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[1.2] Procedural Fairings 3.20 (November 8)


e-dog

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Is this working with 23.5?

Update coming? Already out? The front page doesn't say 23.5

ps: Awesome mod. These are the fairings the game needs. There's a fairing for every job. Making them out of metal panels isn't nearly as cool.

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Hello all, I am having a hard time with this particular mod today. Before the updates (the game, then the mods) I was able to use procedural fairing easily it always automatically adjusted for the height of this stack and then I would strap it with struts and away I would go. Well today after spending a whole day working on the mods, and setting up modulemanager files for a bunch of stuff, I had previously fixed in the original files, which was before I knew about module manager and exactly what it did, I finally got to sit down and play with the game, on my fresh and new campaign mode, that I hope will not have to be restarted yet again when the next update hits. ANYWAYS... I use three monitors so I had to shrink this down a bit to be able to be seen, but the faring guides are ending at the top of the second satellite. I can manually make the faring wider at the bottom and it will eventually go up over the top of the stack but then the rocket literally looks like a mushroom. Before I had used the inter stage faring adapter between each of the sats, but I thought that that would put a struts at that location and act as a decoupler but I think I was mistaken, so I have removed those in hopes of fixing the problem but to no avail. Does anyone know what the cause of it would be? I saw that the update notes said that it wasn't tracking to the parent parts I don't know if that is the problem, I doubt it because others would be complaining. So I have either done something wrong or there is a mod that is messing with PF but I don't know which one it would be, I know a lot of people use it with a ton of other mods so..... please help, and thanks for the help that is incomming!

http://i.imgur.com/Pdm4D2g.jpg?2

Does anyone know why the base is not auto shaping for the load anymore? The fairings work insofar as I can manually push the radius and such but I for the life of me cannot get it to create the correctly shaped fairing anymore.

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The only thing I need now is the normal fairing bases should be procedural too. Then I'm a happy puppy playing Real Solar System. It's really irritating having to make new .cfg's ever time I need an oddly sized fairing base.

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Ever since downloading the latest update to this mod and the Arm update I can't change the size of the interstage adapters. Holding N and moving the mouse no longer works. I tried re-downloadng but the problem persists. Anyone have a fix?

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There are definitely some bugs when using this with 23.5

As stated before the base fairing is not always auto-shaping the fairing shield size. This seems to happen most often when the engine is smaller than the the diameter of the module it is connected to.

On some occasions the Fairing fuse together and lose their context menu option to decouple.

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If you have problems with fairings not detecting the payload properly, please post the .craft file. Please make it use as few mods as possible, that'll save me a lot of time.

For RSS, look in the common.cfg for maximum radius for each tech. Although tweakables aren't very good with a big radius range.

I'm going to add resizeable bases in the next update, but I might do a minor update before that to fix the bugs and 0.23.5 compatibility issues.

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There are definitely some bugs when using this with 23.5

As stated before the base fairing is not always auto-shaping the fairing shield size. This seems to happen most often when the engine is smaller than the the diameter of the module it is connected to.

On some occasions the Fairing fuse together and lose their context menu option to decouple.

Are you sure you didn't accidentally use the fuselage piece instead of the fairing?

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e-dog, thanks for awesome mod! Using it since 0.21.

Please change central attachment nodes according to sizes (1.25 - size 1, 2.5 - size 2, 3.75 and 5 - size 3) - I mean central nodes, not side nodes. This will allow it to benefit from new stiff joints introduced in 0.23.5.

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e-dog, thanks for awesome mod! Using it since 0.21.

Please change central attachment nodes according to sizes (1.25 - size 1, 2.5 - size 2, 3.75 and 5 - size 3) - I mean central nodes, not side nodes. This will allow it to benefit from new stiff joints introduced in 0.23.5.

Yeah, I noticed that, but there are other issues too, and I'd rather fix them before releasing an update. That is, if people who have them will post .craft files.

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@e-dog: I'm not getting any issues with large/weird payloads:

zNYDw2P.png

7NtITTn.png

However, there is another issue when you make the top part of the interstage smaller than the base(as most designs will have) and the game starts lagging EXTREMELY badly, as in it freezes for a minute and then goes on, it freezes again, continues for a frame, freezes etc. This also includes making the base bigger than the top radius. Extending the top radius bigger than the base works perfectly fine. I encountered this while using procedural parts, as well as stock parts. Nothing was attached to the interstage's nodes in my further tests(no image).

