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KSP2 Release Notes
Everything posted by e-dog
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I don't know, needs research.
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I find it easier if you turn the camera 45 degrees so that the view line to the center doesn't cross side nodes.
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Auto-struts in my fairings, or stock struts you attached to the payload?
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You could try: Increase fairings radius, maybe it'll reduce collisions with your equipment. Stop engines before ejecting fairings. Spin your craft to add more momentum to your fairings. Real rockets do it too Add sepatrons to help move fairings away (middle cylindrical section is surface-attachable).
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Updated to 2.2: Added experimental egg-shaped fuselage (a side fairing without decoupler). Moved fairing decoupler code to separate PartModule. Auto-struts are now created between the top inline base and side fairings as well. NOTE: if you payload is wobbly, the sides might still wobble. Fixed bug with misplaced fairings on new ring bases.
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Why are you distributing KSP and UnityEngine DLLs with your mod? It runs fine without them, at least on Windows. Won't it just cause problems, since DLLs are different from those installed in KSP?
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Adding auto-struts is easy, it's removing them where most problems are. You don't want them stuck forever to the payload, and there are many corner cases like decoupling/undocking/RUD that should cut struts.
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You can also adjust radius to get similar effects with the other base. Radius affects cone placement too. Could you post the .craft file for this?
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Updated to 2.1: Added low-profile fairing bases (base rings), intended for inline fairings. All of them have 4 side fairing attachment points. Replaced base model with one that looks more lightweight. It has the same size etc., so it won't break your existing ships. You can now toggle fuel crossfeed for fairing base: mouse over and press G in editor or use right-click menu in flight. You can now disable auto-struts between side fairings: mouse over the base and press T. Fixed inline fairings not connecting with the top base sometimes. Fixed nested inline fairings not connecting to the proper base. Fairing outline (blue lines) is not displayed now for inline fairings if sides are attached to any of the two bases.
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I've already added toggle-able crossfeed in not-yet-released 2.1. I'm going to make textures for new bases (models are done already) and then release it.
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Fairings have invisible auto-struts to prevent them from wobbling, and those might conflict with struts you attach. I usually stabilize my payloads by adding struts from a big part (like a fuel tank) below the fairing base to the payload, and then attaching side fairings. That way the struts can go though the fairings. In case there are problems placing struts, I add a small cubic truss to the fuel tank so the strut path isn't blocked by other parts. Side fairings lower segment (base cone) has no collision on purpose, to allow struts to pass to the payload. Increase fairing radius if you get no base cone.
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Are you using FAR or stock aerodynamics? This might be caused by auto-strut joints, I'll add an option to disable them in the next version.
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Could you point me to it (the name or a link)? I'd like to use it if it really does what I want.
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Since KSP 0.20, all files should go in GameData folder. Just unzip Keramzit folder there, so you get GameData/Keramzit/ProceduralFairings folder in your KSP folder.
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This is my first mod for KSP. I want to make node editor (just GUI, no parts) which allows you to fine-tune maneuver nodes and shift them in time. Stock node editing is messy. Maybe simple delta-V/TWR calculator for VAB too. Just an icon on the top bar you can mouse over to see per-stage and total info.
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The ladders are ignored on purpose, they won't show as long as they are retracted. The fins likely have no collision, so it doesn't detect them. You can adjust fairing radius if you don't like it, mouse over the base, hold R and move mouse to adjust.
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I tried, but then found out stock part are much more dirty than I though I wonder whether people will be okay with making them dirtier when I add better-looking KW-Rocketry-styled ones.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
e-dog replied to ferram4's topic in KSP1 Mod Releases
I've noticed significant slowdowns in 0.9.5.2 with KSP 0.20.2 when there's debris near the Space Center (in "physical" 2.5km range), wings in particular. The debug log is spammed with null reference exceptions, I guess vessel or something is null for debris. Terminating all debris removed the slowdown. I haven't tested it in 0.21 yet.- 14,073 replies
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- aerodynamics
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Yeah, that's a bug, I'll fix it. For now you can just put them on the other base.
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Try strutting the tanks below the lower base to the parts above the top base.
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Isn't it what Modular Fuel Tanks mod does? I haven't checked it though, I might be wrong.
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Why do you need to adjust both bases? Are you attaching fairings to each base? Just attach sides to one of the bases with symmetry enabled, and they'll form the full circle, adjust that base radius only.
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I don't know, it looks possible but quick look through the API isn't very reassuring. You'll need to find AvailablePart for side fairing, create Part from it (which isn't clear how to do, EditorLogic.SpawnPart doesn't return the new part) and attach it to the base.
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Hehe, just when I was uploading it to SpacePort Updated to 2.0, it goes beyond what I initially planned for this mod, so I guess it deserves the major version bump. Inline truncated fairings are now created between two bases (one must be flipped). It won't work properly for off-center bases. If you want it off-center, tell me what for and how it should look. You can now change ejection force by pressing F when mouse is over the side fairing. Fixed rapid unplanned disassembly of side fairings when going out of time warp sometimes. Future plans: Low-profile fairing base (just a ring) and remaking base model to look more lightweight. Simple procedural decoupler with shroud, intended for engines which have no built-in fairings. Interstage fairing adapter/decoupler with adjustable height and radii which simulates fairing sides supporting the part above by decoupling from it when the side fairings are ejected.
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No, it's mostly an aesthetic choice.