0,0,0,1
mir = 1,1,1
istg = 2
dstg = 2
sidx = -1
sqor = -1
attm = 0
attN = top,KW2mtankL1_4294345300
EVENTS
{
}
ACTIONS
{
}
MODULE
{
name = ModuleEngines
isEnabled = True
staged = False
flameout = False
EngineIgnited = False
engineShutdown = False
currentThrottle = 0
thrustPercentage = 100
manuallyOverridden = False
thrustPercentage_UIFlight
{
controlEnabled = True
minValue = 0
maxValue = 100
stepIncrement = 0.5
}
EVENTS
{
Activate
{
active = True
guiActive = True
guiIcon = Activate Engine
guiName = Activate Engine
category = Activate Engine
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
Shutdown
{
active = False
guiActive = True
guiIcon = Shutdown Engine
guiName = Shutdown Engine
category = Shutdown Engine
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
}
ACTIONS
{
OnAction
{
actionGroup = None
}
ShutdownAction
{
actionGroup = None
}
ActivateAction
{
actionGroup = None
}
}
}
MODULE
{
name = ModuleGimbal
isEnabled = True
gimbalLock = False
EVENTS
{
LockGimbal
{
active = True
guiActive = True
guiActiveEditor = True
guiIcon = Lock Gimbal
guiName = Lock Gimbal
category = Lock Gimbal
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
FreeGimbal
{
active = False
guiActive = True
guiActiveEditor = True
guiIcon = Free Gimbal
guiName = Free Gimbal
category = Free Gimbal
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
}
ACTIONS
{
ToggleAction
{
actionGroup = None
}
}
}
MODULE
{
name = ModuleAnimateHeat
isEnabled = True
EVENTS
{
}
ACTIONS
{
}
}
MODULE
{
name = ModuleAlternator
isEnabled = True
EVENTS
{
}
ACTIONS
{
}
}
MODULE
{
name = ModuleJettison
isEnabled = True
EVENTS
{
Jettison
{
active = False
guiActive = True
guiIcon = Jettison
guiName = Jettison
category = Jettison
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
}
ACTIONS
{
JettisonAction
{
actionGroup = None
}
}
}
MODULE
{
name = FARBasicDragModel
isEnabled = True
EVENTS
{
}
ACTIONS
{
}
}
RESOURCE
{
name = ElectricCharge
amount = 0
maxAmount = 0
flowState = True
isTweakable = False
hideFlow = True
flowMode = Both
}
}

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@sidfu: It sounds like you're talking about multiple issues there. For one, I know that there are no issues with any of the payload fairings at all; "fairing" issues are limited to mod parts with improperly set up ModuleJettisons. You'll need to be more explicit about the other issues, and try to be clearer; all I'm getting from you is that you have an issue, but not how to reproduce it, what parts are involved, if it includes stock parts or if it's mod parts only, all of which means that I can't fix it.

@not-a-cylon: Sure, why not? If you're measuring lift relative to one axis and the force actually goes in the other direction, why wouldn't it be negative?

The reason things appear to be doing better is that I removed the artificial extra drag at the back of vehicles and that I redid the drag code to be more accurate; it was calculating using parabolic variation of cross-sections when it should have been conic variation.

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The new patch nearly breaks all my unwinged rockets, they become uncontrollable and MechJeb totally freaks out. It seems like, the gimbal of the engines is now less effective.

EDIT:

Seems like increasing the gimbal range solves the problem (hail to TweakableEverything :wink:)

Edited by Spanier
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@Erethron: They technically should, but are called interstages and not fairings, so FAR doesn't detect them. Either change the part title to include "fairing" or change the config.xml to include "interstage" in the fairing search.

@Cpt. Kipard: FAR won't care about that at all. FAR models wings without caring about the airfoil too much, since for thin airfoils (used for all supersonic applications) all behave about the same way below the stall angle, which FAR uses an approximate value for. Don't bother building the airfoil in, it will just make your wing look worse.

FAR uses the mesh as a whole for detecting drag properties of non-wing parts. Wings need their parameters specially defined in the config for them to work; see B9 parts or the FAR config for examples.

