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e-dog

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Everything posted by e-dog

  1. That can already be done by using a second flipped-over base to limit the fairing height, so that inline fairings are created between two bases.
  2. Post a picture to illustrate the problem, please. And check your debug log for errors (Alt-F2, errors are red/orange).
  3. There's no wireframe when there's no payload above the base part. Otherwise, check that you have DLL in the same folder, and check whether the fairings reshape when you attach them to the base (won't work without payload as well).
  4. Better to redo them if you want smaller nodes, but the old ones will work too.
  5. I'm going to add an interstage fairing adapter (see future plans). It'll have manually adjustable height and radii, and will automatically decouple from the "top" part (you can place it upside-down, of course) when the side fairings are ejected, to simulate side fairings holding the "top" part in place. You'll be able to place interstage payload inside it, like Saturn V, or you can surface-attach engines to the top part to make an engine cluster.
  6. Updated to 2.3: Changed fuselage texture to distinguish it from fairings. You can now lock fairing shape: mouse over the side fairing/fuselage and press L. Reduced side nodes size for smaller base rings and 0.625m fairing base (for easier placement). Fixed inline fairings making a top cone when there should be just a cylinder. I also fixed FAR for inline fairings and sent the patch to Ferram, but didn't get a reply yet.
  7. Right-click the fairings and check the number of parts shielded. If it's no-zero, it works. I have no idea about FAR aerodynamics, ask Ferram. I'm not making FAR, and I don't know what "correctly" means in this case. As long as it shields the payload, it's no different from any other fairings from FAR's point of view, as I understand.
  8. Yes, it'll work. It has to do with how FAR calculates fairing bounds, it uses bounding box of the fairing, slightly expanded, and tests part centers against it. So nose fairings will cover all payload, as will inline halves, but thirds and quarters will have a hole in the middle, where most of your stack is.
  9. It should work with 20.2 as is. You could try disabling auto-struts to see if that helps.
  10. Possible, but it'd need changes to the plugin code. The current one needs at least 2 side parts. You can use high bases which have 2 side nodes, or mod base rings to have 2 side nodes.
  11. The larges bases (3.75m and 5m) has three nodes. It's just the matter of how many side nodes you have on the base part.
  12. Inline (interstage) fairings don't work with FAR for now if you use bases that do quarters or thirds (halves work though, thirds might work too). The regular (nose) fairings work with FAR just fine.
  13. The base (lower) cone of the fairings has no collision to let struts pass, so unless your fairings are cylindrical, it's not a problem. Did you try?
  14. Did you try strutting payload to the fuel tank below the base, not to the side fairings?
  15. They are safe to use - I'll keep four side nodes. I'll reduce node size on the smallest ones to make them a bit easier to place, but it won't affect existing ships. I'll fix how FAR calculates fairing bounds (it just doesn't expect inline fairings), and send that code to Ferram.
  16. Yeah, that's possible. It's more useful for attaching things to it though.
  17. That was fixed in 2.2, did you update the mod? You might need to reattach side fairings if you have saved ships.
  18. Actually, that was my rationale behind making four sections. I'd rather fix FAR then. Again
  19. The default is medium, did you try setting it to low?
  20. I just checked, and it works for me. What mod version are you using? Could you post a minimal .craft file (just stock parts and fairings)?
  21. Are you sure you are not placing the new fuselage instead?
  22. But it'll break ships with inline fairings too, if they use ring bases.
  23. Just checked, and it doesn't work The better way is to add "payload", "fairing" or "shroud" to the part title. So I guess it'll be "fuselage shroud". But it doesn't work after that change too, because FAR has issues with inline fairing quarters. If you use higher bases, not rings, it works. So, how do you people feel about changing base rings to 2 side nodes, instead of four? The problem is, it'll break your launched vessels, and it makes the editor unusable for me when I load a saved ship with fairings attached to ring bases (just ring bases without sides are fine).
  24. Yeah, I forgot that. I'll fix it in the next version. Meanwhile, you can add this to fuselage1.cfg (at the end, just before the final "}"): MODULE { name=FARPayloadFairingModule } This should fix it. It won't break anything without FAR too.
  25. Press G to toggle crossfeed for the base. It's in readme.txt and part tooltip text as well.
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