NathanKell Posted December 18, 2015 Share Posted December 18, 2015 Works fine. And it's marked as 1.0.5 compatible on CKAN too. Link to comment Share on other sites More sharing options...
MrSmegz Posted December 20, 2015 Share Posted December 20, 2015 I am having a problem with Procedural Fairings that was in my 1.0.4 build and my now in my 1.0.5 build. It only occurs in Career mode when Entry Purchase Required on Research is set to, true, and only happens with certain wall fairings most notably Atlas/Jupiter. When I unlock the AeroTech tree node to use them with my science, go to the VAB and then purchase the research with funds it shows to be unlocked and I can attache them as normal. If I leave the VAB, and come back those items are once again locked and the research for them has to be purchased again for ~4,000. Most of the Procedural Fairings items work and unlock the first time, but a few others will always relock themselves upon exit. Also to note that this is the only part mod I have that does anything like this. Link to comment Share on other sites More sharing options...
NathanKell Posted December 20, 2015 Share Posted December 20, 2015 Since PF itself comes only with Egg and Conic fairings, that sounds like an issue with which adds those parts of which you speak. Link to comment Share on other sites More sharing options...
MrSmegz Posted December 20, 2015 Share Posted December 20, 2015 50 minutes ago, NathanKell said: Since PF itself comes only with Egg and Conic fairings, that sounds like an issue with which adds those parts of which you speak. Thank you for the reply, that narrows down the problem quite a bit. And I am sorry for my confusion, for I do not know the mods that I install. Link to comment Share on other sites More sharing options...
Andem Posted January 13, 2016 Share Posted January 13, 2016 Best Mod doesn't cut it... Bestestest Mod of all of human history, maybe? Link to comment Share on other sites More sharing options...
Carrot Posted January 14, 2016 Share Posted January 14, 2016 the interstage base has a decouple node at staging but it does not decouple. Besides from adding a decoupler i there any fix for that? thanks Link to comment Share on other sites More sharing options...
Phineas Freak Posted January 14, 2016 Share Posted January 14, 2016 Do you use the top (adjustable) or the bottom (static) node? Link to comment Share on other sites More sharing options...
Drew Kerman Posted January 14, 2016 Share Posted January 14, 2016 this is my interstage decoupler cfg: @PART[KzInterstageAdapter2] { fx_gasBurst_white = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, decouple sound_decoupler_fire = decouple @MODULE[ModuleDecouple] { @ejectionForce = 250 @explosiveNodeID = top @isTweakable = True } } Link to comment Share on other sites More sharing options...
Speedster159 Posted February 6, 2016 Share Posted February 6, 2016 I get rouge node points or ghosts of them whenever I use the fairings. Link to comment Share on other sites More sharing options...
Phineas Freak Posted February 6, 2016 Share Posted February 6, 2016 Known issue, not something that you have to worry about, These are ghost nodes that do not do anything. Link to comment Share on other sites More sharing options...
Speedster159 Posted February 6, 2016 Share Posted February 6, 2016 1 hour ago, Phineas Freak said: Known issue, not something that you have to worry about, These are ghost nodes that do not do anything. Ah. Alright. Link to comment Share on other sites More sharing options...
Gaarst Posted February 6, 2016 Share Posted February 6, 2016 Can someone explain to me the actual way to use the interstages ? So far, I've been attaching the top floating node of the interstage to the engine and then adjust extra height until the top of the fairing reaches the upper stage tank. But I'm not really sure that is the way to do it: it doesn't allow me to ignite the engine in the same stage as the decoupling (stowed) so I have to first decouple then ignite the engine. Also, I'm not really sure how I should organise the staging, using the side fairings or the decoupler icons for staging seems to make no difference. Help is appreciated ! Link to comment Share on other sites More sharing options...
V8jester Posted February 6, 2016 Share Posted February 6, 2016 22 minutes ago, Gaarst said: Can someone explain to me the actual way to use the interstages ? So far, I've been attaching the top floating node of the interstage to the engine and then adjust extra height until the top of the fairing reaches the upper stage tank. But I'm not really sure that is the way to do it: it doesn't allow me to ignite the engine in the same stage as the decoupling (stowed) so I have to first decouple then ignite the engine. Also, I'm not really sure how I should organise the staging, using the side fairings or the decoupler icons for staging seems to make no difference. Help is appreciated ! If igniting an engine while stowed is something you want try Stowed Engines It still works with 1.0.5. I used backward interstates on my SR-71 as engine nozzles with this mod. Link to comment Share on other sites More sharing options...
Phineas Freak Posted February 6, 2016 Share Posted February 6, 2016 Also, do not forget to right-click the interstage base an enable the fuel cross feed (there is a button that toggles the functionality) . Link to comment Share on other sites More sharing options...
