Capt-Coulson Posted December 16, 2014 Share Posted December 16, 2014 I've encountered a bizarre problem when using interstage adaptersHmm. Looks like a conflict between the two interstages. From what you have described the node for the lower interstage is connected to the parachute/ interstage two connecting node. This would work if you connected the attachment node from interstage one to the lander engine node - it wouldn't be the design you're looking for exactly, with the lander slightly exposed on takeoff, but it would be more aerodynamic and you would save one interstage and one small decoupler on the lander. Link to comment Share on other sites More sharing options...
vardicd Posted December 16, 2014 Share Posted December 16, 2014 this still work in .90? or do we need to wait on update? Link to comment Share on other sites More sharing options...
biohazard15 Posted December 16, 2014 Share Posted December 16, 2014 this still work in .90? or do we need to wait on update?We do, since KSPAPIExtensions hadn't been updated yet. Link to comment Share on other sites More sharing options...
p1t1o Posted December 16, 2014 Share Posted December 16, 2014 I've encountered a bizarre problem when using interstage adapters and I'm hoping someone can point out what I'm doing wrong. Attached is a screenshot of what I'm trying to build. When I launch this thing I get a strange effect where the parachute detaches from the top section and remains fixed in space. The rest of the rocket then lifts off until the kethane scanner impacts the parachute and the whole thing stops dead, engines still running. In attempting to replicate this effect on a simpler vehicle I was unable to attach parts to the bottom of the top fairing ring. Am I misunderstanding how these adapters are supposed to be used? Is it not normally possible to have parts extending into the interstage area from both top and bottom? I thought I remembered building rockets this way from a while back, but I could be wrong. Thanks.Arch LinuxKSP .25RealChutesKethaneDeadly ReentryProcedural Fairingshttp://i.imgur.com/OUmDLG7.jpgYou only need one interstage fairing - the procedure you are using there, with two adapters, works if you use the normal fairing plates. Link to comment Share on other sites More sharing options...
Tiberius Posted December 16, 2014 Share Posted December 16, 2014 We do, since KSPAPIExtensions hadn't been updated yet.KSPAPIExtensions has been updated for 0.90 and is awaiting official release by the author/moderators. Soon! friends Link to comment Share on other sites More sharing options...
ce1984 Posted December 16, 2014 Share Posted December 16, 2014 You only need one interstage fairing - the procedure you are using there, with two adapters, works if you use the normal fairing plates.How do you attach the top fairing base ring if the the pieces on either side of the interstage don't have nodes? In the image I posted before, the parachute cannot connect to the survey unit. Is this kind of assembly just not possible with current implementation? I can actually make it work with two interstage fairing rings connected at the top nodes, but it makes for 8 total fairing pieces and can look pretty crappy. I there a more elegant way of doing this? Link to comment Share on other sites More sharing options...
OrbitalDebris Posted December 16, 2014 Share Posted December 16, 2014 Awesome Link to comment Share on other sites More sharing options...
Teslamax Posted December 17, 2014 Share Posted December 17, 2014 (edited) KSPAPIExtensions has been updated for 0.90 and is awaiting official release by the author/moderators. Soon! friendsEDIT: Please use e-dog's official 3.11 release.I rebuilt Procedural Fairings 3.10 against the new KAE. It works fine for me. No licensing or other infringement intended:License (License Terms for Lawyers) SourceDownload:DropboxGoogle Drivebvb Let me know if you have issues.-Teslamax Edited December 17, 2014 by Teslamax referral to official build Link to comment Share on other sites More sharing options...
MK3424 Posted December 17, 2014 Share Posted December 17, 2014 I rebuilt Procedural Fairings 3.10 against the new KAE. It works fine for me. No licensing or other infringement intended:License (License Terms for Lawyers) SourceDownload:Dropbox (link removed)Google Drive (link removed)Let me know if you have issues.-TeslamaxGeat... somebody made a fix.... but it has been taken down.... Link to comment Share on other sites More sharing options...
SpaceRabbit Posted December 17, 2014 Share Posted December 17, 2014 Shouldn't we wait until the original author, e-dog, updates this mod? I mean, it is their creation and they deserve a bit of patience while they are working on the update, right? Respect the creator and their creation Link to comment Share on other sites More sharing options...
SkyRender Posted December 17, 2014 Share Posted December 17, 2014 Definitely waiting for this mod to update. FAR without procedural fairings makes the game boring. Link to comment Share on other sites More sharing options...
Temeter Posted December 17, 2014 Share Posted December 17, 2014 Shouldn't we wait until the original author, e-dog, updates this mod? I mean, it is their creation and they deserve a bit of patience while they are working on the update, right? Respect the creator and their creationI don't really see an issue, as long as e-dog doesn't have a problem with it (IMO the only important thing). In contrary, it means he doesn't have to hurry as much. Similar things have been done for B9 and it saved the devs some maintenance work.And it's not like Tesla is modifying the mod. He is just updating it to a 3rd party plugin from yet another modder. Link to comment Share on other sites More sharing options...
acc Posted December 17, 2014 Share Posted December 17, 2014 Definitely waiting for this mod to update. FAR without procedural fairings makes the game boring.Btw. KW Rocketry is still working. I use the fairings from there until pFairings is updated Link to comment Share on other sites More sharing options...
