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Add a decoupler to stock fairings


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14 hours ago, AbacusWizard said:

You can't just jettison the fairing and then activate the engine?

What I mean is after jettisoning the fairing, you still have the base of it.  If you look at any of the fairing mods, you'll see what I'm talking about.

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That would be a nice addition IMO.

In the mean time, you can paste the separator module into the .cfg of your fairings.

When you then activate the fairing, the fairing will also separate.

I tested it and it works quite well

 

A second approach is to make three new parts by copying the fairings and then adding the separator module to the copied versions. That means that you have a set of fairings that does have a separator and a set that hasn't.

Here is the code:

Spoiler

MODULE
    {
        name = ModuleDecouple
        isOmniDecoupler = true
        ejectionForce = 15
    }

 

Edited by nikokespprfan
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3 minutes ago, nikokespprfan said:

That would be a nice addition IMO.

In the mean time, you can paste the separator module into the .cfg of your fairings.

When you then activate the fairing, the fairing will also separate.

 

A second approach is to make three new parts by copying the fairings and then adding the separator module to the copied versions. That means that you have a set of fairings that does have a separator and a set that hasn't.

Here is the code:

  Reveal hidden contents

MODULE
    {
        name = ModuleDecouple
        isOmniDecoupler = true
        ejectionForce = 15
    }

 

I know, but I really don't feel like doing that right now.  I'll write a MM patch for it later.

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3 minutes ago, CliftonM said:

I know, but I really don't feel like doing that right now.  I'll write a MM patch for it later.

It doesn't take to long, there are only three fairing parts, the first option only takes two minutes to pull off.:)

Edited by nikokespprfan
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1 hour ago, nikokespprfan said:

It doesn't take to long, there are only three fairing parts, the first option only takes two minutes to pull off.:)

I know, I do this stuff all the time, but right now I'm working on the development of a game. 

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I don't think the game will allow this.  As I understand it, you can't have two different staging actions on a single part.  Since the fairing base already stages, it can't decouple too.  Putting it on the same staging action wouldn't work either, it would just get ejected up into your payload.  Procedural Fairings doesn't have a built-in decouple either.

Edited by Alshain
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15 minutes ago, Alshain said:

I don't think the game will allow this.  As I understand it, you can't have two different staging actions on a single part.  Since the fairing base already stages, it can't decouple too.  Putting it on the same staging action wouldn't work either, it would just get ejected up into your payload.  Procedural Fairings doesn't have a built-in decouple either.

The base does have a decoupler. (at least for some)  You're right about having it on the same part.  I'm fine with just having to put a decoupler there.

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1 hour ago, CliftonM said:

The base does have a decoupler. (at least for some)  You're right about having it on the same part.  I'm fine with just having to put a decoupler there.

Not in procedural fairings, other fairing mods might, but I think procedural fairings leaves it off to make it more versatile.  We don't always want to decouple the fairing base, sometimes it is an inter-stage fairings.  That said, Squad added a new feature recently allow you to right click and disable staging which means even proc fairings could add it now without sacrificing anything.  However, proc fairings have the staging action on the shell for decoupling the fairings, while the stock ones the staging action is on the base, which brings us back to doing two staging actions.

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26 minutes ago, Alshain said:

Not in procedural fairings, other fairing mods might, but I think procedural fairings leaves it off to make it more versatile.  We don't always want to decouple the fairing base, sometimes it is an inter-stage fairings.  That said, Squad added a new feature recently allow you to right click and disable staging which means even proc fairings could add it now without sacrificing anything.  However, proc fairings have the staging action on the shell for decoupling the fairings, while the stock ones the staging action is on the base, which brings us back to doing two staging actions.

I think you're right.  I don't normally use just procedural fairings for fairing mods, so I think that's why I got mixed up.

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1 hour ago, Alshain said:

Squad added a new feature recently allow you to right click and disable staging

I noticed this a few weeks ago and it has become one of my favorite new features. There have been many times in the past when I wanted to use a radial decoupler or an airplane hardpoint as a structural component but was terrified that I'd accidentally stage it and ruin my ship--now I can just disable staging and not have to worry about it! (And if I do want to detach it later, I can always do so via the right-click menu.)

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48 minutes ago, AbacusWizard said:

I noticed this a few weeks ago and it has become one of my favorite new features. There have been many times in the past when I wanted to use a radial decoupler or an airplane hardpoint as a structural component but was terrified that I'd accidentally stage it and ruin my ship--now I can just disable staging and not have to worry about it! (And if I do want to detach it later, I can always do so via the right-click menu.)

I know what you mean.  It's so simple, but so awesome.  First thing I did when it dropped was mod my fairings to add it.

 

@PART[*]:HAS[@MODULE[ModuleProceduralFairing]]:FINAL
{
	@MODULE[ModuleProceduralFairing]
	{
		stagingEnableText = Fairing: Enable Staging
		stagingDisableText = Fairing: Disable Staging
		stagingToggleEnabledEditor = true
	}
}

 

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