youkofoxy Posted April 30, 2015 Share Posted April 30, 2015 thanks, now a can say "good bye new stock fairing, for me you are born dead anyway"serious, I was hope to see a uptade in this mod.God bless you. Link to comment Share on other sites More sharing options...
sralica Posted April 30, 2015 Share Posted April 30, 2015 What is the issue with the interstage exactly? Pictures?If you try to snap a interstage fairing so that you have two attachment nodes aligned, when you let go, it snaps in place, but stays transparent. if you rotate so the nodes are not in line, it attaches OK. - - - Updated - - -I have another problem: Interstage is not shielding parts in side."part shielded: 0"If I increase "extra hight" for 0.5m, then it is OK (but this look silly)"part shielded: 3"It is the same in editor or in flight Link to comment Share on other sites More sharing options...
gkorgood Posted April 30, 2015 Share Posted April 30, 2015 --snip--What is the issue with the interstage exactly? Pictures?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 modsIt would seem that the orientation of one or both the stack attachment nodes are screwy, as going into the debug menu and activating "Non-strict part orientation checks" solves the problem, albeit in a bit of a roundabout way. Link to comment Share on other sites More sharing options...
smjjames Posted May 1, 2015 Share Posted May 1, 2015 (edited) Hey e-dog, theres something going on with the fairings because I'm getting huge amounts of drag coming from the two fairings.Edit: I'm using the fairing base ring, I'll see if it happens with the other one.Edit2: It happens with both, and another thing, when I right click the fairing base ring in the VAB/SPH, I get MASSIVE amounts of lag. Edited May 1, 2015 by smjjames Link to comment Share on other sites More sharing options...
Crzyrndm Posted May 1, 2015 Share Posted May 1, 2015 Not sure how much this applies to stock, but FAR would give that fairing a good dose of drag as well. Not only is it at the front of the craft (and therefore subject to greater drag forces by default), the sharp neck at the base would give it a decent second dose of drag. Link to comment Share on other sites More sharing options...
smjjames Posted May 1, 2015 Share Posted May 1, 2015 That's because I was forced to use size 1.25 instead of the next level up, and maybe that actually IS normal, I don't really know for sure. Link to comment Share on other sites More sharing options...
Gfurst Posted May 1, 2015 Share Posted May 1, 2015 Not sure how much this applies to stock, but FAR would give that fairing a good dose of drag as well. Not only is it at the front of the craft (and therefore subject to greater drag forces by default), the sharp neck at the base would give it a decent second dose of drag.That's because I was forced to use size 1.25 instead of the next level up, and maybe that actually IS normal, I don't really know for sure.Precisely, this should be expected even, though you seem to have a very controllable and slower acceleration and stuff. I've had the stock fairing creating lots of drag and heat from high pressure super-sonic effects, and them blowing up. Shouldn't be different at all, I only wonder if the procedural ones also have proper thermal properties. Link to comment Share on other sites More sharing options...
SpaceRabbit Posted May 1, 2015 Share Posted May 1, 2015 It seems the KSPAPIExtensions file in this (one of my favorites) mod needs an update in order to be compatible with 1.0.2. Link to comment Share on other sites More sharing options...
smjjames Posted May 2, 2015 Share Posted May 2, 2015 I'm also seeing huge cyan spikes (body lift I think) coming from the fairings with 1.0.2, I'm having some issues with craft stability. Link to comment Share on other sites More sharing options...
liquidhype Posted May 2, 2015 Share Posted May 2, 2015 Am I the only one that is getting an insane frame drop when tweaking the fairings? Specifically the interstage fairings. The FPS slows to a crawl, and this has never happened before. Link to comment Share on other sites More sharing options...
Tabris Posted May 3, 2015 Share Posted May 3, 2015 Am I the only one that is getting an insane frame drop when tweaking the fairings? Specifically the interstage fairings. The FPS slows to a crawl, and this has never happened before.i'm getting the same. Link to comment Share on other sites More sharing options...
Toyotawolf Posted May 3, 2015 Share Posted May 3, 2015 so currious thing is happening, am i the only one getting my rocket clipping through the fairings? and still having drag on items inside the fairings? is this related to the KSPAPIExtensions issue? Link to comment Share on other sites More sharing options...
