Stone Blue Posted January 23, 2020 Share Posted January 23, 2020 (edited) I'm hoping someone who *knows* the coding of this mod, can help answer a question for me. (Most likely, I may have moar , too ) I'm having trouble with an odd sized model that I am trying to resize to a a standard KSP size, as a PF base. The part is using the same model, thats used for a *non-*ProceduralFairings base. THAT part, I can get to rescale correctly by using the normal scaling keys in the cfg. However, something in the PF modules must be overriding that. The only thing I can see that *might* do that, is this: name = ProceduralFairingBase baseSize = 1.15 or this: name = KzFairingBaseResizer size = 1.25 My issue, is that even with commenting both those keys out, my part is *still* getting rescaled (with both scale = and rescaleFactor = both not defined (default 1.0 & 1.25, resp.) *Incidentally*, tho, the part *is* ending up being scaled at 1.15, which I see is the same as baseSize = ... What is the default for that key, *if not defined*?... it wouldnt happen to be 1.15, would it? And since I'm asking, whats the default for size = , if not defined? EDIT: so, yeah... looks like something in a PF module completely over-rides rescaleFactor next up, seeing if it also over-rides mesh rescaling vOv Edited January 23, 2020 by Stone Blue Quote Link to comment Share on other sites More sharing options...
FabioofSpace Posted January 31, 2020 Share Posted January 31, 2020 Hello! I was wondering if this was normal? [ERR 22:32:48.242] Module ProceduralFairingBase threw during OnStart: System.ArgumentNullException: Value cannot be null. Parameter name: shader at (wrapper managed-to-native) UnityEngine.Material.CreateWithShader(UnityEngine.Material,UnityEngine.Shader) at UnityEngine.Material..ctor (UnityEngine.Shader shader) [0x00007] in <5aeafee3fea24f37abd1315553f2cfa6>:0 at Keramzit.ProceduralFairingBase.makeLineRenderer (System.String gameObjectName, UnityEngine.Color color, System.Single wd) [0x00053] in <c75827b13eab4b98a6e5bc9c9789e788>:0 at Keramzit.ProceduralFairingBase.OnStart (PartModule+StartState state) [0x0008e] in <c75827b13eab4b98a6e5bc9c9789e788>:0 at Part.ModulesOnStart () [0x00120] in <9d71e4043e394d78a6cf9193ad011698>:0 Quote Link to comment Share on other sites More sharing options...
emirkustirika Posted February 5, 2020 Share Posted February 5, 2020 yes i love this mod. and I have been using this mode for a very long time. but there are some problems. I would be very happy if someone could fix it. yes i love this mod. and I have been using this mode for a very long time. but there are some problems. I would be very happy if someone could fix it. Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted February 6, 2020 Share Posted February 6, 2020 (edited) On 1/31/2020 at 9:22 AM, FabioofSpace said: Hello! I was wondering if this was normal? no, thats not normal... But I was recently modding on some custom fairings for PF, and had that same exact issue... even had that same pink square. Cant remember exactly what it was, or how I fixed it... I was changing lots of stuff, moving/deleting files, & other *stuff* was going on. Pretty sure tho, it was just a matter of deleting and reinstalling PF... There are several forks out there, none seemingly officially updated for 1.8.1. IIRC, I think i had your issue when I was using Kerbas-ad-astra's fork.. but dont hold me to that.Try this one... its the one I have working in my 1.8.1 dev install:https://github.com/KSP-RO/ProceduralFairings/releases EDIT: Friznit reminded me... yeah, I'm actually using the dev version from the 1.8 branch... my bad Edited February 6, 2020 by Stone Blue Quote Link to comment Share on other sites More sharing options...
Friznit Posted February 6, 2020 Share Posted February 6, 2020 Details are in the ticket I raised on Github in November. It's fixed in the dev branch. Quote Link to comment Share on other sites More sharing options...
