FlexGunship Posted July 29, 2014 Share Posted July 29, 2014 How about this:http://i.imgur.com/QhUc8CO.pngThe adapter is attached to the engine by its topmost (floating) node, and the fairing is extended up to the pod using "extra height".Actually that's great. Does FAR still see that as covered? Are those parts considered to be under the fairing? Link to comment Share on other sites More sharing options...
DBT85 Posted July 29, 2014 Share Posted July 29, 2014 I do love this mod.e-dog, is there a reason you don't have the .version file so that KSP-AVC can keep a track of updates? I've found it very useful with the few mods I use that support it.KSP-AVC thread Link to comment Share on other sites More sharing options...
NathanKell Posted July 29, 2014 Share Posted July 29, 2014 density is what changes side fairing mass.specificMass (a set of coefficients) is what change base/adapter mass. Link to comment Share on other sites More sharing options...
undercoveryankee Posted July 29, 2014 Share Posted July 29, 2014 Actually that's great. Does FAR still see that as covered? Are those parts considered to be under the fairing?Should work. If it doesn't, play with the top radius and height a little until FAR realizes that it's connected to the capsule. I've been able to right-click a fairing in the VAB and see "partsShielded: ##", so I have some idea whether I've got it right (although you probably have to turn it on in the FAR debug menu.) Link to comment Share on other sites More sharing options...
GoldenShadowGS Posted July 30, 2014 Share Posted July 30, 2014 I've been trying to use this mod. It works in sandbox mode, but I can't use the parts in career mode even though I have unlocked the tech tree nodes which hold these parts. The Fairing sides are greyed out in the VAB saying I have to purchase them in the R&D. The fairing bases aren't showing up at all. Link to comment Share on other sites More sharing options...
Ignath Posted July 30, 2014 Share Posted July 30, 2014 I've been trying to use this mod. It works in sandbox mode, but I can't use the parts in career mode even though I have unlocked the tech tree nodes which hold these parts. The Fairing sides are greyed out in the VAB saying I have to purchase them in the R&D. The fairing bases aren't showing up at all.Open back up the Tech Tree in R&D. Are there any Green nodes with numbers in them? If you've added PF to an already started Career with nodes purchased already, you'll have to click on each of the items in the R&D and "enable" them for use in the VAB/SPH Link to comment Share on other sites More sharing options...
Temeter Posted July 30, 2014 Share Posted July 30, 2014 density is what changes side fairing mass.specificMass (a set of coefficients) is what change base/adapter mass.Mind = Blown OoI was absolutely sure that was the first thing i tried, it's so obvious. Maybe i forgot to save or made some mistake when editing.Whatever, thanks for the help. Link to comment Share on other sites More sharing options...
e-dog Posted July 30, 2014 Author Share Posted July 30, 2014 Actually that's great. Does FAR still see that as covered? Are those parts considered to be under the fairing?Yes, FAR uses side fairing models to compute the shielding.e-dog, is there a reason you don't have the .version file so that KSP-AVC can keep a track of updates? I've found it very useful with the few mods I use that support it.KSP-AVC threadI didn't know about that, I'll look into it.I've been trying to use this mod. It works in sandbox mode, but I can't use the parts in career mode even though I have unlocked the tech tree nodes which hold these parts. The Fairing sides are greyed out in the VAB saying I have to purchase them in the R&D. The fairing bases aren't showing up at all.They should be in Flight Control node, with Stayputnik core. "Purchase" them in the tech tree, the number on the node doesn't always show up for some reason.If it doesn't help, make sure you have the latest mod version (and KSP version) and send me the saved game files. Link to comment Share on other sites More sharing options...
Jikahn Posted July 31, 2014 Share Posted July 31, 2014 The interstage adapter in a fresh install of .24.2 won't decouple. It gives me a decoupler icon, but it just stick to the bottom of the engine anyway. I notice when I use it in a modded version of .24.2 that the tweakable ejection force is locked at 0. Link to comment Share on other sites More sharing options...
NathanKell Posted July 31, 2014 Share Posted July 31, 2014 Never did, never will. The way it actually decouples is when you decouple the fairings. The interstage adapter is for "fairing-supported" payloads, like how the Apollo CSM was suspended over the LM, held aloft by the SLA panels. Link to comment Share on other sites More sharing options...
