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[1.8+] Procedural Fairings


pap1723

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@rsparkyc has decided to take an extended break from KSP, and in his absence, we at the KSP-RO team, have updated the Procedural Fairings mod. When he comes back, he will take it back over (probably as part of the KSP-RO team) as he did a great job of maintaining it in @e-dog absence. This is the previous forum post: https://forum.kerbalspaceprogram.com/index.php?/topic/161733-150-procedural-fairings-1505-20181018/

 

Procedural Fairings

Procedural Fairings is a mod that creates fairings that can automatically reshape for any attached payload.

In the newest version, we have added 4 (10 with part variants) additional Payload Adapters to use as well as full Textures Unlimited support. Thanks to @Electrocutor for providing the new Fairing Textures and for the Textures Unlimited Support. Thank you to @Shadowmage for the assets of the Hollow Base Ring and Hollow Truss adapters. Thank you to @NecroBones for the assets for the Ribbed and Truss adapters.

PayloadAdapters.PNG

From Left to Right: Standard Base Ring, NEW Hollow Base Ring, NEW Hollow Truss (2-1, 4-1, 4-3 variants), NEW Ribbed (2-1, 4-1, 4-3 variants), NEW Truss (2-1, 4-1, 4-3 variants), Standard Extended Base

PayloadAdaptersTU.PNG

Textures Unlimited Recoloring Masks

Fairings.PNG

From Left to Right: Standard Fairing, NEW Gray & White, NEW Textures Unlimited Recolor, NEW Textures Unlimited Recolor, NEW Orange Stripe, NEW Dark

 

For even more fairing textures, please see Procedural Fairings For Everything! that was recently updated to support the new Procedural Fairings as well.

 

DOWNLOAD

Download from GitHub!

Also available from CKAN

Licensed under CC-BY-4.0

 

Changelog

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Edited by pap1723
PFFE
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  On 5/2/2019 at 11:27 PM, Nightside said:

Thanks @pap1723 and the rest of the RO crew! I've been wanting to reinstall this but I got lost in the forks.

Very nice OP, by the way.

But why is the download folder called Procedural Textures?

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Wow, because I messed up! Lol, it is the correct thing, I just messed up the .ZIP name. It is fixed now.

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Wow overhaul of procedural fairings(and I don't need to download texture separately this time lol, plus texture unlimited support)!  Wonder Whether patches for gravity turn mod available?(or it's on gravity turn author's side?) Gravity turn won't support the previous version of procedural fairings as in it won't automatically decouple fairing after specific dynamic pressure threshold. Mechjeb(ascent guidance) works with procedural fairings tho if I recall correctly.

btw someone asked me whether there is shiny fairing I think I could link him here!

Edited by ssd21345
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  On 5/3/2019 at 4:50 AM, ssd21345 said:

Gravity turn won't support the previous version of procedural fairings as in it won't automatically decouple fairing after specific dynamic pressure threshold. Mechjeb(ascent guidance) works with procedural fairings tho if I recall correctly.

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There is a specific PF decoupler module that a mod must look for in order to implement that: ProceduralFairingDecoupler. MJ has implemented the proper code to check for that module but GT is missing that.

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For some strange reason, I can't get PF to properly decouple (nor can I get other fairings to do so, but Squad's own work fine).  They worked before I installed (and subsequently removed) Visual Enhancements, which is the only change I've made.

When I trigger the decoupling, the fairings don't move, but if I go into time warp, they drift through each other, and then when the warp ends, snap back to their original place and destroy the craft.

Any ideas on what could have borked?

Edited by AdmiralSirJohn
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  • 1 month later...

The ribbed and truss adapters are borked. Initially the decoupler node and the side nodes are okay, but after attaching and detaching stuff, the nodes moved.

Most likely after resizing the trusses.

Edited by Gordon Dry
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  • 2 weeks later...

I'm really starting to like this mod now that I understand how to shape the cones myself for some precision. There are just some quality of life improvements that could be made. I like to build my fairing and then do final adjustments on my payload. Currently I have to either remove the bottom of the rocket (from the fairing base) or the fairings themselves and it feels messy. How easy is it to add the ability to open the fairing whilst in the VAB and/or to make it transparent? This functionality is provided by Simple Adjustable Fairings and I feel like it could work well here. Overall: great mod now that I know how to use it! 

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  On 7/2/2019 at 10:43 PM, Gordon Dry said:

The ribbed and truss adapters are borked. Initially the decoupler node and the side nodes are okay, but after attaching and detaching stuff, the nodes moved.

Most likely after resizing the trusses.

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Can confirm there is some sort of problem with the attachment nodes on the new truss adapters.

After switching variants the node for fairing on one side will move to the other side and overlap with the other node.

IAJYgbB.jpg

5W0aIym.jpg

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  • 2 weeks later...