BR202A Posted February 11, 2020 Share Posted February 11, 2020 best thing EVER!!! Quote Link to comment Share on other sites More sharing options...
siimav Posted February 14, 2020 Share Posted February 14, 2020 Procedural Fairings v1.8.1 for KSP 1.8.x and 1.9.x Recompile for KSP 1.8.x and 1.9.x Fix texture paths for a couple of parts Quote Link to comment Share on other sites More sharing options...
emirkustirika Posted February 24, 2020 Share Posted February 24, 2020 yes it works beautifully. thank you so much On 2/14/2020 at 3:21 PM, siimav said: Procedural Fairings v1.8.1 for KSP 1.8.x and 1.9.x Recompile for KSP 1.8.x and 1.9.x Fix texture paths for a couple of parts Quote Link to comment Share on other sites More sharing options...
bigyihsuan Posted April 3, 2020 Share Posted April 3, 2020 (edited) So lately I've been having issues with the fairing taking too much aero stress (I'm guessing) and separating from the fairing base. Even when putting lots of struts onto the fairing to secure it, and rigid attachment, and autostruts, they still fall off when the stresses are too high. It's often the trailing fairing that comes off during the gravity turn, which doesn't make much sense. The stock fairings do not do this. The first image is a 5m payload fairing base, with the stock PF conic fairings with a little bit of extra radius. The second image is a 3.75m payload adapter, with the stock PF conic fairings. Edited April 3, 2020 by bigyihsuan Quote Link to comment Share on other sites More sharing options...
etheoma Posted April 4, 2020 Share Posted April 4, 2020 (edited) Is there a mod for being able to disable the decouplers? As I am making a kinda Super Heavy / Starship and I want a skirt for the upper and lower stage, and I am going to attach the engines to those parts so having a decoupler would unnecessarily risky. In 1.6.3 I used to have the ablity to remove the decouplers, but I can't do it now... Also used to be able to turn off RCS staging. Edit: d.w. I remembered I hadn't enabled Advanced Tweakables. Edited April 5, 2020 by etheoma Quote Link to comment Share on other sites More sharing options...
Kilo60 Posted April 13, 2020 Share Posted April 13, 2020 Dumb Question? How do I get the actual fairing to show? All I have is the blue lined struts that show and when I launch they still show with no actual fairing? Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted April 13, 2020 Share Posted April 13, 2020 1 minute ago, Kilo60 said: How do I get the actual fairing to show? The fairings themselves are separate parts, one for cone shaped and one for egg shaped. Quote Link to comment Share on other sites More sharing options...
Kilo60 Posted April 13, 2020 Share Posted April 13, 2020 1 minute ago, OrbitalManeuvers said: The fairings themselves are separate parts, one for cone shaped and one for egg shaped. OK Trying to use on previously saved rocket. Using the fairing base the outline is in blue but can't get the fairing to show even when on launchpad... Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted April 13, 2020 Share Posted April 13, 2020 Just now, Kilo60 said: Using the fairing base the outline is in blue If you see the blue outlines in the VAB, then you haven't attached the fairing parts yet ... the fairings themselves will show in the VAB. Quote Link to comment Share on other sites More sharing options...
Brigadier Posted April 13, 2020 Share Posted April 13, 2020 30 minutes ago, Kilo60 said: OK Trying to use on previously saved rocket. Using the fairing base the outline is in blue but can't get the fairing to show even when on launchpad... Just to amplify @OrbitalManeuverscomment...the fairings themselves are separate parts and need to be added after you place the fairing base. Quote Link to comment Share on other sites More sharing options...
Kilo60 Posted April 13, 2020 Share Posted April 13, 2020 15 minutes ago, Brigadier said: Just to amplify @OrbitalManeuverscomment...the fairings themselves are separate parts and need to be added after you place the fairing base. OK Coming back after a long break... So you can't click and drag to build the fairings anymore? Quote Link to comment Share on other sites More sharing options...
Li0n Posted April 13, 2020 Share Posted April 13, 2020 1 hour ago, Kilo60 said: So you can't click and drag to build the fairings anymore? That's the stock fairings. With PF you can tweak the shape via a slider in the part right click menu (don't sure if it's a right click on the base or the fairings tho.) Quote Link to comment Share on other sites More sharing options...
Kilo60 Posted April 13, 2020 Share Posted April 13, 2020 3 hours ago, Li0n said: That's the stock fairings. With PF you can tweak the shape via a slider in the part right click menu (don't sure if it's a right click on the base or the fairings tho.) Got it! Thanks! Quote Link to comment Share on other sites More sharing options...