@Spanier: Your rockets were probably barely controllable and were overspeeding. I honestly don't see where all these control complaints come from; I'm launching all sorts of mad things and I have complete control over the rocket at all times.

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I like 0.13, seems drag is even more realistic to me. My planes now generally don't slow down beyond 170m/s unless I hover for at least 1-2km before attempting to land. Rockets without fins have always been uncontrollable, I don't know what your problem is here.

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Request: Someone with some YouTube skills please work with Ferram to create the "how to" video of rocket design and launch under FAR?

Reason: All the best tips and tricks are spread out over 300 pages of forum post "wall of text". With the release of .13, I too had some designs that were no longer working, but based on ferram's notes I kinda expected to have some issues. But I'm still not 100% sure what I'm actually doing right and wrong.

Bonus points for explaining the flight data dialogue box, like what is "Q", why it's important, and what it's trying to tell me about my crappy rocket design.

I suspect this might be a series in itself.

Hey guys,love Squad and Ferram (first post!)

I like the idea of creating a tutorial series for this mod, Manley's videos were a great help for some of the basics and he does breeze over some of the main features of the VAB Utilities, but it's not very expansive.

I'm happy to help out if I needed. I do a lot of voice recording but I have "the great firewall of China" to deal with so uploading to YouTube is a a no-go for me. I could send the audio files if someone were to create the script for use in a series though.

Or someone could just tell Manley to make one, he is Scottish after all.

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Hey guys,love Squad and Ferram (first post!)

I like the idea of creating a tutorial series for this mod, Manley's videos were a great help for some of the basics and he does breeze over some of the main features of the VAB Utilities, but it's not very expansive.

I'm happy to help out if I needed. I do a lot of voice recording but I have "the great firewall of China" to deal with so uploading to YouTube is a a no-go for me. I could send the audio files if someone were to create the script for use in a series though.

Or someone could just tell Manley to make one, he is Scottish after all.

I'll go ahead and toss my hat in the ring here, I am willing to help work on a series like this, or indeed just make one outright. My estimated time-frame to release would be two weeks from today, allowing for my other commitments. Though the lessons I've in mind are certainly solid, my Voice isn't what some might call audible-chocolate like Manley's. If someone would like to check my work I'd certainly appreciate it, as the youtube scrutiny will be rather high once the series is posted, and though I trust my knowledge, its always possible for things to slip through the cracks. I'd be willing to collaborate with a team as well, and seeing so much aircraft building talent on this thread I'd be remiss to exclude you guys from this project. Shoot me a pm if you guys would like to get involved!

Edit: Will be postponing any production until the official release of the next update.

Edited by Dirt_Merchant
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here the part .cfg for 2 of the parts. on my designs when have thesed on the faring when sitting n the launch pad would show far details even says parts inside are sheilded but has 0 lift drang and all that. sitting on the launch pad there no errors but when u launch errors sem to start when u start to pick up speed. these dont have module jettsions on them.

PART
{
name = KwProcFairingBase1_25
module = Part
author = KWrocketry

MODEL
{
model = blackheart/ProceduralFairings/KW_Fairing_Base
scale = 1.15, 1.15, 1.15
}

scale = 1
rescaleFactor = 0.75

// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z
node_stack_bottom = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0
node_stack_top = 0.0, 0.575, 0.0, 0.0, 1.0, 0.0
node_stack_connect01 = -0.625, 0.115, 0.0, 0.0, 1.0, 0.0, 0
node_stack_connect02 = 0.625, 0.115, 0.0, 0.0, 1.0, 0.0, 0

stackSymmetry = 1

TechRequired = stability
cost = 400
category = Aero
subcategory = 0
title = KW Custom fairings base 1.25m
manufacturer = KW-Keramzit Collab
description = The ultimate fairings for small rockets, customly crafted for you payload by Keramzit's engineers!
attachRules = 1,0,1,1,0