I updated my patch file. Its use case is any of those combined with any of those:

  • ProceduralFairings
  • ProceduralFairings-ForEverything
  • Bluedog_DB + Jso_Bdb_PF
  • 000_TexturesUnlimited
  • BasicProceduralTextures
  • WrobzTextures

This is the always updated download link (what's in my game is in that download):
https://www.dropbox.com/s/lnmihjgty9orzjq/ProceduralFairingsRetext.zip?dl=1

Very simple showcase pics:
TwAJq4z.pngBfLksns.png
The third from the right (Vulcan mesh, Titan texture) is transparent from inside. But it should does not matter. And I did not make it like that :sticktongue:

Edited by Gordon Dry
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  • 1 month later...
  On 9/1/2019 at 7:11 PM, dlrk said:

What's the distinction between ejection power and ejection torque?

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exactly what you probably suspect. I just did a quick test since I've only suspected myself - 0 torque 1 power and the fairing shot straight sideways from the payload. 1 torque 0 power and the fairing flipped right over from the top, even clipping through the payload in the process. So, power is how far away you want it to be pushed and torque is how much you want the top to peel away as it does so

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I added this with CKAN and I cannot get the fairings to work for the love of me.

The blue lines show but no fairings will show up.

Protected parts also stays at 0 even after maxing out all the sizes with a single capsule in it.

 

Anyone any ideas ?

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  On 9/11/2019 at 6:22 PM, Conz said:

I added this with CKAN and I cannot get the fairings to work for the love of me.

The blue lines show but no fairings will show up.

Protected parts also stays at 0 even after maxing out all the sizes with a single capsule in it.

 

Anyone any ideas ?

Expand  

It sounds like you added a base but haven't yet added a fairing. There are 2 parts under the payload tab that are the actual fairings: a conic fairing and an ogive fairing. Attach those (with symmetry) to the side nodes on the base and the fairing will generate based on the blue lines.

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  On 9/11/2019 at 9:23 PM, efmd3 said:

It sounds like you added a base but haven't yet added a fairing. There are 2 parts under the payload tab that are the actual fairings: a conic fairing and an ogive fairing. Attach those (with symmetry) to the side nodes on the base and the fairing will generate based on the blue lines.

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That was it .. i had missed that requirement.

Also it seems those fairings don't fit on all the bases but at least I have some shielded cargo now :-)

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  • 1 month later...

How can I tweak the config file to prevent parts inside the fairing from heating up? I'm using RSS and would like to use a fairing as a heatshield by tweaking the configs to allow for higher heat, however, after adjusting the heat tolerance the shielded parts still explode inside the fairing. Any way to get around this? I've got a cool Mars lander in mind, and this would be the best way to get it to work.

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Actually what seems to be happening is that rover wheels and landing gear are overheating whereas everything else is fine. Using the debug menu I was able to see this. Is there anything that can be done about it? The fairing base indicates that the parts are shielded but they are generating drag and overheating on re-entry. All the other parts are fine.

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  On 10/24/2019 at 5:59 PM, linuxgurugamer said:
  • First, asking for updates is against forum rules.
  • Second, the mod hasn't been updated for 1.8 yet.
  • Third, the reason is a bug in KSP which causes the issue you see.

Best to wait for 1.8.1

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Sorry for asking. Recently started playing KSP again. Didn't know the rule about asking for updates. Sorry.

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Hey, running KSP 1.6.1 with RSS RO and most of the usual recommended mods, CKAN installed with all the procedural part stuff.

 

I've noticed something. Not sure if it's a bug, or intentional or what, but when I place mass (a 300 ton tank) onto a fairing base's top node, my Delta V barely changes, (I think I was around 18,000 and it may have moved to 17,970), but when I put the same mass onto the rocket without the fairing base (i.e mass making direct contact), the mass takes effect and my DV drops (as it should) down to around 10k.

This was super confusing for me until I figured out what was going on. Creating a super heavy lifter with a temporary 300t lead ballast tank to test stuff out, got the correct dv for LEO, took the ballast off, made everything shiny, fairing's on, 300t payload on, and dv was showing 18k (in mechjeb)- the 300 ton payload not affecting the outputted DV with a fairing base in the way??/

 

Edit: Seems to register the mass when the fairing base is attached to the payload, as opposed to attaching the payload to the fairing base

Edited by Pronoes
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  • 2 weeks later...

Barring end user issues (highly possible), Proc Fairings doesn't appear to be working in 1.8  The texture for the blue guidelines is broken and the scaling isn't working.

 

Edit: I'm reliably informed that this path has changed in the update: https://github.com/KSP-RO/ProceduralFairings/blob/master/Source/ProceduralFairings/FairingBase.cs#L370`

Edited by Friznit
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