smjjames Posted April 28, 2015 Share Posted April 28, 2015 Updated to 3.12:Updated for KSP 1.0. Procedural fairings now use new stock airstream shielding and drag cube rendering. Inline fairings now check if the top is closed by a single big part of the same vessel. Make sure that's the case or the shielding won't work. Changed and rearranged tech limits for the new tech tree. Converted textures to DDS. Fixed manual shape UI issues. Number of shielded parts is now displayed in the right-click menu for the fairing base. It might be inaccurate in the editor. Removed old deprecated parts (non-resizable fairing bases etc). - - - Updated - - -I guess I'll add it to KerbalStuff and Curse when I'll have a little more brainz and time.Awesomeness Link to comment Share on other sites More sharing options...
Svm420 Posted April 28, 2015 Share Posted April 28, 2015 thank you for the update, the stock fairings are a big delusion for meCan I advise you to not lose time with that? One of my main gripes with stock fairings is that all of their mass is in the base, as the side is massless, and ejecting the fairings have no advantage whatsoever until you drop the base too. In the end it's your call, but I don't know if it's worth to make something that works like stock and is just going to clutter the part listNever thought about that lol. Stock fairing are even more useless. I agree with not wasting time on that, but that is your call e dog Link to comment Share on other sites More sharing options...
Enceos Posted April 28, 2015 Share Posted April 28, 2015 Switchable textures for the sides will be a godsent! thank you for considering it. Link to comment Share on other sites More sharing options...
drtedastro Posted April 28, 2015 Share Posted April 28, 2015 YES.I have been wishing for switchable textures for a long time.Thanks for keeping the thought going.really good stuff. Link to comment Share on other sites More sharing options...
TeddyDD Posted April 28, 2015 Share Posted April 28, 2015 Thank you e-dog for update! I consider using a custom shader so that the mapping profile could define vertex colors too. That'll use less textures (for colored stripes etc.), similar to B9 procedural wings, and colors could be tweaked in-game too.I really hope they will be customizable. I mean I can't live without Jupiter fairings from Blackheart's pack http://imgur.com/a/6Sn4J#5 Link to comment Share on other sites More sharing options...
gavman420SSJ Posted April 28, 2015 Share Posted April 28, 2015 will PF work with the center of lift button in vab? right now it doesn't seem to Link to comment Share on other sites More sharing options...
NathanKell Posted April 28, 2015 Share Posted April 28, 2015 using FAR or no?If yes, talk to ferram. If no...only wing parts change the CoL icon stock. PF is not a wing part. Link to comment Share on other sites More sharing options...
gavman420SSJ Posted April 29, 2015 Share Posted April 29, 2015 no, stock. oh well, wing parts are so light i'll continue to spam them on the bottom of my rockets. thanks Link to comment Share on other sites More sharing options...
Cairan Posted April 29, 2015 Share Posted April 29, 2015 I am SO glad this is staying alive in the ReleaseVerse of KSP 1.0! Thanks a million! Link to comment Share on other sites More sharing options...
micha Posted April 29, 2015 Share Posted April 29, 2015 Thanks for keeping this mod going! Link to comment Share on other sites More sharing options...
TheKosmonaut Posted April 29, 2015 Share Posted April 29, 2015 I am SO glad this is staying alive in the ReleaseVerse of KSP 1.0! Thanks a million!I am too, it is still superior to the Stock fairings IMO. I have been fiddling around with those other fairings and they are... interesting to say the least. Link to comment Share on other sites More sharing options...
MIC132 Posted April 29, 2015 Share Posted April 29, 2015 Using latest version, I ran into a problem where I can't revert (or go to space center/tracking station) after launch when using proc fairings. Using same rocked with the fairings removed fixes the problem.Here is a log from one launch where the problem occurred:http://pastebin.com/ySBPU1UJ Link to comment Share on other sites More sharing options...
John FX Posted April 29, 2015 Share Posted April 29, 2015 This mod is officially dead. It serves no purpose other than to take up more space and ram on your computer now.After suppressing my surprise at meeting the official decider of which mods are still alive, I thought I would just say that IMHO it is not.The options for fairing separation are better, the fairings have mass and end up with better shapes for less parts. Textures are available for them.If using nu-FAR the exact shape of the fairing will have definite, separate effects on the performance of your craft meaning there will be a difference in craft performance (especially during trans and super sonic flight) between egg and conic fairings.TL;DR I think you are wrong when you say that.Thank you e-dog for saving us from the horror that is crispy fairings. Link to comment Share on other sites More sharing options...
