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[1.8+] Procedural Fairings


pap1723

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19 hours ago, bigyihsuan said:

Are you using the fairing shell part and not the interstage shell part? The interstage shells aren't stageable and stay on the fairing base. Fairings should release when staged.

Screenshots are appreciated.

Yes, I think that's the problem. when I try to search for interstage shell parts nothing appears, only the fairings parts appear. 

What i'm trying to do is something like this, but the top of the fairing stays attached to the upper stage of the rocket and won't let the stages separate. The only way I have found is to increase the width of the fairing, but it is unsightly.

https://imgur.com/a/DWZRbJM

sqx5Gae.png

Edited by Adrianstu98
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On 8/29/2023 at 5:24 AM, Adrianstu98 said:

Yes, I think that's the problem. when I try to search for interstage shell parts nothing appears, only the fairings parts appear. 

What i'm trying to do is something like this, but the top of the fairing stays attached to the upper stage of the rocket and won't let the stages separate. The only way I have found is to increase the width of the fairing, but it is unsightly.

https://imgur.com/a/DWZRbJM

0FbKr9E.png

Ah, I see the issue.

Your interstage is successfully separating, but since it's 1 piece, it gets stuck inside the upper stage. Use at least 2 pieces so it clamshell deploys when staged.

You will also need to increase the top diameter to match the upper stage diameter. It's a bit fiddly, so use the number input for fine adjustments.

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2 hours ago, bigyihsuan said:

Ah, I see the issue.

Your interstage is successfully separating, but since it's 1 piece, it gets stuck inside the upper stage. Use at least 2 pieces so it clamshell deploys when staged.

You will also need to increase the top diameter to match the upper stage diameter. It's a bit fiddly, so use the number input for fine adjustments.

Thanks for the help!

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  • 3 weeks later...

I am having a problem with the fairing base not decoupling, even though I have it enabled and am using one of the floating nodes:

YxGaj6E.jpeg

When I stage it some visual effects appear, but the fairing base stays intact:

ZKV9O61.jpeg

n99u2Zu.jpeg

Am I using it wrong? Doesn't change whether actual fairings are present or not

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4 hours ago, salesv said:

I am having a problem with the fairing base not decoupling, even though I have it enabled and am using one of the floating nodes:

When I stage it some visual effects appear, but the fairing base stays intact:

Am I using it wrong? Doesn't change whether actual fairings are present or not

You have it upside down: the small part is where the payload is, and the large part is where you attach the rest of the rocket.

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15 hours ago, bigyihsuan said:

You have it upside down: the small part is where the payload is, and the large part is where you attach the rest of the rocket.

Yes, that was intended, my idea was to show that the fairing base doesn't decouple from the payload by attaching it like that and making it go with the craft. My expected result would be the base falling down after decoupling.

Does this mean we can't make procedural fairing's base separate from payload like stock fairings do with decouplers?

Edited by salesv
Adding more info
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  • 3 months later...

Doesn't work in 1.12.5. I can’t assign the fairing jettison through the action group, there is no way to reset it, either manually or automatically, for example through the Gravity Turn mod. Is this mod no longer supported?

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8 hours ago, BlindSniper0393 said:

There is a problem that the fairings are very fragile. It always breaks off when my rocket reaches a certain speed for gravity turning, and I still haven't found a way  to reinforce it, even the KJR .  So are there any ways to solve this ?

In case you are using KJR Next -> be aware of the new settings that you can select (see description on first page).

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  • 3 months later...
36 minutes ago, mnbvcxz said:

My fairing is split in half after 250m/s and it's like blooming, is there any cheat to turn this off?

read the message before.

activate the "Advanced Twekables" in the Settings.

Now you can set the "Rigid attachment" to "on" and the "Autostrut" to "Haviest Part" or "Root Part" to strengthen the durability of each part (in the Contextmenu of each part).