// --- standard part parameters ---
mass = 0.1
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 1
crashTolerance = 12
maxTemp = 3600
explosionPotential = 0
fuelCrossFeed = False

breakingForce = 2000
breakingTorque = 2000

MODULE
{
name = ModuleDecouple
ejectionForce = 250
explosiveNodeID = top
}


MODULE
{
name = ProceduralFairingBase
baseSize=1.15
sideThickness=0.05
verticalStep=0.2
extraRadius=0.2

outlineSlices=12
outlineColor=0, 0, 0.2, 1
//extraRadiusKey=r
}
}

PART
{
name = KzProcFairingAtlas
module = Part
author = e-dog

MODEL
{
model = blackheart/ProceduralFairings/AtlasFairing/Fairing_1
}

//scale = 1
rescaleFactor = 1

node_stack_connect = 0, 0.5, 0, 0, 1, 0, 0

TechRequired = stability
cost = 400
category = Aero
subcategory = 0
title = Atlas Procedural Fairing
manufacturer = Keramzit Engineering
description = These fairings are made from the finest materials found in the fields around the Space Center. Cone-shaped version.

attachRules = 1,0,0,1,1

mass = 0.1
dragModelType = default
maximum_drag = 0.1
minimum_drag = 0.1
angularDrag = 1
crashTolerance = 8
breakingForce = 200
breakingTorque = 200
maxTemp = 3600
fuelCrossFeed = False

stagingIcon = DECOUPLER_HOR

stageOffset = 1
childStageOffset = 1

MODULE
{
name = ProceduralFairingSide

density=0.1
specificBreakingForce =2000
specificBreakingTorque=2000

noseHeightRatio=3.5
baseConeShape=0.1, 1.0, 0, 0.7
noseConeShape=0.1, 0, 0.7, 0.667
baseConeSegments=3
noseConeSegments=11

mappingScale=1024, 1024
stripMapping=992, 1024
horMapping=10, 490, 500, 980
vertMapping=10, 170, 694, 1014
}

MODULE
{
name = ProceduralFairingDecoupler
}

}

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Much as I love this mod, I have to report a bug.

Last night I was reentering my spaceplane. I selected the EAS display, but no EAS was displayed above the navball. I had orbital speed or surface speed like in stock, and mach number in the FAR window. Made for a kinda tense reentry and landing without an airspeed indicator. :P

Using the latest release. No other bugs I noticed.

Edit: just checked, no EAS displayed when starting a new flight on the runway.

Edited by White Owl
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Much as I love this mod, I have to report a bug.

Last night I was reentering my spaceplane. I selected the EAS display, but no EAS was displayed above the navball. I had orbital speed or surface speed like in stock, and mach number in the FAR window. Made for a kinda tense reentry and landing without an airspeed indicator. :P

Using the latest release. No other bugs I noticed.

Edit: just checked, no EAS displayed when starting a new flight on the runway.

I can confirm this.

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Is there a way to disable the new readouts of Cl, Cd, and Cm that show up in the right-click menus? I have a small screen, and the new display makes right-click menus almost unusable because some buttons will fall off the edge of the screen or get stuck behind other GUI elements, no matter how I turn and twist the camera.

Edited by Starstrider42
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White Owl. Dirt Merchant: apparently that has to be moved to LateUpdate now; see the thread by lttito in dev (and the result on this forum: KTAS finally!)

I appreciate you're trying to help... "has to be moved to LateUpdate now" doesn't really mean anything to me. "See the thread by lttito in dev"... hmm. I look at the Add-on Development forum for a thread started by lttito, and I don't find one. KTAS I know as Knots True AirSpeed, but I don't see anything about that in this forum.

What are you trying to tell me?

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Ah, sorry. What I mean is that in .23.5, the stock KSP method that writes to the Navball executes after Ferram's, so his value is clobbered (and thus never shows). As a fix, if you write to the navball textbox via the LateUpdate() method, it won't be clobbered.

Thread is here: http://forum.kerbalspaceprogram.com/threads/75308-0-23-5-Speed-Unit-Changer-Simple-plugin-to-visualize-speed-in-different-units

Dev thread (discussing the fix) is here: http://forum.kerbalspaceprogram.com/threads/74918-Not-possible-to-write-on-GUI-Elements-%280-23-5%29?p=1068081#post1068081

Uh...to be clear, this has to be a fix implemented in source and recompiled, so you might want to wait for Ferram to do it if you don't want to (edit and) compile from source yourself.

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