Arrowmaster Posted April 6, 2014 Share Posted April 6, 2014 Could the buttons on the tweakable sliders from ProcedualParts be added to the tweakables for ProcedualFairings? It would make them a lot easier to use.Would it maybe be possible to add a tweakable to toggle the fairing base to act as a decoupler? That might require some plug-in work.If you add a decoupler to the fairing bases (with a ModuleManager config for example), you can use the TweakableEverything mod to toggle them on and off. Link to comment Share on other sites More sharing options...
e-dog Posted April 6, 2014 Author Share Posted April 6, 2014 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/LNxaDkLThat's from FAR plugin, not PF. Link to comment Share on other sites More sharing options...
AndreyATGB Posted April 6, 2014 Share Posted April 6, 2014 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/LNxaDkLIt's FAR. If it's shielded (inside a fairing) then the part's drag is ignored. The CoL, CoM and Cod are also from FAR, though it's supposed to be a debug feature that ferram forgot to disable for the official version. Link to comment Share on other sites More sharing options...
drtedastro Posted April 6, 2014 Share Posted April 6, 2014 Hello e-dog.Just wanted to ask if there ever might be a chance for the ability to select various textures from in the VAB, like ST-SRB?many thanks. Link to comment Share on other sites More sharing options...
Starstrider42 Posted April 6, 2014 Share Posted April 6, 2014 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/LNxaDkLThe Cl, Cm, Cd display is actually a problem with FAR. It's supposed to be fixed in the next version.I actually liked isShielded (it reassures you that your fairings are working as advertised), but otherwise I agree with you. Link to comment Share on other sites More sharing options...
e-dog Posted April 6, 2014 Author Share Posted April 6, 2014 Hello e-dog.Just wanted to ask if there ever might be a chance for the ability to select various textures from in the VAB, like ST-SRB?many thanks.Yes, I'm going to add side fairings with ST textures eventually. Link to comment Share on other sites More sharing options...
drtedastro Posted April 6, 2014 Share Posted April 6, 2014 excellent, many thanks for that and for your mod....great stuff. Link to comment Share on other sites More sharing options...
Rabble Posted April 6, 2014 Share Posted April 6, 2014 Thanks for the quick response and answers, e-dog and AndreyATGB and starstrider42. Link to comment Share on other sites More sharing options...
Rofl47 Posted April 7, 2014 Share Posted April 7, 2014 I love this mod, but is it compatible for .23.5, as it is for .23.0? Link to comment Share on other sites More sharing options...
FenrirWolf Posted April 8, 2014 Share Posted April 8, 2014 Yes, it is. Link to comment Share on other sites More sharing options...
K3-Chris Posted April 8, 2014 Share Posted April 8, 2014 (edited) Does the interstage fairing adapter's node change properly to work with the new node system? As far as I can tell only the whole numbers stock parts use have proper strong connections, ideally the interstage adapter should "snap" to 0 (0.65m), 1 (1.25m), 2 (2.5m), 3 (3.75m) node sizes top and bottom when resized. Edited April 8, 2014 by K3|Chris Link to comment Share on other sites More sharing options...
Castun Posted April 8, 2014 Share Posted April 8, 2014 Found a neat use for the interstage fairing adapter.Javascript is disabled. View full album Link to comment Share on other sites More sharing options...
OtherBarry Posted April 9, 2014 Share Posted April 9, 2014 Would it be possible to use the new 'show flag' tweakable to put flags/logos on fairings without having to make a custom texture? Link to comment Share on other sites More sharing options...
OtherBarry Posted April 9, 2014 Share Posted April 9, 2014 Could the buttons on the tweakable sliders from ProcedualParts be added to the tweakables for ProcedualFairings? It would make them a lot easier to use.That is a very good idea. I'll chat to swamp_ig and try to make one this afternoon. Link to comment Share on other sites More sharing options...
K3-Chris Posted April 9, 2014 Share Posted April 9, 2014 (edited) 2.4.4 still doesn't work properly with .23.5, node sizes aren't defined and the procedural interstage adapter uses node sizes that the game doesn't support, needs to be fixed.The MM patch fixes it but the download should have those fixes in it, hasn't the author tested it? rockets fold in half using pFairings in .23.5 without the MM tweak, 0.65m node strength isn't enough for larger rockets. Edited April 9, 2014 by K3|Chris Link to comment Share on other sites More sharing options...
NathanKell Posted April 9, 2014 Share Posted April 9, 2014 uses node sizes that the game doesn't supportHuh? The game supports *any* unsigned integer node size, AFAIK.There may not be extra stiffening beyond size 3, but they're sure *supported*.... Link to comment Share on other sites More sharing options...
ferram4 Posted April 9, 2014 Share Posted April 9, 2014 Actually, a quick test on my end (for future KJR stuff) indicates that larger node sizes do make the connections stiffer, so there is a good reason to use them. Angular stiffness of the joints seems to scale linearly with the node size applied. Link to comment Share on other sites More sharing options...
