KortexM Posted October 18, 2016 Share Posted October 18, 2016 Thanks for the warm welcome Honestly, having PF run for 1.2 was really no big deal. Anyway, credits should still go to @e-dog for this great mod! Now.. how about some interstage nodes? Link to comment Share on other sites More sharing options...
Toonu Posted October 19, 2016 Share Posted October 19, 2016 21 hours ago, KortexM said: Thanks for the warm welcome Honestly, having PF run for 1.2 was really no big deal. Anyway, credits should still go to @e-dog for this great mod! Now.. how about some interstage nodes? Yeah, I have this question too...Will the 1.2 version have interstage nodes like stock ones? I hope so... Because this mod is essential for me Link to comment Share on other sites More sharing options...
KortexM Posted October 19, 2016 Share Posted October 19, 2016 6 hours ago, Toonu said: Yeah, I have this question too...Will the 1.2 version have interstage nodes like stock ones? I hope so... Because this mod is essential for me I got interstage nodes working now, took a little longer than i had planned to invest. I hope i didn't break anything crucial (if you see ghost nodes to the (left?) side or weird behaviour when placing multiple fairings - these are old bugs). Consider it no official update/release though - i just changed/added the things that i think would be useful Me hopes that @e-dog takes back control. Changelog:**3.17a** [KortexM] - Added Interstage Nodes (no trusses) to Fairings and Interstage Fairing, two connections possible on each node (up & down), nodes can be hidden - A few code cleanups (foreach mostly) - All other bugs/features untouched (hopefully..) Download Procedural Fairings 3.17a from Dropbox here (All Sources included) and test carefully. Link to comment Share on other sites More sharing options...
Drew Kerman Posted October 20, 2016 Share Posted October 20, 2016 5 hours ago, KortexM said: Me hopes that @e-dog takes back control. He's been around recently, so hopefully he'll drop a statement sometime soon one way or the other. In the meantime thx for the upkeep! Link to comment Share on other sites More sharing options...
Araym Posted October 20, 2016 Share Posted October 20, 2016 14 hours ago, KortexM said: I got interstage nodes working now, took a little longer than i had planned to invest. I hope i didn't break anything crucial (if you see ghost nodes to the (left?) side or weird behaviour when placing multiple fairings - these are old bugs). Consider it no official update/release though - i just changed/added the things that i think would be useful Me hopes that @e-dog takes back control. Changelog:**3.17a** [KortexM] - Added Interstage Nodes (no trusses) to Fairings and Interstage Fairing, two connections possible on each node (up & down), nodes can be hidden - A few code cleanups (foreach mostly) - All other bugs/features untouched (hopefully..) Download Procedural Fairings 3.17a from Dropbox here (All Sources included) and test carefully. I know that the original part are an @e-dog job, but for sake of semplicity and to show it already update to KSP 1.2 (maybe up to know e-dog wishes, if he return modding) is it possible to start eventually a new thread as "Procedural Fairing continued" with the 1.2 label? Link to comment Share on other sites More sharing options...
Toonu Posted October 20, 2016 Share Posted October 20, 2016 16 hours ago, KortexM said: I got interstage nodes working now, took a little longer than i had planned to invest. I hope i didn't break anything crucial (if you see ghost nodes to the (left?) side or weird behaviour when placing multiple fairings - these are old bugs). Consider it no official update/release though - i just changed/added the things that i think would be useful Me hopes that @e-dog takes back control. Changelog:**3.17a** [KortexM] - Added Interstage Nodes (no trusses) to Fairings and Interstage Fairing, two connections possible on each node (up & down), nodes can be hidden - A few code cleanups (foreach mostly) - All other bugs/features untouched (hopefully..) Download Procedural Fairings 3.17a from Dropbox here (All Sources included) and test carefully. Thanks ! Link to comment Share on other sites More sharing options...
