Gordon Dry Posted May 20, 2016 Share Posted May 20, 2016 Just wanted to tell that even with ejection force set to 0.03 and torque set to 0.01 the engines above the payload fairing/decoupler base exploded. Link to comment Share on other sites More sharing options...
Bishop149 Posted May 20, 2016 Share Posted May 20, 2016 5 hours ago, Starwaster said: Posts like this don't really help unless they are accompanied by logs and at least a description of what you did before the problem happened. Refer to the following link for help in locating your logs and on preferred methods of making them available for others to see: Meh, I didn't take the time to pull the log as I'm not really looking for support. I simple solved the problem in the quickest easiest way for my personal needs which was to simply reverse the change resulting in the issue. Just thought that some information might be better than none. Apologies if I was wrong. Link to comment Share on other sites More sharing options...
Starwaster Posted May 20, 2016 Share Posted May 20, 2016 (edited) 1 hour ago, Bishop149 said: Meh, I didn't take the time to pull the log as I'm not really looking for support. I simple solved the problem in the quickest easiest way for my personal needs which was to simply reverse the change resulting in the issue. Just thought that some information might be better than none. Apologies if I was wrong. Regardless of whether or not you were looking for support, without logs it's going to be just as hard for the problem to be investigated. Understand: I'm not ragging on you, it's just a simple fact that you need logs to troubleshoot. What exactly crashed? Were there errors involved? If so, what code did the errors happen in? What code was responsible for THAT code being executed? Nobody knows. Without logs there's no way of knowing. Edited May 20, 2016 by Starwaster Link to comment Share on other sites More sharing options...
Gryphon Posted May 21, 2016 Share Posted May 21, 2016 (edited) 3 hours ago, Starwaster said: Regardless of whether or not you were looking for support, without logs it's going to be just as hard for the problem to be investigated. Understand: I'm not ragging on you, it's just a simple fact that you need logs to troubleshoot. What exactly crashed? Were there errors involved? If so, what code did the errors happen in? What code was responsible for THAT code being executed? Nobody knows. Without logs there's no way of knowing. So basically, we need to include logs if we want to get support, and we need to include logs if we want to give support to the mod author. (and reproduction steps, and all that) Edited May 21, 2016 by Gryphon Link to comment Share on other sites More sharing options...
Phineas Freak Posted May 21, 2016 Share Posted May 21, 2016 4 hours ago, Gryphon said: So basically, we need to include logs if we want to get support, and we need to include logs if we want to give support to the mod author. You always have to provide some means of debugging and the logs are an easy and fast way to troubleshoot a KSP installation. As @Starwastersaid how are we going to know what is wrong? You, the user, know your KSP installation better than everyone else but most of the problems cannot be described by words (or even images). With the logs you can see exactly how the mods are behaving and if something breaks on the way then it will be possible to see when and how it broke. Link to comment Share on other sites More sharing options...
Starwaster Posted May 21, 2016 Share Posted May 21, 2016 6 hours ago, Phineas Freak said: You always have to provide some means of debugging and the logs are an easy and fast way to troubleshoot a KSP installation. As @Starwastersaid how are we going to know what is wrong? You, the user, know your KSP installation better than everyone else but most of the problems cannot be described by words (or even images). With the logs you can see exactly how the mods are behaving and if something breaks on the way then it will be possible to see when and how it broke. And we know WHICH mods are installed too! If a player forgets about a mod they have installed (oh yeah! I forgot that was there...) it's all there in the log. ModuleManager.ConfigCache is another good file to have in conjunction with output_log.txt Link to comment Share on other sites More sharing options...
JebThrillMaster Posted May 21, 2016 Share Posted May 21, 2016 (edited) I seem to be having an issue with interstages. I set the parameters of the fairing correct, but once I launch the fuselage fairing pops and causes the whole rocket to blow up. It even happens when throttling up on the launchpad, it is as if the fairing gets shook to death. Edited May 21, 2016 by JebThrillMaster Link to comment Share on other sites More sharing options...
Starwaster Posted May 21, 2016 Share Posted May 21, 2016 1 hour ago, JebThrillMaster said: I seem to be having an issue with interstages. I set the parameters of the fairing correct, but once I launch the fuselage fairing pops and causes the whole rocket to blow up. It even happens when throttling up on the launchpad, it is as if the fairing gets shook to death. Might be a certain known issue concerning autostrutting. Turn off autostrutting on the fairing. (right click the base) If you require struts, manually place the stock struts. Link to comment Share on other sites More sharing options...
