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Proper Fairings ASAP


How do you want fairings to separate in 1.0?  

644 members have voted

  1. 1. How do you want fairings to separate in 1.0?

    • Confetti style
      11
    • Clamshell style
      186
    • Adjustable Options (eg: 1,2,3, or 4 clamshell pieces)
      371
    • Do not care/unimportant
      75


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Procedural fairings should technically still work when its updated right?

I will go with them, I like choosing how many pieces I use for my fairings, I preferr 4 on interstage and either 2 or 6 depending on size for my payload

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Grumble. My glass is normally half full, but on the mass location issue, it's half empty. Hopefully the update which brings us a fairing separation option, will also move most of the mass into the ejected stuff, not the base plate.

One implementation method / workaround I can think of, would be to record the fairing mass as a game-tracked resource, with its own per-unit mass, in the baseplate. The mass-carrying "resource" would be ejected along with the fairing fragments.

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Grumble. My glass is normally half full, but on the mass location issue, it's half empty. Hopefully the update which brings us a fairing separation option, will also move most of the mass into the ejected stuff, not the base plate.

One implementation method / workaround I can think of, would be to record the fairing mass as a game-tracked resource, with its own per-unit mass, in the baseplate. The mass-carrying "resource" would be ejected along with the fairing fragments.

I thought something similar when this was first raised. I had also assumed that if fairings are given a second pass, that such a hack would be the 'official solution' used by Squad.

Alas, even if that is used, I can't see it properly simulating the CoM of the entire fairing (unless the base CoM was artificially offset by using the additional mass and length values of the fairings as parameters, somehow).

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After a couple of tests, I found that the mass of the fairings are fixed. That is, if the base weighs 0.15t, it will always weigh 0.15t no matter how big the fairing is.

But damn are those textures ugly.

PWEAIip.png

^It would've looked better if it was just light grey.

Edited by Giggleplex777
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I thought something similar when this was first raised. I had also assumed that if fairings are given a second pass, that such a hack would be the 'official solution' used by Squad.

Alas, even if that is used, I can't see it properly simulating the CoM of the entire fairing (unless the base CoM was artificially offset by using the additional mass and length values of the fairings as parameters, somehow).

Most of the mass should come from stuff INSIDE the fairing, and I think the strongest effect on the craft is by Aero, on the way up in atmo. Although not a 'perfect' solution, I wouldn't be too worried about CoM shift, if the developers wanted to shortcut that part of an improvement. I think whole idea may have been overlooked, or internally down-voted in importance, because in most non-inter-stage cases, you're done with the previous stage, once the fairing is separated. If we want to bring back first or second stages for recovery, the baseplate could be jettisoned with a stack separator.

Edit 1:

After a couple of tests, I found that the mass of the fairings are fixed. That is, if the base weighs 0.15t, it will always weigh 0.15t no matter how big the fairing is.

I just noticed that... really heavy fairing / craft made in the VAB (engineer's report)... is a whole lot lighter on the pad.

Edit 2: Check this thread for related discussion on the fairing mass question.

Edited by basic.syntax
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After a couple of tests, I found that the mass of the fairings are fixed. That is, if the base weighs 0.15t, it will always weigh 0.15t no matter how big the fairing is.

But damn are those textures ugly.

http://i.imgur.com/PWEAIip.png

^It would've looked better if it was just light grey.

:o I can make new textures. What are you looking for exactly?

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also there is a bug with the fairings which causes you to not be able to click on any parts. exiting the vab does not solve it. you have to restart KSP.

its hard to reproduce. seems to happen after editing or deleting a fairing.

maybe while this bug is being fixed they could enable clam shells....

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Ok after some tests I've confirmed the only the fairing base weighs anything. The fairing itself is weightless so jettisoning it does nothing.

Well... that's sucks. I was expecting more from a stable, not-longer-beta version.

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