Citizen247 Posted April 29, 2015 Share Posted April 29, 2015 I'm glad that this is continuing, it's far superior to the new stock fairings IMHO. Procedural Parts are another wish, along with Deadly Reentry, which seems far more consistent and realistic than the new stock heating, and whose heatshields actually protect the craft...Nearly every time I reenter now, the capsule flips around and explodes, there doesn't seem to be much I can do to fix the balance of a capsule with a parachute at the top and a heatshield on the bottom...Anyway, thank you for continuing with this. Link to comment Share on other sites More sharing options...
gilbr0ther Posted April 29, 2015 Share Posted April 29, 2015 the last update does not appear in CKAN Link to comment Share on other sites More sharing options...
Verios44 Posted April 29, 2015 Share Posted April 29, 2015 Thank you for continuing this mod! I have used Procedural fairings ad my go to fairing mod for a long time now and glad to be able to continue that. Link to comment Share on other sites More sharing options...
futrtrubl Posted April 29, 2015 Share Posted April 29, 2015 I'm glad that this is continuing, it's far superior to the new stock fairings IMHO. Procedural Parts are another wish, along with Deadly Reentry, which seems far more consistent and realistic than the new stock heating, and whose heatshields actually protect the craft...Nearly every time I reenter now, the capsule flips around and explodes, there doesn't seem to be much I can do to fix the balance of a capsule with a parachute at the top and a heatshield on the bottom...Anyway, thank you for continuing with this.Check the stock bug fix thread, there is a fix for the physics of heatshields there. Link to comment Share on other sites More sharing options...
MIC132 Posted April 29, 2015 Share Posted April 29, 2015 the last update does not appear in CKANI have 3.12 on CKAN.Though there still is the problem I mentioned before. Link to comment Share on other sites More sharing options...
nanowinner Posted April 29, 2015 Share Posted April 29, 2015 Here, I made this:@PART[KzResizableFairingBase]:Final { MODULE { name = ModuleDecouple ejectionForce = 100 explosiveNodeID = top } }@PART[KzResizableFairingBaseRing]:Final { MODULE { name = ModuleDecouple ejectionForce = 100 explosiveNodeID = top } }Would this code still work for 1.0? Link to comment Share on other sites More sharing options...
gkorgood Posted April 29, 2015 Share Posted April 29, 2015 anyone else having issues with interstage fairing bases? regular fairings work fine, but interstages seem to be plagued with the same node attachment bug that is affecting many parts mods Link to comment Share on other sites More sharing options...
Papa_Joe Posted April 29, 2015 Share Posted April 29, 2015 anyone else having issues with interstage fairing bases? regular fairings work fine, but interstages seem to be plagued with the same node attachment bug that is affecting many parts modsI too am experiencing this issue. Even had it kick me out of the game at one point. Link to comment Share on other sites More sharing options...
Citizen247 Posted April 29, 2015 Share Posted April 29, 2015 anyone else having issues with interstage fairing bases? regular fairings work fine, but interstages seem to be plagued with the same node attachment bug that is affecting many parts modsYou can get around that in the interim with the debug menu, there's an option to not use strict node attachments. Link to comment Share on other sites More sharing options...
Papa_Joe Posted April 30, 2015 Share Posted April 30, 2015 You can get around that in the interim with the debug menu, there's an option to not use strict node attachments.Thanks for that! Link to comment Share on other sites More sharing options...
Perry Apsis Posted April 30, 2015 Share Posted April 30, 2015 I'm glad that this is continuing, it's far superior to the new stock fairings IMHO. Procedural Parts are another wish, along with Deadly Reentry, which seems far more consistent and realistic than the new stock heating, and whose heatshields actually protect the craft...Nearly every time I reenter now, the capsule flips around and explodes, there doesn't seem to be much I can do to fix the balance of a capsule with a parachute at the top and a heatshield on the bottom...Anyway, thank you for continuing with this.Citizen247, there are a couple of threads floating around about this. They made the heat shields physics-less, which in 1.0 adds the mass to the parent part, which raises your CoM. If you go down into the \GameData\Squad\Parts\Aero\HeatShield folder you can edit the three HeatShield#.cfg files and change PhysicsSignificance=1 to 0. Then the heat shield has its own mass and the capsule enters shield first. Link to comment Share on other sites More sharing options...
e-dog Posted April 30, 2015 Author Share Posted April 30, 2015 Using latest version, I ran into a problem where I can't revert (or go to space center/tracking station) after launch when using proc fairings. Using same rocked with the fairings removed fixes the problem.Here is a log from one launch where the problem occurred:http://pastebin.com/ySBPU1UJI can't replicate it, and there are some strange errors there (like "failed to call OnVesselUnpack") which I don't get in my install.What do you mean by "can't revert"? What does exactly happen?Can you make a stock+PF craft to replicate the issue?- - - Updated - - -I too am experiencing this issue. Even had it kick me out of the game at one point.What is the issue with the interstage exactly? Pictures? Link to comment Share on other sites More sharing options...
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