Rosco P. Coltrane Posted October 20, 2016 Share Posted October 20, 2016 (edited) Has anybody else noticed a big performance drop of procedural fairings? It used to be the case as I remember it, that PF fairings were better performance wise (well, in other aspects as well :P) than stock, now I made some tests and the same rocket that (going straight up) gets me to 121 Km with PF, will get my Ap at Dres orbit with stock fairings. EDIT: Well, I'm an idiot. The test wight I was using happened to be a fuel tank. Crossfeed works in stock fairings but not in PF so my rocket was getting half the juice. Edited October 21, 2016 by Rosco P. Coltrane Link to comment Share on other sites More sharing options...
capi3101 Posted October 21, 2016 Share Posted October 21, 2016 13 hours ago, Rosco P. Coltrane said: The test wight I was using happened to be a fuel tank. If you're still using 1.1.2, I might suggest Kerbal NRAP - adjustable testing weights. Comes in handy every now and again. I don't know if it's working in 1.2 yet or not; Stupid_Chris has had a tendency in the past not to update the version numbers. Link to comment Share on other sites More sharing options...
KortexM Posted October 21, 2016 Share Posted October 21, 2016 (edited) On 20.10.2016 at 1:12 PM, Araym said: I know that the original part are an @e-dog job, but for sake of semplicity and to show it already update to KSP 1.2 (maybe up to know e-dog wishes, if he return modding) is it possible to start eventually a new thread as "Procedural Fairing continued" with the 1.2 label? Good idea, i might doing that, yes. 13 hours ago, Rosco P. Coltrane said: EDIT: Well, I'm an idiot. The test wight I was using happened to be a fuel tank. Crossfeed works in stock fairings but not in PF so my rocket was getting half the juice. Fixed. Crossfeed is now working correctly. Changelog:**3.17b** [KortexM] - Fixed Fuel Crossfeed (be aware that flow to/from interstage nodes is affected too!) Dropbox Downloads: Procedural Fairings 3.17b . And here are the full Sources. Edited October 21, 2016 by KortexM Link to comment Share on other sites More sharing options...
Drew Kerman Posted October 21, 2016 Share Posted October 21, 2016 25 minutes ago, KortexM said: Dropbox Downloads Changing the end of the download string from 0 to 1 will let ppl download the file directly without having to bother visiting Dropbox Link to comment Share on other sites More sharing options...
Jim DiGriz Posted October 21, 2016 Share Posted October 21, 2016 On 10/20/2016 at 4:12 AM, Araym said: I know that the original part are an @e-dog job, but for sake of semplicity and to show it already update to KSP 1.2 (maybe up to know e-dog wishes, if he return modding) is it possible to start eventually a new thread as "Procedural Fairing continued" with the 1.2 label? e-dog did log in a week ago, so its possible he'll be back when real life allows. what might be more useful would be a "proc fairings redux/continued/community/kortexm" ckan config uploaded to ckan in the interim, rather than splitting the forum thread. Link to comment Share on other sites More sharing options...
Araym Posted October 21, 2016 Share Posted October 21, 2016 3 hours ago, Jim DiGriz said: e-dog did log in a week ago, so its possible he'll be back when real life allows. what might be more useful would be a "proc fairings redux/continued/community/kortexm" ckan config uploaded to ckan in the interim, rather than splitting the forum thread. ... "for sake of simplicity", CKAN's anything could be usegul for CKAN users... ... but a Thread IS useful for anyone...@KortexM: Any will be fine, in the end. You, sir, are awesome even only by posting here :-D Link to comment Share on other sites More sharing options...
oversoul Posted October 27, 2016 Share Posted October 27, 2016 (edited) [dumb question redacted] Thanks for updating this mod, guys. I love it. Edited October 27, 2016 by oversoul Link to comment Share on other sites More sharing options...
Phineas Freak Posted October 27, 2016 Share Posted October 27, 2016 @oversoul you are using the structural fairings (grey) and not the normal ones (yellow). These are not meant to be decoupled. Link to comment Share on other sites More sharing options...
oversoul Posted October 27, 2016 Share Posted October 27, 2016 1 minute ago, Phineas Freak said: @oversoul you are using the structural fairings (grey) and not the normal ones (yellow). These are not meant to be decoupled. Yup, that got it. Thanks for answering my bone-headed post! haha I even looked at those things earlier and thought to myself, "I better remember to not use those." WAUGH Link to comment Share on other sites More sharing options...
ss8913 Posted October 28, 2016 Share Posted October 28, 2016 So.. can't tell from context, is this working in 1.2? can I just grab the existing version and use it? Link to comment Share on other sites More sharing options...
razark Posted October 28, 2016 Share Posted October 28, 2016 2 minutes ago, ss8913 said: So.. can't tell from context, is this working in 1.2? can I just grab the existing version and use it? See: Link to comment Share on other sites More sharing options...
