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[1.2] Procedural Fairings 3.20 (November 8)


e-dog

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You are most certainly correct Vorg. I've been trying to write up some of my ideas into some short concept abstracts. Here's the ideas I have had specifically for ProceduralFairings...

Additions for Procedural Fairings:

A "see through" mode for procedural fairings akin to the stock fairings so you don't have to pull them off (and thus break some action groups) to get at the parts underneath when setting stagings and action groups. This could be accomplished by having the fairing simply be mostly transparent and non-clickable/collide-able (except for a small bit where it mounts to the support ring) while in the VAB/SPH.

Smaller/skeletonized thrust plates and cargo/inter-stage adapters. The adapters become excessively tall at larger sizes and being able to reduce that height (and also mass) manually would be helpful. Thrust plate load capacity (and thus overall mass, again) as an independantly adjustable setting that affects the visible thickness of the structure. Images of skeletonized thrust plate concept to follow.

Bird-cage/lattice style fairing panel for early interstage junctions. Examples can be found on the Soviet SS-8 and SS-13 missiles.

Having most of the part objects consolidated into 2 or 3 distinct parts and then use selection menus to specify and customize. Procedural fairings pieces with selections for exterior texture, interior texture, shape geometry, material selection (extra insulated, metal vs. composite, reentry tiles, etc.), a single "mounting adapter" that is select-able for Engine Thrust Plate, Cargo Mounting (specially select-able for the height of the payload mounting, depressed/flush/elevated and how much), inter-stage and so on.

I'm always a little unsure whether an idea of mine would be a widely desired thing versus just me reveling in pedantic nerdery, so, do those seem worthwhile? :P

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  • 2 weeks later...

BUG:

Upgrade base fairing not working in career or Science mode only 1,25 to max 1,5 available. Unlocked technodes for fairingbases 0,4m - 12m. Works fine in sandbox mod. Read FAQ.

I use a lot of mods but since this only doesnt work in R&D modes these are the one that my influnce it?

1. Parts upgrade & (sas)

-http://forum.kerbalspaceprogram.com/threads/123323-Beta-Merill-s-plugins-PartUpgrade-NoseConeWithTank-new-EngineCooler?p=2002413#post2002413

-http://forum.kerbalspaceprogram.com/threads/130540

2. Community Tech Tree

-http://forum.kerbalspaceprogram.com/threads/100385-1-02-Community-Tech-Tree-2-1-last-updated-06-05-15

-http://forum.kerbalspaceprogram.com/threads/122571-1-02-OpenTree-A-tech-tree-with-more-freedom-and-accessibility-%28v1-0%29

3. Procedural Fairings - For Everything!

-http://forum.kerbalspaceprogram.com/threads/126788

How to Fix this?

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Hey is there a way to disable the engine cut off when an engine is inside a fairing? I am using the structural non jettisoning fairings as shrouds around my SR-71 engines. Works great on the main engines (I think the mirroring defeats the cutoff control) but I intermittently have issues with the engine on the drone.

screenshot84_zpsoh8ku7sa.png~original

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Use Linux x64? ;)

No I run the unity x64 hack for windows. It's more just me avoiding FAR. I could override the X64 check with Unfixer. I just have so many planes built using the standard aero model I'm not sure I want to fix all of them again. (But in all honesty I'd probably love it if I would just give it a chance..... We will see

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Any 1 else keeps getting upper stage Explosion where the fairing separation parts are? for some reason and I spent 4 hours replacing parts and changing the build around to find out why it keep blowing up for no reason and I look on the Journal and it keeps saying the parts in the interstage fairing keep overheating for no reason. I don't know if it has to do with this mod or just a weird Ksp bug? But I'm asking around incase some 1 knows about how to resolve this.

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Any 1 else keeps getting upper stage Explosion where the fairing separation parts are? for some reason and I spent 4 hours replacing parts and changing the build around to find out why it keep blowing up for no reason and I look on the Journal and it keeps saying the parts in the interstage fairing keep overheating for no reason. I don't know if it has to do with this mod or just a weird Ksp bug? But I'm asking around incase some 1 knows about how to resolve this.

There are definite weird KSP thermal bugs that mostly affect parts with very low thermal mass. The part starts overheating and can destroy attached parts.

There's two things you can do.

  1. Use the debug menu to lower Conduction Factor until the problem stops. (Alt-F12, Physics, Thermal) (this will make reentries more dangerous because heat can't escape and builds up faster, but that's how Deadly Reentry works and you can lower reentry difficulty in the settings menu if it makes things too rough for you)
  2. Download Claw's Stock Bugs Fix. Sorry, no link. Do a forum search and you'll find it.

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If a mod works in Windows but not in Linux, check the case of the folders - Linux has case sensitivity in directories and filenames, Windows doesn't. Beyond that, ask on the Linux thread.

Even in Windows I get complaints from KSP about incorrect installed Mods, and its always a case sensitivity issue, so even though windows doesn't care, KSP does.

an example would be autoasparagus vs AutoAsparagus and mechjeb vs MechJeb

R-

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Thanks for this mod! Came searching for a reason why the thrust plate adapter kept exploding on the launchpad, and I came across this:

... Anyway, I temporarily fixed my PF parts overheating by applying this hack:

@PART[KzInterstageAdapter2|KzResizableFairingBase|KzResizableFairingBaseRing]{
@thermalMassModifier *= 4.0
}

Which then made me wonder what thermalMassModifier was set to initially for the plate, since that was the only part I was having trouble with. However, it's not defined in plate.cfg... so I just popped in a thermalMassModifier = 2.0 like the other parts, and I haven't had any problems since. Just thought I'd pass it on.