O Nerd Posted April 10, 2014 Share Posted April 10, 2014 Well, someone told me to get here for some help.Using Realism OverhaulCrafted by Mod BundlerLots of RAMProcedural Interstage Fairing only stretches it's height.Tried reinstalling. Nothing yet. Link to comment Share on other sites More sharing options...
madmat Posted April 10, 2014 Share Posted April 10, 2014 I'm sure this will make me look even moar useless than I am, but I've unzipped this mod into my Gamedata folder and nothings showing up in the VAB or SPH. Tried to reinstall but still no good. Using the latest version of KSP and this mod. What am I doing wrong guys? Link to comment Share on other sites More sharing options...
softweir Posted April 10, 2014 Share Posted April 10, 2014 Well, someone told me to get here for some help.Using Realism OverhaulCrafted by Mod BundlerLots of RAMProcedural Interstage Fairing only stretches it's height.Tried reinstalling. Nothing yet.It's slightly counter-intuitive, but you need to move the mouse vertically to stretch the interstage fairing base horizontally. Try that. Also make sure that at all time the mouse pointer is pointing at a solid part of the base - if it ever points through the collision mesh to another part then the stretch will fail until the pointer moves back over a solid part of the base.Good luck!I'm sure this will make me look even moar useless than I am, but I've unzipped this mod into my Gamedata folder and nothings showing up in the VAB or SPH. Tried to reinstall but still no good. Using the latest version of KSP and this mod. What am I doing wrong guys?Are you playing sandbox or career mode?If career mode, have you unlocked enough research nodes? If you have most of them, have you gone back to the research tree, checked all the nodes and "bought" the new parts - the game demands that you do this manually for every part you add via a mod, even if you have already unlocked the relevant modes.Alternatively you may have unzipped the wrong sub-folder of the zip into GameData. In GameData you ought to have a folder called "Keramzit". If you have a folder "GameData" inside GameData then you need to drag the files inside the inner GameData out, then delete the inner GameData. Link to comment Share on other sites More sharing options...
madmat Posted April 11, 2014 Share Posted April 11, 2014 Thanks mate, needed to delete the inner gamedata folder. Love the parts BTW. Link to comment Share on other sites More sharing options...
O Nerd Posted April 13, 2014 Share Posted April 13, 2014 Well, different directions stretching didn't work.Maybe it's because i'm using 0.23.5? Link to comment Share on other sites More sharing options...
FenrirWolf Posted April 13, 2014 Share Posted April 13, 2014 I don't think I understand how the interstage adapter works. I'm trying to use it to create a wider engine fairing for the LV-N. The adapter shows up as a decoupler in the staging view, but when I activate it via staging it doesn't come apart. Here's a pic of the setup I'm going for, with 2 of the fairings removed for examination's sake: Link to comment Share on other sites More sharing options...
Sean Mirrsen Posted April 13, 2014 Share Posted April 13, 2014 (edited) Well, different directions stretching didn't work.Maybe it's because i'm using 0.23.5?Using 23.5 here, interstage adapter works correctly. Do note that there are different keys that need to be held down for different changes. And there are 3 different "radius" settings.On that note:I don't think I understand how the interstage adapter works. I'm trying to use it to create a wider engine fairing for the LV-N. The adapter shows up as a decoupler in the staging view, but when I activate it via staging it doesn't come apart. Here's a pic of the setup I'm going for, with 2 of the fairings removed for examination's sake:http://i.imgur.com/GP7i1d7.pngNot sure what's wrong. The setup looks fine to me. Maybe it gets stuck in the 2.5m tank's collision box due to the extra height? (I assume it's actually connected to the bottom of the LV-N?)You could try using a proto-interstage with two fairing bases facing each other.Edit2: The interstage is meant to act as a decoupler that conceals something attached to the decoupled stage. With that in mind, perhaps you should turn it upside down and put it above the adapter holding the LV-N, then connect the lower stage to the interstage and leave the LV-N hanging like that? Edited April 13, 2014 by Sean Mirrsen Link to comment Share on other sites More sharing options...
Starstrider42 Posted April 13, 2014 Share Posted April 13, 2014 I don't think I understand how the interstage adapter works. I'm trying to use it to create a wider engine fairing for the LV-N. The adapter shows up as a decoupler in the staging view, but when I activate it via staging it doesn't come apart. Here's a pic of the setup I'm going for, with 2 of the fairings removed for examination's sake:http://i.imgur.com/GP7i1d7.pngNo idea. I've used almost that exact setup before, with no problems. Though my fairing top height tends to be a bit wider than yours, so you might look into the clipping theory. Link to comment Share on other sites More sharing options...
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