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KortexM

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Posts posted by KortexM

  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. On 22.1.2017 at 0:12 PM, Phineas Freak said:

    Yep, new bug probably from the KSP 1.2 update. Pinging @KortexM, @e-dog.

    Any steps to reproduce this? r does it happen sporadic?

     

    19 hours ago, Barcel said:

    For the life of me, I can't make blackheart's612 textures and this mod working together.
     

    It says here that I need PFairings for those textures to work, but I don't know where to put them . I've tried placing the folder inside Pfarings mod and outside of it (in blackhearts folder), neither works.

    Also - MainSailors fairing textures also doesn't work (yet tanks textures work just fine.)

    I've only managed to get these working (https://spacedock.info/mod/762/Procedural Fairings Retexture), just by placing the folder in GameData.

    Help?

    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. On 21.12.2016 at 0:07 AM, String Witch said:

    I'm experiencing a bug where procedural fairing rings (all types) placed under a procedural stack decoupler will offset further and further below it each time the craft is loaded in the VAB.

    Edit: This happens with all Procedural Parts parts, not just decouplers. I'm gonna guess PParts needs to be recompiled for 1.2.2?

    Nice find!

    Interaction with Procedural Parts was broken, it looks like an old bug.
    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. 13 minutes ago, IgorZ said:

    Well, at some point I was thinking about this feature which is especially useful when used with OSI and KIS. Though, then I doubted if it would be realistic. In real world you cannot give an arbitrary color to the light source, you need to use different bulbs/LEDs/lens to achieve it. It sounds OK when you're designing a rocket but where will you get the spare parts in space? :)

    That sounds reasonable, indeed..

     

    13 minutes ago, IgorZ said:

    What was your use case for the in-flight color change?

    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. 18 hours ago, JoseEduardo said:

    I have a heavy modded install, but since others are having the same structural issue with the fairings, I thought it would be wise to share the log: https://dl.dropboxusercontent.com/u/58212317/KSP (10).log

    might be helpful to find what could be causing it... at one point I had my rocket all weirded out floating above the pad during physics loading, I was only able to launch a rocket when I told the fairings to autostrut, then everything went smoothly

    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:

    wP6oeCh.png

     

    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. 3 hours ago, Dodovogel said:

    I wanted to say that I do experience the same symptoms as @VonFrank but in my case I think it really is due to PF auto-strutting. 

    Generally speaking it happens to me with heavy rockets, typically my interstage breaks the link with the engines (setup is: Interstage top node connects to fuel tank node and the engines are attached to the tank using surface attachment) and the fairing walls break off the interstage adapter. I long though it is a 'squeezing' issue so I tried all possible ways to to strengthen the connections with struts or give the parts more clearance.

    When I turn PF auto struts off, it usually fixes the issue. Another thing I observed is that when I play with stock auto struts, the point where the break occurs can change. But usually it breaks somewhere; latest, once the rocket starts accelerating.

    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

    uPMGsmo.png

     

    4 hours ago, Dodovogel said:

    Further I observed another issue which I believe is not connected to the breaking of structural connections. I had a rocket with multiple PF interstages and when loading up on the launch pad the shielding works as expected. Parts shielded counts also seem right. When flying nothing changes about this until I decouple the first interstage. Then suddenly I get aerodynamic problems. The aero overlay suggests that the remaining fairings stopped shielding as there is huge drag forces applied to the inside parts and the 'parts shielded' count reads 0 for all remaining fairing bases - despite their fairings still being in place.

    THAT is actually serious, will check!

  9. 13 hours ago, VonFrank said:

    My game uses procedural parts and has most stock pieces scaled up by 1.6x, so providing you the craft file wouldn't work out so well I'm afraid.

    From a visual diagnosis, it seems to be that the fuel tanks above and below the fairings are squeezing the fairing shells when they jiggle during liftoff or upon the physics loading for the vessel. Making them not 'collide' with the tanks might prevent this. Can the fairing shells me made to ignore collisions?

    For the sake of simplicity though, is there a way to just increase the joint strength of fairings to base rings and inter-stage adapters?

