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KortexM

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  1. @Phineas Freak The show state (guiActiveEditor) of the maxsize/cylstart/cylend options is the directly inverted value of the autoshape button. What i need to know: is the visibility of those options just "inverted" (in relation of the checked/unchecked autoshape button)? Or are they invisible the whole time at all? The PP issue: can you confirm that it works for the payload fairings but is not working for the interstage base? That is what i see here, i might have missed some things about the interstage base thing.. Stability/Strut stuff: have you checked out my test build (some posts above) ?
  2. Ah i see - i checked only the first link from blackhearts thread and it worked. Yes, strangely It does not work when all other fairings are installed. And i remember i had all of them integrated in my own copy of PFforEverything here some time ago (PFfE has some of bh's textures already integrated anyway). Here is my package right from my GameData folder (unzip into GameData): https://www.dropbox.com/s/tp91r2owo4yxkxx/ProceduralFairings-ForEverything_KortexM.zip?dl=1
  3. Any steps to reproduce this? r does it happen sporadic? You should copy the whole "blackheart\ProceduralFairings\KW" folder from zip into GameData dir; the path looks then sth like this: "KerbalSpaceProgram\GameData\blackheart\ProceduralFairings\KW". The fairing can then be found under "Aero"-parts. About stability issues (sides falling off etc.): Added some more internal strutting/more joints Minor fixes There is still some log file spamming and i think some test options in dialogs left from testing. Download PF 3.20b4 test build here (copy ProceduralFairings folder from zip into GameData, you should already have the latest release installed), direct Dropbox download link: https://www.dropbox.com/s/ptj3yrsgwepamg7/ProceduralFairings-3.20b4-testingonly.zip?dl=1 If all is well i am going to make a next official release soon. Any other big issues left that need fixing?
  4. Nice find! Interaction with Procedural Parts was broken, it looks like an old bug. I think it is working now (strange: on one point i had to remove/delete the fairing base from craft and re-add it to have it stay in position). Download 3.20b2 test build here (dll only, copy into GameData/ProceduralFairings folder): https://www.dropbox.com/s/phujorrj357w3hk/ProceduralFairings.dll?dl=1
  5. That sounds reasonable, indeed.. well, when i had my 1.0.5 carrer running i would have loved to switch my lights colors on my sats to indicate their "final" position and stuff. But i'm sure people would find ways to use it (or not) once that option would be present. Anyway, it's your decision, it was just an idea.
  6. @IgorZ Would you mind making the color sliders available in flight? A few lines do it for me: --snip /// <inheritdoc/> public override void OnAwake() { base.OnAwake(); Fields["lensBrightness"].OnValueModified += (x => UpdateLightTextureColor()); Fields["lightR"].OnValueModified += (x => UpdateLightTextureColor()); Fields["lightG"].OnValueModified += (x => UpdateLightTextureColor()); Fields["lightB"].OnValueModified += (x => UpdateLightTextureColor()); Fields["lensBrightness"].guiActive = true; Fields["lightR"].guiActive = true; Fields["lightG"].guiActive = true; Fields["lightB"].guiActive = true; } /// <summary> /// Updates the emissive color of the material so that it matches the light color. /// </summary> public virtual void UpdateLightTextureColor() { var newColor = GetLightTextureColor(); lightMaterial.SetColor("_EmissiveColor", newColor); // change light color for (int i = 0; i < lights.Count; i++) { lights.color = newColor; } } --snip
  7. Yes the stock autostrut heps a lot. I am aware that issues exist with interstage adapter - i tried several ways to make the fairing autostruts more robust but in the end the new stock autostrut option works best somehow. The "normal" fairings should do well with fairing autostruts alone. Example has 170tons above the interstage, now it's rock solid: Additionally you might try the following build, it fixes some things, Modified Fairing Autostruts (removed autostrut from heaviest shielded part to top part, would break too weak joints under certain circumstances) Fixed NRE when switching to vessel/timewarping.. "Shielded Parts" number display should now work correctly in editor Download test build here (dll only, copy into GameData/ProceduralFairings folder): https://www.dropbox.com/s/phujorrj357w3hk/ProceduralFairings.dll?dl=1
  8. Having your rocket stable and not wobbling is most important. I use the newly stock autostrut and rigid attachment options for that and it helps a lot, plus mandatory launch clamps. Here is an old craft, a 300t lifter test craft which i built in 1.0.5, i used to have a wood of struts back then to keep it together at all. Now it's pretty clean and it works (well, not easy to fly but hey): https://www.dropbox.com/s/5kaq8jvtwdfr2t2/Lifter Heavy 250 Test Ic 300.craft?dl=1 THAT is actually serious, will check!
  9. I can build and prove to myself that it doesn't do anything wrong over and over again but that won't you help anything - therefore to have a craft of yours that shakes up the fairings and the ksp.log would help indeed. I can't help if i can not reproduce, it is really that simple. I am using procedural parts and ts as well, so, no problem for testing. Sure, the fairings can be made to ignore collisons and stuff and yes joints can be made stronger - but that doesn't cure the cause, it would only hide the symptoms if anything. Anyway, find the following lines in the cfg's and increase the values (double? triple them? i never had to touch those): breakingForce = 2000 breakingTorque = 2000 specificBreakingForce = 1280 specificBreakingTorque = 1280 Good to know! Done!
  10. @VonFrank I'd have a look at it if you can provide a craft or a save to test it. I personally am happy as it is and i do not really have any stability issues. Are you using the stock auto-strut option for stabilizing the whole ship? And yes, disabling the fairing auto-struts is not really recommended..
  11. @Cheesecake Yes i found two faulty normal maps there and fixed them - Soyuz and Tsyklon. Here are the fixed ones (just unpack into GameData folder): https://www.dropbox.com/s/95a2x1ir0vqfv9u/PFforEverything_Soyuz_Tsyklon_NRM_fixed.zip?dl=1
  12. I just checked against the MR and HR versions of the SVE-All-In-One 1.1.4 package and everything looks fine, i can't reproduce that effect. Do you use any special settings for SVE/Scatterer etc.? Does the shape of the fairing change anything, is it the same for the standard conic/egg shapes? If only your special fairing config is affected, i'd like to have a look at the cfg file then.
  13. @Y0ssar1an think i got it. Check it out: https://www.dropbox.com/s/5uhi2f4y83i22ks/aaaaa_maybe_corrected.sfs?dl=1
  14. @Y0ssar1an You did exactly what i had suspected - accidently connecting parts to one of the fairing interstage nodes and not to the one above the MK1 pod. The interstage nodes stay fixed and won't decouple. However, the Nullrefexception is a different (minor) thing i'll have to look into. I admit that the additional nodes can be irritating and picking the wrong one is fairly easy, just disable the nodes in the fairings tweakables and the one remaining is yours.. See here: @Falcon Coupe umm.. no, there should not be such thing. Maybe it's coming from a different mod.. What does it look like?
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