HebaruSan Posted May 10, 2020 Share Posted May 10, 2020 The metanetkan needs an update for the new release, submitted here: https://github.com/KSP-RO/ProceduralFairings/pull/14 Quote Link to comment Share on other sites More sharing options...
skzbr Posted June 13, 2020 Share Posted June 13, 2020 When i use the decoupler fairing, it stays stucked on the vessel. Someone with the same problem? The fairing goes off but the decoupler of the fairing stays stucked Quote Link to comment Share on other sites More sharing options...
skzbr Posted July 8, 2020 Share Posted July 8, 2020 Now my original STOCK fairings are unable to construct. Anyone with this issue? Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted July 8, 2020 Share Posted July 8, 2020 (edited) @skzbr I assume KSP v1.10.0? There were major fairing changes made in 1.10.0, that broke every mod dealing with fairings, but will be *fixed* hopefully in 1.10.1... You may have to sit in 1.9.1 till then Edited July 8, 2020 by Stone Blue Quote Link to comment Share on other sites More sharing options...
skzbr Posted July 8, 2020 Share Posted July 8, 2020 (edited) 1 minute ago, Stone Blue said: @skzbr I assume KSP v1.10.0? There were major fairing changes made in 1.10.0, that broke every mod dealing with fairings, but will be *fixed* hopefully in 1.10.1... You may have to sit in 1.9.1 till then Yes, KSP 1.10.0 Thank you! But the problem is that even unninstaling procedural fairing, keeps the same error Edited July 8, 2020 by skzbr Quote Link to comment Share on other sites More sharing options...
Cucco-Master Posted July 8, 2020 Share Posted July 8, 2020 Restock also breaks the stock fairings in 1.10.0. Apparently there is also an issue that can't be fixed by mods and would require a stock fix in 1.10.1. Quote Link to comment Share on other sites More sharing options...
Cookie0815 Posted July 8, 2020 Share Posted July 8, 2020 (edited) 5 hours ago, skzbr said: Now my original STOCK fairings are unable to construct. Anyone with this issue? I'm experiencing the same error (unable to build or do anything other than placing the stock fairings) - here's an excerpt from the KSP.log-File [LOG 23:06:56.421] fairingSize4 added to ship - part count: 6 [ERR 23:06:56.465] Exception handling event onEditorPartEvent in class ModuleProceduralFairing:System.Exception: FSM Error: Cannot switch states before starting. Please call StartFSM() before running the FSM. at KerbalFSM.RunEvent (KFSMEvent evt) [0x0001b] in <c168e21ec56346b082f89043e76162e1>:0 at ModuleProceduralFairing.onEditorPartEvent (ConstructionEventType evt, Part p) [0x00061] in <c168e21ec56346b082f89043e76162e1>:0 at EventData`2[T,U].Fire (T data0, U data1) [0x000b0] in <c168e21ec56346b082f89043e76162e1>:0 [EXC 23:06:56.467] Exception: FSM Error: Cannot switch states before starting. Please call StartFSM() before running the FSM. KerbalFSM.RunEvent (KFSMEvent evt) (at <c168e21ec56346b082f89043e76162e1>:0) ModuleProceduralFairing.onEditorPartEvent (ConstructionEventType evt, Part p) (at <c168e21ec56346b082f89043e76162e1>:0) EventData`2[T,U].Fire (T data0, U data1) (at <c168e21ec56346b082f89043e76162e1>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) EventData`2:Fire(ConstructionEventType, Part) EditorLogic:<SetupFSM>b__195_29() KerbalFSM:RunEvent(KFSMEvent) KerbalFSM:updateFSM(KFSMUpdateMode) KerbalFSM:UpdateFSM() EditorLogic:Update() Added this already into KSP bugtracker (->Bug #25673). #Postedit: Whitelisting the stock fairings from ReStock actually helps ->klick (KSP-Forum)<- Edited July 8, 2020 by Cookie0815 soluting for mod-related bug found Quote Link to comment Share on other sites More sharing options...
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