Other thing I was wondering about was attaching chutes or other objects to the fairing shell. StageRecovery doesn't seem to care at least, but when I blow the fairing, anything attached to it just stays in place like the shell just vanished. Is there a trick to get things to stick to the shell? Trying my best not to be wasteful and recycle :D

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I’m new to PF so I have a silly question.

I have an upper stage with a tank and a small engine under it. How should I an interstage fairing between the upper and the lower stages?

When using engine clusters, a multi-adapter part allows attaching an interstage fairing’s top node to its bottom central node. But what should I do with a single engine?

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Thanks for this mod! Came searching for a reason why the thrust plate adapter kept exploding on the launchpad, and I came across this:

Which then made me wonder what thermalMassModifier was set to initially for the plate, since that was the only part I was having trouble with. However, it's not defined in plate.cfg... so I just popped in a thermalMassModifier = 2.0 like the other parts, and I haven't had any problems since. Just thought I'd pass it on.

Other thing I was wondering about was attaching chutes or other objects to the fairing shell. StageRecovery doesn't seem to care at least, but when I blow the fairing, anything attached to it just stays in place like the shell just vanished. Is there a trick to get things to stick to the shell? Trying my best not to be wasteful and recycle :D

Default thermalMassModifier and skinThermalMassModifier = 1.0

Shell: Used to be a lot easier to attach things to the shell, but quite a few versions ago, something changed and it's a bit problematic. But if you DO attach things to the shell then they stay attached when the shell jettisons. If the attached parts don't go away with the shell then they were never really attached to it to begin with.

I’m new to PF so I have a silly question.

I have an upper stage with a tank and a small engine under it. How should I an interstage fairing between the upper and the lower stages?

When using engine clusters, a multi-adapter part allows attaching an interstage fairing’s top node to its bottom central node. But what should I do with a single engine?

Attach the interstage top node to the engine's bottom node. If the engine has no bottom node and there's no other nodes available with the engine in place then you're not going to be able to do it.

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Hello everybody,

I have encountered this bug again which I posted some month ago:

http://forum.kerbalspaceprogram.com/threads/39512-1-0-4-Procedural-Fairings-3-15-%28June-27%29?p=2074516&viewfull=1#post2074516

And it still is there: I cannot tell whether it is from the procedural tank or the fairing. But this is what happnes:

When I build a rocket with a procTank and put an inline fairing on its bottom (attatched to the top node of the fairing)

Then I save an reload (or launch), what happens is that the fairing and everythin attached to it is sticking inside the Rocket.

And this happens EVERY time and this is a new install on a new computer.

It breaks the game and I wonder how everybody else can not have this problem.

Best Regards,

â–¼

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Ive not really been a fan of fairings as I think they look ugly and can be difficult to use (the amount of times ive clicked to place and not been allowed ggrrrrrr!) . Tried this mod last night and instantly hooked! Simple and beautiful fairings all with a click or two......a very, very high rated mod imo :)

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I'm having an issue when trying to encase a probe with the M700 survey scanner on the top. The proc fairing doesn't cover it up properly.

n1c8iiloo1foi3t6g.jpg

Please take a look and would be nice if this could be fixed. Maybe an extra height slider for the fairing base part too would be a good solution?

Edited by ebigunso
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I'm having an issue when trying to encase a probe with the M700 survey scanner on the top. The proc fairing doesn't cover it up properly.

https://www./convkey/c3ae/n1c8iiloo1foi3t6g.jpg

Please take a look and would be nice if this could be fixed. Maybe an extra height slider for the fairing base part too would be a good solution?

The problem is caused by the lack of colliders on the M700's deployable dish segments. (the actual 'dish' part)

A setting to arbitrarily increase fairing height would be desirable in a situation like this.

There are a few possible workarounds though. One would be to create a MM config that patches the fairing sides to increase the noseHeightRatio. I *think* that will work but I'm not sure that that is the actual function of that setting.

I don't like offering suggestions blind where I haven't tried them, but suggestion #2 I know will work. Substitute an M Beam 200 I-Beam for the M700 and place the fairing. If the base is 1.25m then you'll want to increase fairing extra radius to 0.4. Then right click the fairing itself (you'll need to have one attached for this) and lock the shape. Remove the beam and install your M700. Grab the fairing piece and then reattach it with symmetry mode, if needed. (to add the other half)

A third alternative that is also guaranteed to work is to simply increase extra radius until the height is sufficient to encompass the M700. (increasing extra radius will increase height as well)

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Yet another alternative is to disable auto-shape; IIRC there is a setting to manually set the height.

Yes, that works too. The parameter to change height is Cyl. End. One click to increase should raise its height enough to clear the dish.. (thanks, I forgot about the auto shape disabling)

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The problem is caused by the lack of colliders on the M700's deployable dish segments. (the actual 'dish' part)

A setting to arbitrarily increase fairing height would be desirable in a situation like this.

There are a few possible workarounds though. One would be to create a MM config that patches the fairing sides to increase the noseHeightRatio. I *think* that will work but I'm not sure that that is the actual function of that setting.

I don't like offering suggestions blind where I haven't tried them, but suggestion #2 I know will work. Substitute an M Beam 200 I-Beam for the M700 and place the fairing. If the base is 1.25m then you'll want to increase fairing extra radius to 0.4. Then right click the fairing itself (you'll need to have one attached for this) and lock the shape. Remove the beam and install your M700. Grab the fairing piece and then reattach it with symmetry mode, if needed. (to add the other half)

A third alternative that is also guaranteed to work is to simply increase extra radius until the height is sufficient to encompass the M700. (increasing extra radius will increase height as well)

Thanks! The I-Beam solution was a nice one. I'll use that until a better solution is implemented. Autoshape works nicely for most cases so I don't really want to disable that entirely.

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