Starwaster Posted December 17, 2014 Share Posted December 17, 2014 Shouldn't we wait until the original author, e-dog, updates this mod? I mean, it is their creation and they deserve a bit of patience while they are working on the update, right? Respect the creator and their creationI don't really see an issue, as long as e-dog doesn't have a problem with it (IMO the only important thing). In contrary, it means he doesn't have to hurry as much. Similar things have been done for B9 and it saved the devs some maintenance work.And it's not like Tesla is modifying the mod. He is just updating it to a 3rd party plugin from yet another modder.I agree. I don't *think* that e-dog will necessarily have a problem with this and he may well appreciate it if he's too busy to do anything himself right now. Though it would probably be better to restrict it to just the plugin dll as a drop-in replacement. Link to comment Share on other sites More sharing options...
e-dog Posted December 17, 2014 Author Share Posted December 17, 2014 I don't have the problem with it. KAE DLL wasn't released yet when I went to bed, so I didn't update PF.I guess I'll add some minor features and release it today.Also, the tutorial is obsolete, so if anyone will make a good one for the current version of PF, I'll put it in the top post. Link to comment Share on other sites More sharing options...
SpaceRabbit Posted December 17, 2014 Share Posted December 17, 2014 I don't really see an issue, as long as e-dog doesn't have a problem with it (IMO the only important thing). In contrary, it means he doesn't have to hurry as much. Similar things have been done for B9 and it saved the devs some maintenance work.And it's not like Tesla is modifying the mod. He is just updating it to a 3rd party plugin from yet another modder.I agree. I don't *think* that e-dog will necessarily have a problem with this and he may well appreciate it if he's too busy to do anything himself right now. Though it would probably be better to restrict it to just the plugin dll as a drop-in replacement.Good points. I didn't look at it this way at first. As long as e-dog is good with it I don't see any issue. Thanks Link to comment Share on other sites More sharing options...
e-dog Posted December 17, 2014 Author Share Posted December 17, 2014 Updated to 3.11:Updated for KSP 0.90.Added optional manual fairing shape controls.Fixed tech restrictions checking in science mode (patch by Zwa333). Link to comment Share on other sites More sharing options...
ultrasquid Posted December 17, 2014 Share Posted December 17, 2014 Thank you so much! Link to comment Share on other sites More sharing options...
Starwaster Posted December 17, 2014 Share Posted December 17, 2014 Updated to 3.11:Added optional manual fairing shape controls.Oooooooooo. Can I finally make that tri-conic I've always wanted? Link to comment Share on other sites More sharing options...
Azimech Posted December 17, 2014 Share Posted December 17, 2014 Wow! Can't wait to test it! Link to comment Share on other sites More sharing options...
Shojiro Posted December 17, 2014 Share Posted December 17, 2014 I am having trouble with the PF mod. I am currently using RSS + RO, as well as FAR, TAC Life Support and a few other minor mods, but I have the same problem when using vanilla KSP and just PF.I am using KSP .25.So here's what happens: When I open the aerodynamics tab in FAB, it gives me the three different types of fairing bases, interstage, elevated base and ring base. I choose one, let's say elevated fairing base. I attach it to the base of my payload, and.... nothing. It doesn't give me a blueprint of how the fairings will look like. I tried attaching one of the PF side fairings to the attachment nod on the side of the base, and it doesn't change.Quite simple, nothing happens. I've updated the KSPAPIExtensions.dll to the .25 compatible version, still nothing.Am I missing something? Link to comment Share on other sites More sharing options...
p1t1o Posted December 17, 2014 Share Posted December 17, 2014 How do you attach the top fairing base ring if the the pieces on either side of the interstage don't have nodes? In the image I posted before, the parachute cannot connect to the survey unit. Is this kind of assembly just not possible with current implementation? I can actually make it work with two interstage fairing rings connected at the top nodes, but it makes for 8 total fairing pieces and can look pretty crappy. I there a more elegant way of doing this?http://i.imgur.com/IgmNGkv.jpgI see the difficulty, the two fairing-base approach doesn't give you the node to attach the parachute.I think what I would do is use one interstage-base, with the small blue decoupler (the one under the probe) attached to the top node - then two fairing pieces will hold the decoupler in place (or appear to hold it).Then use on of those...I cant remember what it is called, but it is a surface-attachable plate with an attachment node on it, specifically so you can surface-attach non-surface attachable items. It looks like a short, squat cylinder with a slightly wider disc on the top.Surface-attach this part to the underside of the small decoupler and attach the parachute to it.In fact, you can do away with the small blue decoupler as the top node on the interstage plate is a decoupler, so you can directly attach that top node to the battery instead, and the surface-attachable plate to the bottom of that, with the parachute.If Im right, then you can stage the two fairing plates and the base plate together and the probe and fairing plates will be released, with the parachute attached to the probe.Hope that helps! Link to comment Share on other sites More sharing options...
Kowgan Posted December 17, 2014 Share Posted December 17, 2014 Thank you very much for the effort and the fast update, E-dog! You rock! Link to comment Share on other sites More sharing options...
Gorbachoph Posted December 17, 2014 Share Posted December 17, 2014 Just made an account to say thank you e-dog. I can't play ksp without your mod Link to comment Share on other sites More sharing options...
SpaceRabbit Posted December 17, 2014 Share Posted December 17, 2014 Updated to 3.11:Updated for KSP 0.90. Added optional manual fairing shape controls. Fixed tech restrictions checking in science mode (patch by Zwa333). One of my favorite mods. Thank you! Link to comment Share on other sites More sharing options...
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