Starwaster Posted May 3, 2015 Share Posted May 3, 2015 so currious thing is happening, am i the only one getting my rocket clipping through the fairings? and still having drag on items inside the fairings? is this related to the KSPAPIExtensions issue?Can't speak as to drag, but rocket clipping through the fairings, yes. Strut the topmost part of your stack to the fairing wall. (there is an auto strut option but I've never found that to work, and from looking at the code, it looks like it struts near the bottom of the stack, which is no good and will never be stable. (not for tall stacks or any stack of moderate height) Link to comment Share on other sites More sharing options...
marce Posted May 3, 2015 Share Posted May 3, 2015 Can't speak as to drag, but rocket clipping through the fairings, yes. Strut the topmost part of your stack to the fairing wall. (there is an auto strut option but I've never found that to work, and from looking at the code, it looks like it struts near the bottom of the stack, which is no good and will never be stable. (not for tall stacks or any stack of moderate height)If the auto strut code is still the same I wrote a few months ago it struts about every second part to the base, not only those at the bottom. This is not an optimal solution, though, since they should probably be strutted to the fairings. Link to comment Share on other sites More sharing options...
e-dog Posted May 3, 2015 Author Share Posted May 3, 2015 Updated to 3.13:Updated for KSP 1.0.2.Rewrote automatic payload struts, strutting all shielded parts now.Fixed bug when it was impossible to revert sometimes.Fixed slowdown in the editor when tweaking fairing sides.Fixed thrust plate mass parameters. Link to comment Share on other sites More sharing options...
Toyotawolf Posted May 3, 2015 Share Posted May 3, 2015 Updated to 3.13:Updated for KSP 1.0.2.Rewrote automatic payload struts, strutting all shielded parts now.Fixed bug when it was impossible to revert sometimes.Fixed slowdown in the editor when tweaking fairing sides.Fixed thrust plate mass parameters.Thanks e-dog, awesome Link to comment Share on other sites More sharing options...
e-dog Posted May 3, 2015 Author Share Posted May 3, 2015 If you try to snap a interstage fairing so that you have two attachment nodes aligned, when you let go, it snaps in place, but stays transparent.http://s28.postimg.org/ttuyveigp/aligned_1.jpg http://s28.postimg.org/uyp10s4xl/aligned_2.jpgIt looks like a stock node attachment bug with thin parts. I got the same effects with the stock 1.25m decoupler. If you move the mouse up a bit, it turns green and attaches fine, if you move the mouse down a bit, it turns red and won't attach.A workaround is to increase the adapter or ring base size before attaching it. Link to comment Share on other sites More sharing options...
smjjames Posted May 3, 2015 Share Posted May 3, 2015 Updated to 3.13:Updated for KSP 1.0.2. Rewrote automatic payload struts, strutting all shielded parts now. Fixed bug when it was impossible to revert sometimes. Fixed slowdown in the editor when tweaking fairing sides. Fixed thrust plate mass parameters. So the payload is automatically strutted now and you don't have to apply regular struts between the payload and the fairing anymore? Link to comment Share on other sites More sharing options...
e-dog Posted May 3, 2015 Author Share Posted May 3, 2015 Ridiculously long and wobbly payloads might still need struts, if you manage to place them Released on Kerbal Stuff too. Link to comment Share on other sites More sharing options...
smjjames Posted May 3, 2015 Share Posted May 3, 2015 Am I the only one that is getting an insane frame drop when tweaking the fairings? Specifically the interstage fairings. The FPS slows to a crawl, and this has never happened before.I'm still getting an extreme framerate drop when I'm tweaking the fairings (the aerodynamic ones) and it starts when I right click a fairing.I'm also using tweakable everything, so maybe something is coming from there. Link to comment Share on other sites More sharing options...
Kolago Posted May 3, 2015 Share Posted May 3, 2015 There is a typo in "KzInterstageAdapter2": explosiveNodeID = top1shut be explosiveNodeID = topPartLoader: Compiling Part 'ProceduralFairings/adapter2/KzInterstageAdapter2'(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)Cannot find fx group of that name for decoupler(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)Cannot find fx group of that name for decoupler Link to comment Share on other sites More sharing options...
Eddie Rod Posted May 4, 2015 Share Posted May 4, 2015 Love this mod!! So much better than the stock ones because I can actually attach struts and stuff to them! Also they look way better and break in one piece.... need I say more? :-) Link to comment Share on other sites More sharing options...
Alshain Posted May 4, 2015 Share Posted May 4, 2015 Yes, I can't give you enough rep for this mod, especially after my last attempt at using the stock fairings. Link to comment Share on other sites More sharing options...
e-dog Posted May 4, 2015 Author Share Posted May 4, 2015 There is a typo in "KzInterstageAdapter2": explosiveNodeID = top1shut be explosiveNodeID = topThat's not a typo, it decouples the topmost floating node (top1), not the one on the base plate. The decoupler is there so that delta-V calculators like MechJeb/KER can figure out what that part does. Link to comment Share on other sites More sharing options...
Barney Posted May 4, 2015 Share Posted May 4, 2015 Um, after the update(s) i have installed this mod many times and yet still i have this bug that when i place any of the parts your mod provides they stay tranclusent and don't even occupy the node i placed them to nor can i attach anything to them. Tried removing other mods and downloading this mod from other sites and still doesn't work. This began with 1.0 and still is continues in 1.0.2. And yes i have the latest version... Link to comment Share on other sites More sharing options...
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