KortexM Posted November 3, 2016 Share Posted November 3, 2016 Some more fixes! I did also a quick successful test with @Felgers extension Procedural Fairings for Everything, which gives more fairing shapes and textures. Changelog: **3.17c** [KortexM] - Fixed ghost nodes appearing when adding a new fairing base in the VAB/SPH - Fixed blue ghost lines (invalid fairing outline) when having multiple fairing bases in VAB/SPH - Fixed interstage nodes positions for Interstage Adapter when resized - Some UI fixes - Code cleanups (de-Linqed etc.) Dropbox Downloads: Procedural Fairings 3.17c for KSP 1.2, And here are the full Sources Link to comment Share on other sites More sharing options...
e-dog Posted November 8, 2016 Author Share Posted November 8, 2016 Updated to 3.20. Added the following changes by KortexM: - Ready for KSP 1.2 (recompiled, small changes to configs) - Added Interstage Nodes (no trusses) to Fairings and Interstage Fairing, two connections possible on each node (up & down) - A few code cleanups (foreach mostly) - Fixed Fuel Crossfeed (be aware that flow to/from interstage nodes is affected too!) - Fixed ghost nodes appearing when adding a new fairing base in the VAB/SPH - Fixed blue ghost lines (invalid fairing outline) when having multiple fairing bases in VAB/SPH - Fixed interstage nodes positions for Interstage Adapter when resized - Some UI fixes - Code cleanups (de-Linqed etc.) - All other bugs/features untouched (hopefully..) Link to comment Share on other sites More sharing options...
evileye.x Posted November 8, 2016 Share Posted November 8, 2016 Wow, I'm so glad PF got updated. I dare to ask for quite simple feature - config option to set default torque. Anyway, I refused to play KSP without PF, now it's time to shoot stuff in space again. Link to comment Share on other sites More sharing options...
Drew Kerman Posted November 8, 2016 Share Posted November 8, 2016 yay for official release! But thanks again to @KortexM for pushing this along in the interim Link to comment Share on other sites More sharing options...
DrLicor Posted November 9, 2016 Share Posted November 9, 2016 Update doesn't seem to work for me how it should be. While loading the game, it gets stuck at one of the procedural fairing parts. I'm currently in KSP 1.1.3 with a lot of mods, so it's probably my install. I've fixed it by manually downloading an older version of pf. You don't have to fix this, I also don't have a log for you. But I just wanted to report it, in case more people are having the same problem. I will problably change to 1.2.x in a month, depends when RSS/RO are updated. Keep up the good work! Link to comment Share on other sites More sharing options...
Phineas Freak Posted November 9, 2016 Share Posted November 9, 2016 @DrLicor isn't that normal? I mean, you cannot expect a mod that it is compiled against KSP 1.2.1 to work in 1.1.3. That's the whole reason why plugin mods needs updating in the first place. Link to comment Share on other sites More sharing options...
DrLicor Posted November 9, 2016 Share Posted November 9, 2016 @Phineas Freak, yep it's normal that it shouldn't work, I agree, but the way it doesn't work, looks a bit odd for me. Most of the time a mod when a mod isn't compatible with the current version, the game just loads, only the mod doesn't work. And I'm mod a plugin writer myself, so I don't know that much about these kind of mods, but I can imagen some mods can work with both versions. But again, I'm not asking for a fix or something like that. Link to comment Share on other sites More sharing options...
Phineas Freak Posted November 9, 2016 Share Posted November 9, 2016 @DrLicor ultimately, it depends on what parts of the KSP API a mod uses. For example, EVE only broke after the KSP 1.2 update: it was compatible from KSP 0.23 (0.22?) through KSP 1.1.3. Link to comment Share on other sites More sharing options...
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