    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

     

    6 hours ago, Phineas Freak said:

     

    @KortexM, @Falcon Coupe these are "virtual" parts to indicate on the tech tree that there is an upgrade. Normally they are hidden but when you apply a filter (either by stock or by FilterExtensions) they show up as normal parts (they are NOT!).

    Good to know!

     

    7 hours ago, Phineas Freak said:

    Also, @KortexM: can you create a PR with the fixed normal maps to the main PFFE repository?

    Done!

  10. 1 hour ago, Cheesecake said:

    Hi

    I have an issue with Procedural Fairings. It looks like there is a dark shadow on it respectively the angle of the sunshine is reflectet to the wrong side. And the non-sunside is very, very dark. Here some pictures: Album

    This issue only occurs when SVE is installed and i had this issue in 1.1.3 too. Galileo means that it looks like an issue with the normal maps of PF.

    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.

  11. @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:

    A2JxA0q.jpg

     

    @Falcon Coupe umm.. no, there should not be such thing. Maybe it's coming from a different mod.. What does it look like?

  12. 1 hour ago, Y0ssar1an said:

    Hi,

    I seem to have hit a bug with 3.20 on 1.2.1. My decouplers staged above the fairing base do not separate properly. Looking in the debug menu I see "NullReferenceException: Object reference not set to an instance of an object." the stack was fine before I added the procedural fairing, so I think it's the mod. This is the first time I've reported a bug, so let me know what other info would be helpful to diagnose or replicate the problem.

    Thanks!

     

    Could you please upload the craft file and ksp.log somewhere? 

  13. Some more fixes!
    I did also a quick successful test with @Felgers extension Procedural Fairings for Everything, which gives more fairing shapes and textures. 

    Changelog:

    **3.17c**
    [KortexM]
    - Fixed ghost nodes appearing when adding a new fairing base in the VAB/SPH
    - Fixed blue ghost lines (invalid fairing outline) when having multiple fairing bases in VAB/SPH
    - Fixed interstage nodes positions for Interstage Adapter when resized
    - Some UI fixes
    - Code cleanups (de-Linqed etc.)

    Dropbox Downloads: Procedural Fairings 3.17c for KSP 1.2, And here are the full Sources

  14. On 20.10.2016 at 1:12 PM, Araym said:

    I know that the original part are an @e-dog job, but for sake of semplicity and to show it already update to KSP 1.2 (maybe up to know e-dog wishes, if he return modding) is it possible to start eventually a new thread as "Procedural Fairing continued" with the 1.2 label?

    Good idea, i might doing that, yes. 

     

    13 hours ago, Rosco P. Coltrane said:

    EDIT: Well, I'm an idiot. The test wight I was using happened to be a fuel tank. Crossfeed works in stock fairings but not in PF so my rocket was getting half the juice.

    Fixed. Crossfeed is now working correctly.

    Changelog:
    **3.17b**
    [KortexM]
    - Fixed Fuel Crossfeed (be aware that flow to/from interstage nodes is affected too!)

    Dropbox Downloads: Procedural Fairings 3.17b .  And here are the full Sources.

  15. 6 hours ago, Toonu said:

    Yeah, I have this question too...Will the 1.2 version have interstage nodes like stock ones? :) I hope so... Because this mod is essential for me :D

    I got interstage nodes working now, took a little longer than i had planned to invest.
    I hope i didn't break anything crucial (if you see ghost nodes to the (left?) side or weird behaviour when placing multiple fairings - these are old bugs).

    Consider it no official update/release though - i just changed/added the things that i think would be useful :)
    Me hopes that @e-dog takes back control.
     

    Changelog:
    **3.17a**
    [KortexM]
    - Added Interstage Nodes (no trusses) to Fairings and Interstage Fairing, two connections possible on each node (up & down), nodes can be hidden
    - A few code cleanups (foreach mostly) 
    - All other bugs/features untouched (hopefully..)

    Download Procedural Fairings 3.17a from Dropbox here (All Sources included) and test carefully.
     

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