Gordon Dry Posted May 23, 2016 Share Posted May 23, 2016 (edited) So, while deploying the fairings at orbit, no acceleration at all, torque 0.00, power 0.03, the fairing base was destroyed and the "Cannot deploy blahblah while stowed" bug went through the door. I had the fairing base decoupled staged .off and placed a separator on top of it, also with a low power (and this one didn't harm anything). All right, in the correct order I was able to deploy this and that, but the heat radiators around the nuclear reprocessor are still stowed, but perhaps the heat radiators of the nuclear reactor have enough capacity. I can start the reprocessor right now, it has nothing to do so early, I have to transfer the depleted fuel manually and it would work chunk by chunk and perhaps heat will not be an issue then. Also the SSP Mk2 (2.5m) solar panels which are embedded into a hex truss are stowed. Autostruts were disabled. No log, no support? (Game still running) https://www.dropbox.com/s/5t7ekzfj1dvuh7v/2016-05-24-1%20Cannot%20deploay%20while%20stowed%20under%20PF.7z?dl=0 Screenshots: Spoiler Edited May 23, 2016 by Gordon Dry Link to comment Share on other sites More sharing options...
chrisl Posted May 24, 2016 Share Posted May 24, 2016 I recently upgraded to 1.1.2 (playing RO/RSS/RP-0). When I did the upgrade, I did a clean install of KSP, then manually installed the latest versions of all the mods that I use. I did not, however, start a new game. I just continued with my previous save. Everything seemed to be fine but I was only working with satellites, capsules and stations that I already had in orbit. I hadn't built or tried to launch a new rocket since the update. Last night I finally wanted to do that but when I tried to use a procedural fairing base (either the interstage or normal bases) I run into problems. The part is at it's base configuration and when I place and right click on the part, I do not get any of the expected options to alter the size and/or configuration of the base. I'm assuming I've either installed something wrong or have accidentally introduced a flaw during the reinstall but before I try going through all 65+ mods that I use, I figured I'd ask around and see if this has happened to anyone else. Link to comment Share on other sites More sharing options...
Gryphon Posted May 24, 2016 Share Posted May 24, 2016 (edited) 6 hours ago, chrisl said: The part is at it's base configuration and when I place and right click on the part, I do not get any of the expected options to alter the size and/or configuration of the base. I'm assuming I've either installed something wrong or have accidentally introduced a flaw during the reinstall but before I try going through all 65+ mods that I use, I figured I'd ask around and see if this has happened to anyone else. I just unlocked the first Fairing Base in my new game on 1.1.2, and I can confirm that I have the typical size and configuration options available on right-click. I'd focus on checking just your PF install first. You might also check in a sandbox game. Edited May 24, 2016 by Gryphon Link to comment Share on other sites More sharing options...
Gordon Dry Posted May 25, 2016 Share Posted May 25, 2016 Setting Ejection Torque to 0.00 does not always help, my last launches where for the bucket because they still rotated and destroyed my payload. Link to comment Share on other sites More sharing options...
TrooperCooper Posted May 25, 2016 Share Posted May 25, 2016 3 hours ago, Gordon Dry said: Setting Ejection Torque to 0.00 does not always help, my last launches where for the bucket because they still rotated and destroyed my payload. I noticed ejection power changes on procedural decouplers having no effect as well. This might be a general decoupler issue and not a PF thing... Link to comment Share on other sites More sharing options...
Gordon Dry Posted May 26, 2016 Share Posted May 26, 2016 Is there any conclusion why the MJ auto staging doesn't work with the PF ? I just used the Main Sailor black fairings for interstages, because they look better when on a main sailor textured black rocket (the default ones only have one dull color) and then the behavior is the same. Default interstaging fairings = auto staging works Payload fairings misused as interstage fairings = auto staging doesn't work as like as with the payload fairing itself Link to comment Share on other sites More sharing options...
Phineas Freak Posted May 26, 2016 Share Posted May 26, 2016 @Gordon Dryit is probably caused by the fact that the interstage base uses the stock ModuleDecouple{} module but the fairing sides use a ProceduralFairingDecoupler{} module. The mod itself should add support for this decoupler module. Link to comment Share on other sites More sharing options...
Gordon Dry Posted June 1, 2016 Share Posted June 1, 2016 So I found out that fairing torque set to 0.00 and ejection force set to 1.00 works with the default PF but when I use the Mainsail textured ones they still rotate, no matter if I set torque to 0.00 ... Link to comment Share on other sites More sharing options...
Maxsimal Posted June 2, 2016 Share Posted June 2, 2016 Hey, playing RP0/RO in 1.1.2. My IB - interstage w/Decoupler (Procedural Fairing) doesn't actually seem to decouble ever. The option to remove coupling from staging is not set, I can see the decoupler node in my staging list, but it just doesn't. There's no option in the right click menu to decouple it manually either. Link to comment Share on other sites More sharing options...
Gordon Dry Posted June 2, 2016 Share Posted June 2, 2016 I learned something: 8 segment-fairing = segments rotate whatsoever torque set to 0.00 4 segment-fairing = segments go off smoothly without rotating Link to comment Share on other sites More sharing options...