Starwaster Posted July 31, 2014 Share Posted July 31, 2014 The interstage adapter in a fresh install of .24.2 won't decouple. It gives me a decoupler icon, but it just stick to the bottom of the engine anyway. I notice when I use it in a modded version of .24.2 that the tweakable ejection force is locked at 0.The intention is for you to put your own decoupler there. I think there's a blank decoupler module so that MechJeb will recognize that there is a stage there but that's all. That's why there's an icon.(of course, you could always edit the part and change it to a real decoupler.... I did:P) Link to comment Share on other sites More sharing options...
Lei07 Posted July 31, 2014 Share Posted July 31, 2014 (edited) Hi E-dog Firstly, been using the mod for quite some time and I really like it, aesthetically and in function (as I use FAR), and it is a great addition to the modlist. Got a bit of a strange occurance happening with the most recent version, 3.08, with KSP .24.2. (x64). I've done my best with testing, troubleshooting and searching for help in this thread, and nows the time to ask for help! ^^;As many of the mods out there are showcasing updates compatable with the newest version of KSP I thought I'd update my build from my mod stable .23.5 to a fresh .24.2 install. Whilst debugging and otherwise testing that everything was working I stumbled upon an oddity where PF Conic and Egg Fairings (under Aero, not the structral versions) do not like to decouple if the craft is at any angle other than straight up! Now, the craft itself is a stereotypical Apollo-esque affair, appearance and functionality only increased with the recent KW Rocketry update, which I had a little toy with in .23.5 before updating fully. The CSM sits on the LM, which is hidden inside the PF Conic Fairings, and the LM is "docked" at the engine to a Clamp-O-Tron Snr which sits on the PF Interstage Fairing Adapter. The adapter is expanded to 3.75m and this is where the fairings are connected in x2 symmetry. As of .23.5, the seperation and translation of the CSM would occur once the burn to the Mun or Minmus had been completed. The fairings would fire via an action group, the CSM would undock, turnaround, redock with the LM, and the LM's engine would then undock from the Clamp Snr. The fairings would work as expected and there were no niggles at all with the process. As of .24.2, no matter which fairings are used, whatever angle of pitch or roll I am at, the fairings seem to have little to no ejection force and sort of flop off, perform a bottom to top headstand and, with a bit of rolling to help matters, they eventually peel away. At first I thought it was something that was just happening in vacuum as they seem to work fine on the launch pad. However, after launching straight up to 70,000m (as opposed to using a gravity turn), and hitting my action group they seperated fine, no problem. As stated I've done my best to troubleshoot this myself, using the "Decoupler for x64" fix (which, I later learned, had no effect on PF), using the .24.1 fix stated a few pages back in this forum, changing the ejection forces, swapping the parts out for "fresh" ones, re-downloading and installing the mod, creating new installs of my build, none of which has had any success. The craft itself is the same as was created in 23.5, using the newest KW pack as stated earlier, and has remained unchanged. No mods relating to the rocket had any update issues and I cannot find anything in the debug log relating to a possible problem with PF. So, in essence, this has me stumped! Sorry for such a long post but I wanted to get all the relevant or otherwise useful info in there. Thankyou so much for taking your time to read my post and cheers for any reply you may offer! Edited July 31, 2014 by Lei07 Link to comment Share on other sites More sharing options...
e-dog Posted July 31, 2014 Author Share Posted July 31, 2014 The interstage adapter in a fresh install of .24.2 won't decouple. It gives me a decoupler icon, but it just stick to the bottom of the engine anyway. I notice when I use it in a modded version of .24.2 that the tweakable ejection force is locked at 0.The decoupler is for the topmost floating node only, not for the nodes on the part itself. It's only there so delta-v calculators like MechJeb and KER won't get confused with its function.It's designed to be decoupled when you eject side fairings that "support" the part at the floating node. Link to comment Share on other sites More sharing options...
mecki Posted August 1, 2014 Share Posted August 1, 2014 Do fairings have any impact on OX-STAT photovoltaic panels? Link to comment Share on other sites More sharing options...
Umlüx Posted August 1, 2014 Share Posted August 1, 2014 no they are simply cosmetic. panels work and deploy through them iirc. Link to comment Share on other sites More sharing options...
rdfox Posted August 2, 2014 Share Posted August 2, 2014 Solar panels do NOT deploy through fairings; I've had cases where I was using a fairing and it somehow got "hung up" on something on jettison and was sticking to the vehicle; the only way I could kick it off of the spacecraft during the boost phase was to deploy the solar array underneath it to push it out and away. Link to comment Share on other sites More sharing options...