Starwaster Posted February 6, 2016 Share Posted February 6, 2016 (edited) 4 hours ago, Gaarst said: Can someone explain to me the actual way to use the interstages ? So far, I've been attaching the top floating node of the interstage to the engine and then adjust extra height until the top of the fairing reaches the upper stage tank. But I'm not really sure that is the way to do it: it doesn't allow me to ignite the engine in the same stage as the decoupling (stowed) so I have to first decouple then ignite the engine. Also, I'm not really sure how I should organise the staging, using the side fairings or the decoupler icons for staging seems to make no difference. Help is appreciated ! The best use of that part is for creating something like Saturn S-IVB LM Adapter. (see below) Edited February 6, 2016 by Starwaster Link to comment Share on other sites More sharing options...
senord Posted February 9, 2016 Share Posted February 9, 2016 (edited) I'm having an aerodynamics problem and would like to make sure I'm not just doing it wrong before going and reinstalling everything. Adding procedural fairings to my ship actually seems to increase its drag, and the overall impression is that drag is somehow being calculated in the old pre-1.0 number-of-parts way still? This is with FAR installed on KSP 1.0.5. Example: EDIT: turns out I'm just unfamiliar with the changes made by the 1.0+FAR aerodynamics... all the rockets that worked fine in 0.90+FAR are super unstable and I've resigned myself to putting giant hideous fins on everything Edited February 11, 2016 by senord issue resolved Link to comment Share on other sites More sharing options...
elitebuster Posted February 10, 2016 Share Posted February 10, 2016 So I'm having a problem with this mod: when I use any of the fairing bases, I can't attach anything to the node on the underside. Any way to fix this? Link to comment Share on other sites More sharing options...
Fr8monkey Posted February 10, 2016 Share Posted February 10, 2016 I'm having a problem of the game crashing to desktop on the launch pad. Only works when I use fairings. All other ships work fine. Could be another mod affecting it; but I don't know. Link to comment Share on other sites More sharing options...
Proteus Posted February 21, 2016 Share Posted February 21, 2016 guys any one knows if there is some addon that adds more "skins" to the fairings?i could swear that i saw some where a mod that adds more skins to pick from,but i cant find it. Link to comment Share on other sites More sharing options...
NathanKell Posted February 21, 2016 Share Posted February 21, 2016 @Proteus Link to comment Share on other sites More sharing options...
Proteus Posted February 21, 2016 Share Posted February 21, 2016 thanks Link to comment Share on other sites More sharing options...
Fr8monkey Posted February 22, 2016 Share Posted February 22, 2016 Haven't read the whole 130 pages; and may have g=been answered. Is there a reason Fairings makes the game crash to desktop from the launchpad? The launch screen pops up; but as soon as the launch light on the bottom left comes on, it crashes. I have a lot of mods; but most of them are ambiance and visual. Any particular mods that may cause it? Link to comment Share on other sites More sharing options...
V8jester Posted February 22, 2016 Share Posted February 22, 2016 (edited) 3 hours ago, Fr8monkey said: Haven't read the whole 130 pages; and may have g=been answered. Is there a reason Fairings makes the game crash to desktop from the launchpad? The launch screen pops up; but as soon as the launch light on the bottom left comes on, it crashes. I have a lot of mods; but most of them are ambiance and visual. Any particular mods that may cause it? You say you "have a lot of mods installed" Do you have GC Monitor installed? How much ram are you using? 32bit 64Bitt? 32 bit will crash at about 3.75GB 64bit will crash when you run out of ram (or if you bounce in and out of the VAB too many times with a high part count ship) Proc - fairings is a very stable mod. you may just be running out of ram. Edited February 22, 2016 by V8jester Link to comment Share on other sites More sharing options...
edemlama Posted February 25, 2016 Share Posted February 25, 2016 (edited) On 2/6/2016 at 4:23 PM, V8jester said: If igniting an engine while stowed is something you want try Stowed Engines It still works with 1.0.5. I used backward interstates on my SR-71 as engine nozzles with this mod. how do you install the mod? I 've read the instruction but they are not too clear for me, but it is not working .Whats the name of the interstate? "To use the PartModule, simply add the following line to your config" which config are they talking about? Edited February 25, 2016 by edemlama Link to comment Share on other sites More sharing options...
Schetefan Posted February 25, 2016 Share Posted February 25, 2016 I'm also having the problem that my game crashes if I wanna use procedural fairings. It is heavily modded, but it shouldn't be a ram problem as I even got the crashes at around 2750mb of ram used. When I looked into the crash report it stated a null pointer to some dll. As I used CKAN to install procedural fairings it don't think I messed up the installation. Without procedural fairings my game runs relativly stable Link to comment Share on other sites More sharing options...
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