R1xVpsQ.png

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However, there is another issue when you make the top part of the interstage smaller than the base(as most designs will have) and the game starts lagging EXTREMELY badly, as in it freezes for a minute and then goes on, it freezes again, continues for a frame, freezes etc. This also includes making the base bigger than the top radius. Extending the top radius bigger than the base works perfectly fine. I encountered this while using procedural parts, as well as stock parts. Nothing was attached to the interstage's nodes in my further tests(no image).

Are there any error messages in debug log (Alt-F2)?

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This is all I'm getting:

http://i.imgur.com/Q59pjPm.png

p.s. Just in case, I was using the old keyboard controls to resize. I just tested using tweakables and it still happens.

I can't reproduce it. No matter what I do there's no slowdown.

There are six screenshot messages in the log. Did you really take those screenshots? If not, taking them could cause the slowdown.

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It logs two 'SCREENSHOT!' entries per screenshot, but they happened after the slowdown. I'll reinstall and see if one of the mods I previously had installed isn't causing the problem(they're removed now though).

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e-dog,

I've noticed a limit on the max diameter of the interstage adapter and the hollow interstage adapter, it seems around 10m. Can this limit be removed? I like to think big and I'm not building standard rockets per sé. At the moment I'm examining a way to build a 1:2 Constitution Refit, the original has a 142m saucer. I can create decks that size easily with Procedural Parts but they aren't hollow so movement between decks is out of the question.

Then there is the problem of the fairings which don't seem to have a collision mesh. Is there an option so I can build a real hull which prevents parts and kerbals floating through and with the option to attach stuff? Otherwise, can this option be added in the future? The power of this mod exceeds far beyond rocket fairings. Here's an album to show what I mean (old version, I've learned a lot since then)

https://imgur.com/a/AZ4sL

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I've noticed a limit on the max diameter of the interstage adapter and the hollow interstage adapter, it seems around 10m. Can this limit be removed? I like to think big and I'm not building standard rockets per sé. At the moment I'm examining a way to build a 1:2 Constitution Refit, the original has a 142m saucer. I can create decks that size easily with Procedural Parts but they aren't hollow so movement between decks is out of the question.

You can change the maximum in common.cfg

As for collision, physics aren't good with non-convex shapes, so now it's a compromise between "accurate" collision (with bugs, likely) and fast but inaccurate one which is good enough for fairings.

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It logs two 'SCREENSHOT!' entries per screenshot, but they happened after the slowdown. I'll reinstall and see if one of the mods I previously had installed isn't causing the problem(they're removed now though).

Actually, get him the log information he asked for. No sense in reporting bugs and then not following the request for more information.

Better than alt-F2, when it 'slows down' exit the game immediately.

Go to the KSP_Data folder (in your main KSP_Win folder or whatever you call it if you renamed it)

Find the output_log.txt file and put it somewhere it can be downloaded, dropbox is a good choice. Get a dropbox account if you need one

provide the link in this thread so that e-dog or any other knowledgeable member can help you.

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Actually, get him the log information he asked for. No sense in reporting bugs and then not following the request for more information.

Better than alt-F2, when it 'slows down' exit the game immediately.

Go to the KSP_Data folder (in your main KSP_Win folder or whatever you call it if you renamed it)

Find the output_log.txt file and put it somewhere it can be downloaded, dropbox is a good choice. Get a dropbox account if you need one

provide the link in this thread so that e-dog or any other knowledgeable member can help you.

It was a problem with my install. Not the mod. He asked for the ALT-F2 log, so I gave him that.

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Anyone have any idea what is causing values/formulas to show up in the part menu? I'm posting here because it started with the "isShielded: True/False" which I think has to do with procedural fairings. I've had this little bug around for awhile now but have ignored because it wasn't that annoying. It now as CoL, CoM, Cod for every part and pushes the Gui buttons off-screen.

Thanks!

Pic http://imgur.com/LNxaDkL

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