Taki117 Posted August 2, 2014 Share Posted August 2, 2014 no they are simply cosmetic. panels work and deploy through them iirc.Panels will deploy through them if they are part of the same vessel, however I do not believe that they will work. Link to comment Share on other sites More sharing options...
mrBlaQ Posted August 2, 2014 Share Posted August 2, 2014 (edited) Help? I'm not seeing the tweakable size controls. 3.08 was working for me. I don't recall any new mod I've added. Maybe a couple other mods updated is all.edit: Might be a compatibility issue with KSAPIExtensions and TweakableScale? http://forum.kerbalspaceprogram.com/threads/80234-24-2-TweakScale-Rescale-Everything!-(v1-33-2014-07-28-20-00-UTC)/page43edit #2: It's a compatibility issue between other plugins with KSAPIExtensions. I had to remove: Infernal Robotics, Near Future Propulsion. I don't know if all or just one are responsible. Edited August 2, 2014 by mrBlaQ Link to comment Share on other sites More sharing options...
DavidHunter Posted August 3, 2014 Share Posted August 3, 2014 (edited) Help? I'm not seeing the tweakable size controls. 3.08 was working for me. I don't recall any new mod I've added. Maybe a couple other mods updated is all.edit: Might be a compatibility issue with KSAPIExtensions and TweakableScale? http://forum.kerbalspaceprogram.com/threads/80234-24-2-TweakScale-Rescale-Everything!-(v1-33-2014-07-28-20-00-UTC)/page43edit #2: It's a compatibility issue between other plugins with KSAPIExtensions. I had to remove: Infernal Robotics, Near Future Propulsion. I don't know if all or just one are responsible.http://cloud-4.steampowered.com/ugc/23960773134902663/925BB653B48F0639CE91ADCC5D23184C047A8C97/At least you get that much in the right-click menu. I don't get anything at the moment... :SFor some reason I'm only given 0.625m fairing bases, with only one side node, and I can't right-click on the fairing base to change anything... Edited August 3, 2014 by DavidHunter Link to comment Share on other sites More sharing options...
mecki Posted August 3, 2014 Share Posted August 3, 2014 Are the fairings supposed to produce a sound when jettisoned? Link to comment Share on other sites More sharing options...
e-dog Posted August 3, 2014 Author Share Posted August 3, 2014 Updated to 3.09: Updated KAE DLL. Link to comment Share on other sites More sharing options...
e-dog Posted August 3, 2014 Author Share Posted August 3, 2014 For some reason I'm only given 0.625m fairing bases, with only one side node, and I can't right-click on the fairing base to change anything...That means PF DLL was not loaded or crashed, check error log. Most likely it's KAE conflict or wrong KSP/PF version. Link to comment Share on other sites More sharing options...
LostOblivion Posted August 3, 2014 Share Posted August 3, 2014 On interstage fairings, would it be possible to make the lower part of the fairing fit more smoothy if there is no payload? As it is now, if there is an interstage fairing base with no payload, and the fairing's top radius is larger than the base radius, the bottom of the fairing will immediately "shoot" out to the larger radius making it look weird.I'm using interstage fairings like this to guard the bottom part of my CSM, and like it is now, unless I have a dummy payload, it looks silly.Edit: I want to be able to take out the payload and the fairing to stay the same. I know I can use the locked feature for this, but I don't see why it should change when the payload disappears. Link to comment Share on other sites More sharing options...
JayCheetah Posted August 3, 2014 Share Posted August 3, 2014 (edited) Edit: I want to be able to take out the payload and the fairing to stay the same. I know I can use the locked feature for this, but I don't see why it should change when the payload disappears.The fairing won't change if you have "locked" the shape.edit: can't see your "Good" screenshot, maybe make a new upload Edited August 3, 2014 by JayCheetah Link to comment Share on other sites More sharing options...
Jaxx Posted August 4, 2014 Share Posted August 4, 2014 I'm getting crashes whenever I click on the Fairing Base in the VAB to construct it. https://dl.dropboxusercontent.com/u/74775048/output%20logs/ksp/report.inihttps://dl.dropboxusercontent.com/u/74775048/output%20logs/ksp/output_log.txthttps://dl.dropboxusercontent.com/u/74775048/output%20logs/ksp/error.loghttps://dl.dropboxusercontent.com/u/74775048/output%20logs/ksp/crash.dmp Link to comment Share on other sites More sharing options...
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