Edited by hraban
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I've been trying to use a set of payload fairings which have a diameter of 10 meters. No matter what I do they just keep falling off. I have KJR and I have autostrut and rigid attachment enabled. After spending a few days on this rocket design I do not want to have to not use it just because of problems with its fairing

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  • 1 month later...
Posted (edited)
On 4/21/2024 at 6:34 AM, Justin2112 said:

I've been trying to use a set of payload fairings which have a diameter of 10 meters. No matter what I do they just keep falling off. I have KJR and I have autostrut and rigid attachment enabled. After spending a few days on this rocket design I do not want to have to not use it just because of problems with its fairing

I'm having the same exact problem. But with any fairing at all, one side simply just immediately "fails" on launch and eventually falls off, usually destroying the rocket somewhere during the ascent. Increasing the rigidity of the fairings makes no difference. Auto strut makes no difference, hell ,even manually strutting the fairings makes no difference. This started happening out of nowhere during my career save.

Update: disabling auto strut on the fairing base seems to have fixed it, as per what themaster401 said. Thanks!

On 9/30/2022 at 2:33 AM, themaster401 said:

If anyone is having one of their fairing halves fall off at or slightly after launch, turning off Fairing Auto-struts on the fairing base seems to fix this for me.

 KSP_x64_gCrcT7PgQL.png

Edited by moyashii
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1 hour ago, siimav said:

@moyashiiis that with the PF version that was released a couple of days ago? Or an earlier version?

Probably the version you just mentioned. I remember updating it yesterday or something, and I also remember not having this problem previously, so.. would make the most sense.

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7 hours ago, moyashii said:

I'm having the same exact problem. But with any fairing at all, one side simply just immediately "fails" on launch and eventually falls off, usually destroying the rocket somewhere during the ascent. Increasing the rigidity of the fairings makes no difference. Auto strut makes no difference, hell ,even manually strutting the fairings makes no difference. This started happening out of nowhere during my career save.

Update: disabling auto strut on the fairing base seems to have fixed it, as per what themaster401 said. Thanks!

Removes the KJR mod to narrow down the error. I do not use KJR and PF works as expected.

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  • 2 weeks later...
On 6/8/2024 at 9:57 AM, hraban said:

Removes the KJR mod to narrow down the error. I do not use KJR and PF works as expected.

I can confirm that it is not KJR. I tried removing it today (after the issue started happening in some crafts even while disabling auto-strut) and it still happens.

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On 6/12/2024 at 4:03 PM, siimav said:

Can the weak fairing side connections be replicated with a stock-ish install? So preferably just ProcFairings and possibly KJR installed.

It only seems to happen on fairings of a certain size. I've been testing this every once in a while when I try and get it to work, and I guess at a certain size threshold the joints just break. The weight/structural integrity doesn't seem to matter.

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  • 4 weeks later...

I'm having the same issue in my RO save after updating mods to latest. The fairings keeps disconnecting after taking off for about 40 seconds.

Thanks to @themaster401 , disabling auto-strut seems to have fixed the issue.

Here is my mod list:

