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e-dog

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Everything posted by e-dog

  1. Check if you have struts attached to the fairings. Other than that, post or send me the craft file and the list of mods needed for it to be loaded.
  2. Well, if you want me to look into it, post the .craft file, or send it to me. Otherwise I don't have much to start looking into.
  3. There were some reports, but the issue was in other mods. Try making a copy of KSP and remove (or add back) mods one by one to find out which cause it. It looks like it depends on what your root part is too, especially if you set it to something that can't normally be root with Select Root plugin. Personally, I used PF just fine with FAR, DRE, RT2 and Procedural Parts, as well as some other mods.
  4. If you don't get a blue outline, the mod is most likely not installed correctly. Make sure that you put it in GameData folder in KSP, so that you have GameData/ProceduralFairings/ProceduralFairings.dll. If you had old version of PF, remove it before installing the new one.
  5. I don't quite get it. Do you mean node attachment (with green balls in the VAB) on the sides of the part, like a stock station hub? As for fuel crossfeed, it's easy to make it toggle-able, but changing up/down flow has issues with multi-adapters. You can install Procedural Parts, they have conical structural part you can use to cover the plate, as well as tanks.
  6. There was an issue with colliders, update to 3.05.
  7. Updated to 3.04: Added fake parts to make tech upgrades visible in the tech tree. Restored TechRequired for old parts to avoid issues with loading old designs in career mode. Fixed bug that allowed to cheat tech limits in career mode. Reduced default fairing ejection torque.
  8. Don't do that. Remove the old Keramzit folder and install new version in GameData/ProceduralFairings. If you don't might waiting a few hours, I'll do a bugfixing release which fixes that too. Or I can tell you how to fix it yourself.
  9. Can you please send me (or post here) your .craft files, including sub-assembly one, so I can test it and fix that bug? I've tried to re-create it from your pictures, but fairings always cover everything.
  10. Added to FAQ: https://github.com/e-dog/ProceduralFairings/wiki/FAQ#i-have-auto-struts-enabled-but-my-payload-still-wobbles
  11. Nope. There was a problem with old version of KSPAPIExtensions not working correctly with other versions of that DLL. If you still has that old version, it'll cause trouble. If you have a newer one (where the bug was fixed), it'll work correctly with multiple DLLs of different versions in different mods - it'll detect the latest version and will use it. There's also a thread for mod devs using it so it'll be updated as necessary.
  12. It looks like you have an old version of PF. Make sure you've updated and deleted the old one (there's no Keramzit folder anymore). It might also be an issue with old KSPAPIExtensions.dll (used by Procedural Parts and other mods), you need to update those mods too if that's an issue.
  13. It happened to me with other mods too, it's better to check all tech nodes just in case.
  14. decouple() detaches parts into separate vessels, among other things, so it's quite complex and I doubt coding a replacement is reasonable. The problem is the decoupling force though, not vessel breaking, if I understand it correctly. Here's what I use to add ejection force/torque in PF: part.Rigidbody.AddForce(tr.TransformDirection(forceVector) *Mathf.Lerp(ejectionLowDv, ejectionDv, ejectionPower), ForceMode.VelocityChange); part.Rigidbody.AddTorque(tr.TransformDirection(torqueVector) *Mathf.Lerp(ejectionLowTorque, ejectionTorque, torqueAmount), ForceMode.VelocityChange); part.Rigidbody is Unity component for physical bodies which interfaces with PhysX, I suppose. So either those calls don't work, and it's Unity fault. Or they aren't called in the first place, probably because there's an exception before execution gets to that code. Or the body isn't in the right state for some reason (kinematic, "on rails", like when non-physical time warp is active). That's strange though, why would it be in flight? Or someone (Squad code?) resets any effects of those applied impulses for some reason. You can check error log for any exceptions at the time of decoupling, to start with.
  15. Since PF 3.0 the bases are resize-able (they are new parts actually). So they are in Flight Control tech, the first where you get a probe core (Stayputnik). The maximum/minimum sizes are limited by tech though, but that's not reflected in the tech tree. I guess I'll add fake parts not visible in VAB so people will stop running into this issue. Right-click the side fairing and set ejection torque to 0, that'll remove rotation. I think I'll add lines to visualize fairing ejection motion because it's not easy to get it right. Also the default value for torque and its range might need adjustments.
  16. There's a mod with inflatable bags, but I never used it and don't know if it's bouncy.
  17. Looks like a bug. It would be useful if you can reproduce that with stock parts and PF, and post the .craft files.
  18. KSP code is mostly in KSP_Data/Managed/Assembly-CSharp.dll, so you're wrong. It's C# assembly of course, not real DLL, but it still can be compiled for 32, 64 bit or "any CPU". On the issue, I call decouple(0) - that is with zero force and apply forces to rigid body directly, in the impulse mode (so independent of warp). If there's an issue, it's either in Unity itself, or in something KSP does differently in the 64-bit hack that affects physics rigid bodies. I'm not going to fix anything until Squad releases the official 64-bit version though. They didn't because there are issues with 64-bit Unity on Windows, and the hack shows that - some people just get black screen when trying it.
  19. I don't see why it should be that way. If you have, say, KW fairings, they're in the aerodynamics tech, so you need to unlock it to get them. The same is true for PF. Rocket (construction) tech is needed for larger thrust plates, not fairings.
  20. They can't decide on the size You can right-click side fairings (about at the cylindrical section) and lock the shape.
  21. Make sure you have PF 3.03 (the latest) installed, there was a performance improvement. Also try it without MechJeb (or at least without its delta-v calculator in VAB). Let me know if you still have issues.
  22. That's planned for later. You can probably do that with conic tanks from PP if you tilt them. I don't see how PF would help with that anyway. No, it's already in cfgs for old parts, and new ones resize nodes properly.
  23. That's strange. On what part do you change the number of nodes?
  24. It looks like it went down with the Spaceport. Where can I download it?
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