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e-dog

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Everything posted by e-dog

  1. I can't replicate it, and there are some strange errors there (like "failed to call OnVesselUnpack") which I don't get in my install. What do you mean by "can't revert"? What does exactly happen? Can you make a stock+PF craft to replicate the issue? - - - Updated - - - What is the issue with the interstage exactly? Pictures?
  2. I consider using a custom shader so that the mapping profile could define vertex colors too. That'll use less textures (for colored stripes etc.), similar to B9 procedural wings, and colors could be tweaked in-game too.
  3. I guess you can already do that with interstage adapter, no? Note that I'm also going to add stock-alike fairing base with part-less sides, but without that manual construction. Instead, they'll shape automatically based on attached payload and you'll be able to manually override size parameters like now. Plus switchable textures and shapes for the sides.
  4. Changing fairing texture would be quite easy, but otherwise I guess they aren't very mod-friendly. The shielding is done by stock cargo bay module, so one can probably make cargo-bay-like fixed-size fairings without coding anything.
  5. Thank you for you support and kind words. Also, good luck attaching boosters to stock fairings.
  6. Updated to 3.12: Updated for KSP 1.0. Procedural fairings now use new stock airstream shielding and drag cube rendering. Inline fairings now check if the top is closed by a single big part of the same vessel. Make sure that's the case or the shielding won't work. Changed and rearranged tech limits for the new tech tree. Converted textures to DDS. Fixed manual shape UI issues. Number of shielded parts is now displayed in the right-click menu for the fairing base. It might be inaccurate in the editor. Removed old deprecated parts (non-resizable fairing bases etc). - - - Updated - - - I guess I'll add it to KerbalStuff and Curse when I'll have a little more brainz and time.
  7. I see. Well, it looks like the side fairings will stay. I'll update them eventually though.
  8. I'm going to update it for the new stock aerodynamics. I consider phasing out the current PF bases/sides eventually in favor of a base with part-less sides like the new stock ones, but without the step-by-step construction like stock, just adjustable parameters like the current manual shaping + switchable shapes and textures. I know some people use shape-locked fairing sides for general construction. Could you give me examples please? I think separate procedural structural parts would be better. As for the tech tree - the next update will be after KSP 1.0, which overhauls a lot of the tech tree, so I guess a new tech limits will be needed.
  9. That's an interesting question. So far Squad didn't contact me, and I couldn't contact them about that too. Also, Harvester wrote that he's making the stock fairings, so I guess they aren't related to my mod. What this means for the mod depends on what exactly Squad will make. At the minimum, they're going to do proper shielding calculations for aero and reentry heat, so I could at least use that. It's not clear whether there will be automatic payload scanning like in my mod, or only setting fairing parameters. It's not clear if there will be stock inline fairings. And if there will be anything like the interstage adapter. So, it depends. If they do all those features, I might just make it into an aesthetics mod, adding more shapes, textures etc. to the stock fairings. Or I might do some other procedural stuff. Fuselages? Wings? Girders? Or that science mod I wanted to make to remove the science points and replace them with quest-like progression of scientific experiments.
  10. FAR/NEAR had some shielding issues in the past. You can always try reloading your craft in VAB/SPH and/or detaching and placing the fairings back.
  11. Added to FAQ: The fairings don't appear in staging and can't be decoupled!
  12. Use PF 3.10 or update KSP to 0.90. PF 3.11 won't work with KSP 0.25.
  13. Updated to 3.11: Updated for KSP 0.90. Added optional manual fairing shape controls. Fixed tech restrictions checking in science mode (patch by Zwa333).
  14. I don't have the problem with it. KAE DLL wasn't released yet when I went to bed, so I didn't update PF. I guess I'll add some minor features and release it today. Also, the tutorial is obsolete, so if anyone will make a good one for the current version of PF, I'll put it in the top post.
  15. Diameter upgrade "parts" are purely informational, the upgrade is unlocked when the tech node is researched, you don't need to buy the upgrade part to unlock the upgrade, so there are no associated unlock costs.
  16. I've seen that as debug output from FAR. Not sure about NEAR. FAR have debug toggle in settings IIRC.
  17. There's no such feature in PF. It might be some other mod.
  18. Updated to 3.10: Updated KAE DLL for KSP 0.25. Payload auto-struts by marce155.
  19. There are alternative texture packs for PF, and I'm going to make the textures tweakable like in Procedural Parts later. I also want to make a separate mod that allows you to place a flag decal anywhere on your ship, but I'm too busy with other stuff for now.
  20. That's very strange. Does it happen if you only have PF, without any other mods?
  21. It's more of the FAR issue, the shielding is very approximate.
  22. I'll add manual fairing shape controls later (so you can disable automatic shaping and make them any size/shape you want). That should solve a lot of issues with interstage adapter. However I'm busy with other stuff, so I only do maintenance updates to PF for now.
  23. The latest version of PF needs KSP 0.24.1 at least, it won't work for 0.24. That's because of procedural costs for parts.
  24. It looks like there are some KAE issues. Are all your installed mods using KAE 1.7.0?
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