RedKraken Posted June 3, 2016 Share Posted June 3, 2016 My rules of thumb for pF : 1. Top node always connects to a (centre-node) engine....even if you dont need it. 2. Maintain the 2m interstage separation between top and bottom nodes (the height slider). Increase if needed. 3. Bottom node always connects to a (centre-node) tank. 4. Interstage base for interstages, fairing base for payload. 5. Avoid connecting to clipped engines or tanks. I get clipping on load issues and dead stages if i get too creative. Link to comment Share on other sites More sharing options...
atomontage Posted June 14, 2016 Share Posted June 14, 2016 On 21.05.2016 at 11:12 PM, Starwaster said: Might be a certain known issue concerning autostrutting. Turn off autostrutting on the fairing. (right click the base) If you require struts, manually place the stock struts. I have the same issue which causes a side of fairing to detach itself on the launchpad once physics is initialized. I can confirm that disabling auto strutting resolves the issue. Link to comment Share on other sites More sharing options...
Dermeister Posted June 16, 2016 Share Posted June 16, 2016 Is there a mod for this that allow changing textures of the fairings to match the Procedural parts textures? Like you know how you can swap textures in the VAB on Procedural parts with the lil arroes in the rightclic menu... it would be cool if procedural fairings had that too. Link to comment Share on other sites More sharing options...
evileye.x Posted June 16, 2016 Share Posted June 16, 2016 18 minutes ago, Dermeister said: Is there a mod for this that allow changing textures of the fairings to match the Procedural parts textures? Like you know how you can swap textures in the VAB on Procedural parts with the lil arroes in the rightclic menu... it would be cool if procedural fairings had that too. Procedural Fairings for everything Link to comment Share on other sites More sharing options...
Gordon Dry Posted June 16, 2016 Share Posted June 16, 2016 @Dermeister @evileye.x: a link and as you can see it's not 1.1.2 but meanwhile try and which also got textures for fairings. Also still not 1.1.2 but good to follow it Link to comment Share on other sites More sharing options...
Herrkurt Posted June 17, 2016 Share Posted June 17, 2016 (edited) I'm trying to build a Saturn I with the basic procedural parts of RO and having trouble. The problem seems like it may be with either procedural fairings or the RL10 engine. Guidance develops a mind of it's own and the whole craft gets wet noodle syndrome with decoupling causing explosive super-sonic accelerations. If I take the payload fairing sides off but leave the interstages normal the rocket behaves (regardless of increased drag). Put the fairing cover on and it goes exploding noodle again. If I replace the arrays of RL10s with single LR-87 H2 at each stage it also seems to go away. Auto-strutting is off and when I use the RL10 array I have a decoupler in the center of the engines connected to the fuel tank's central node, with a structural part (gird or procedural, happens either way) leading from the decoupler to the interstage fairing which in turn rests on the fuel tank of the next stage below. The payload fairing at the top is connected to the 3rd stage fuel tank bellow and a decoupler with another dummy payload fuel tank above. Does my RL10 array violate the rules Redkraken laid out and could be a cause of the issue directly? If so why does removing the payload fairing sides fix it? Is there another way to arrange the interstage that would fix it and allow it to fly normally with payload fairing sides on? Log: https://www.dropbox.com/s/wkz6wzvsdd5a7pp/output_log.txt?dl=0 -Modlist RP-0, RSS, RO, [X]science, Filter Extensions, Toolbar, AJE, B9-Proc Wings, BahaSP, Community Resource Pack, Community Tech Tree, Connected Living Spaces, Contract Configurator, Custom Barn Kit, DRE, Engine Group Controller, FAR, FireSpitter, ForScience, Hangar Extender, GCMonitor, KCT, KJR, Kerbaltek, Kerbal Renamer, Kopernicus, KSC Switcher, MJ2, Minimum Ambient Lighting, MiniAVC, Modular Flight Intergrator, Proc Fairings, Proc Parts, RCSBuildAid, Realchute, Realfuels, Realheat, Remotetech, Semi-Saturable Reaction Wheels, Safechute, Scantsat, Shipmanifest, Smokescreen, solver engines, sxt, testflight, texture replacer, TacLS, KAC, VenStockRevamp, Wider Contract App, Module Manager All kept up to data via Ckan And craft too: https://www.dropbox.com/s/4wsmwwuag1vxrth/Saturn I.craft?dl=0 Edited June 18, 2016 by Herrkurt Log Added Link to comment Share on other sites More sharing options...
subyng Posted June 19, 2016 Share Posted June 19, 2016 So I'm having an issue with using interstage fairings. Here's my rocket: So, the behaviour I want is for the middle fairings to decouple after I separate the probe at the top. The structural fairings don't have this ability (why not?) If I use the aerodynamic fairings however, there seem to be some structural issues because the nose cone inside of the middle fairing will break off from aerodynamic stresses. This doesn't happen when using the structural fairings. Is this by design, or possibly a bug? How can I get this to work? Link to comment Share on other sites More sharing options...
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