Advanced Jet Engine (AdvancedJetEngine v2.20.0)
B9 Aerospace Procedural Wings - Fork (B9-PWings-Fork 3:0.45.1)
B9 Part Switch (B9PartSwitch v2.20.0)
BahamutoD Animation Modules (BDAnimationModules 1:v0.6.7.1)
Breaking Ground (BreakingGround-DLC 1.7.1)
Chinese Mod Patches (ChineseModPatches 0.11.1)
ClickThrough Blocker (ClickThroughBlocker 1:2.1.10.21)
Community Resource Pack (CommunityResourcePack v112.0.1)
Deadly Reentry Continued (DeadlyReentry 1:v.7.9.0)
Environmental Visual Enhancements Redux (EnvironmentalVisualEnhancements 3:1.11.7.2)
FASA (FASA 1:v7.2.7)
Ferram Aerospace Research Continued (FerramAerospaceResearchContinued 3:0.16.1.2)
Hangar Extender (HangerExtenderExtended 3.6.0.2)
Harmony 2 (Harmony2 2.2.1.0)
Kerbal Changelog (KerbalChangelog v1.4.2)
Kerbal Joint Reinforcement Continued (KerbalJointReinforcementContinued v3.7.5.0)
KIU Chinese Common (KIUChinese-Common 1.0.6)
KIU Chinese Human Spaceflight Pack (real scale) (KIUChineseHumanSpaceflightPack-RO 1:1.0.8 Public Beta)
Kopernicus Planetary System Modifier (Kopernicus 2:release-1.12.1-206)
KSC Switcher (KSCSwitcher v2.1.0.0)
KSP Community Fixes (KSPCommunityFixes 1.35.2)
KSP Wheel (KSPWheel 1:0.16.14.33)
KSPBurst (KSPBurst v1.5.5.1)
MechJeb 2 (MechJeb2 2.14.3.0)
ModularFlightIntegrator (ModularFlightIntegrator 1.2.10.0)
Module Manager (ModuleManager 4.2.3)
ModuleDepthMask (DepthMask 1.1.3)
Patch Manager (PatchManager 0.0.17.6)
PlanetShine (PlanetShine 0.2.6.6)
PlanetShine - Default configuration (PlanetShine-Config-Default 0.2.6.6)
Procedural Fairings (ProceduralFairings 1:v6.6.0.0)
Procedural Parts (ProceduralParts v2.5.9.0)
Real Fuels (RealFuels 1:v15.9.0.0)
Real Plume (RealPlume 2:v13.3.2)
Real Solar System (RealSolarSystem v20.1.3.0)
Real Solar System Textures - 4096 x 2048 (RSSTextures4096 v18.6.1)
RealChute for Stock (RealChuteForStock v1.4.9.4)
RealChute Parachute Systems (RealChute v1.4.9.4)
RealHeat (RealHeat v5.1)
Realism Overhaul (RealismOverhaul v17.10.1.0)
ReStock (ReStock 1.4.5)
ReStock+ (ReStockPlus 1.4.5)
RO Capsules (ROCapsules v2.4.1.0)
RO Engines (ROEngines v2.9.0.0)
RO Heatshields (ROHeatshields v1.2.1.0)
RO Library (ROLib v1.9.1.0)
RO Solar (ROSolar v2.1.2.0)
RO Tanks (ROTanks v2.10.0.0)
ROUtils (ROUtils v1.0.1.0)
RSS DateTime Formatter (RSSDateTimeFormatter v1.12.1.0)
RSS Visual Enhancements - Low Resolution (RSSVE-LR 2.1.6)
Scatterer (Scatterer 3:v0.0878)
Scatterer Default Config (Scatterer-config 3:v0.0878)
Scatterer Sunflare (Scatterer-sunflare 3:v0.0878)
Shaddy (Shaddy v2.5)
SmokeScreen - Extended FX Plugin (SmokeScreen 2.8.14.0)
Solver Engines plugin (SolverEngines v3.14.0)
Staged Animation (StagedAnimation v2.0)
TextureReplacer (TextureReplacer v4.5.3)
Textures Unlimited (TexturesUnlimited 1.5.10.25)
Toolbar Controller (ToolbarController 1:0.1.9.11)
TweakScale Redistributable (TweakScale-Redist v2.4.8.3)
Waterfall Core (Waterfall 0.9.0)
 

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3 hours ago, siimav said:

@Xavier513 Do you have a craft file that consistently runs into this issue? Preferably without using parts from those Chinese part packs. If so then please send that to me.

Sure, try this simple craft plz:

KIU-Pack/test-fairing.craft at master · vaporz/KIU-Pack (github.com)

Just load the craft, hit space to stage, then watch the craft dropping on the ground:

with auto-strut on, the fairings will disconnect,

with auto-strut off, the fairings remains connected.

I can reproduce in my save every time.

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1 hour ago, Xavier513 said:

Sure, try this simple craft plz:

KIU-Pack/test-fairing.craft at master · vaporz/KIU-Pack (github.com)

Just load the craft, hit space to stage, then watch the craft dropping on the ground:

with auto-strut on, the fairings will disconnect,

with auto-strut off, the fairings remains connected.

I can reproduce in my save every time.

On my install the fairing sides stay attached even when dropping at absurdly high altitudes. Only way I got them to detach was when decoupling the i-beam while the fairings were attached and even then not on every try.

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