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e-dog

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Everything posted by e-dog

  1. I have no idea how to do heatshields yet, but it might be an option. Those engine holes are too custom for general-purpose fairings though.
  2. English is not my native language. "Egg-shaped" sounds very Kerbal though, I guess I'll use it in the next update.
  3. Hello, I'm the author of Procedural Fairings mod: http://forum.kerbalspaceprogram.com/showthread.php/39512-0-20-2-Procedural-Fairings-1-1-now-with-conic-ones-as-well

    I've fixed a bug in FAR, and added a public KSPEvent to reset fairing bounds.

    Here's the modified source file:

    https://dl.dropboxusercontent.com/u/68024714/FARPayloadFairingModule.cs

    The bug was in CalculateFairingBounds() vertex transformation which assumed that MeshFilter transform and the fairing part root transform have the same origin. It's also a bit faster now :)

    Could you release an update to FAR, so that people can use my mod with it?

  4. You should unzip it to GameData folder, just like everything else in 0.20. The parts are in Aero tab.
  5. Updated to 1.1, now with conic side fairings option and (hopefully) better ejection. I fixed a bug in FAR that prevented it from shielding the payload, and I'm going to contact Ferram about that. So, you'll need a new version of FAR to use procedural fairings with it.
  6. Also, simple interstage fairings (just a cylinder or truncated cone) should be easy to make, so I'll look into it after FAR and ejection fixes.
  7. FAR compatibility report: It doesn't work with FAR for now (payload is not shielded). Looks like FAR doesn't expect the model to change and uses only original one you see in VAB icon. I'm going to rebuild FAR from source and try a few things. Most likely, the fix will need changes to both plug-ins (mine and FAR), so I'll contact FAR's author when I'll have a working fix.
  8. There are some issues with fairing ejection sometimes. Could you post a picture or .craft so I can test it?
  9. My fairings have three parts: base "cone", middle cylinder and nose "cone". The "cones" can be real cones or curved (you can adjust shape in side part .cfg). However, if your payload radius is smaller than the base, the base "cone" is not used, so the cylinder goes from the base to the nose. Currently, the base "cone" is straight, and the nose "cone" is curved, but it can be adjusted in .cfg and you can make your shapes and textures for side fairings, I just have no tutorial/documentation for this yet.
  10. KW fairings don't do anything special for FAR except having "fairing" in the part title. So, it looks like a problem with generated mesh/colliders and FAR's recalculation of them. I'll look into this.
  11. I get the idea. It would need another part (a thin ring or something) to set the upper limit for the fairings.
  12. It won't work in this version, but it's an interesting idea. Could you make some picture of what you want it to be? Like a screenshot of some vessel and something to show where the fairings should be.
  13. If it adds FARPayloadFairingModule (which it should because title contains "fairing"), it might not work because it's computing bounds of side part which is only half (or third) of full fairings. I wonder if there are any other fairing mods that actually work with FAR? I'd like to look at what they do to make it work.
  14. I didn't test it with FAR, but I'd like to fix it to work with it, if there are any problems.
  15. Fairings that automatically reshape for any attached payload: Download from GitHub Frequently Asked Questions How to use (Imgur album, somewhat obsolete) Licensed under CC BY terms (attribution) Source code Notes: In career mode, minimum and maximum size is limited by tech. You won't be able to resize bases far from 1.25m at first, but as you unlock new aerodynamics and construction tech larger (and smaller) sizes become available. Unlike KW Rocketry fairing bases, Procedural Fairings' fairing bases intentionally lack a decoupler, allowing docking nodes, structural parts, multiple payloads, etc. The fairing bases can be so modded as to include a decoupler. Compatible with FAR and KSP 1.0 aerodynamics. Bug reports, suggestions and any other feedback is welcome! Future plans: Simple procedural decoupler with shroud for engines that lack built-in fairings and engine clusters. Procedural nose cone. Stock-alike fairing bases with non-part side panels. Side fairing part with switchable textures and shapes. More side fairing styles, matching KW Rocketry, AIES, NovaPunch, etc. More complicated texture mapping schemes for less texture stretching etc. Documentation and tutorial for creating side fairings. Particle effects on jettison. If you want to support me, here's my Patreon. Change log: Funding provided by FlexGunship.
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