NathanKell Posted May 31, 2017 Share Posted May 31, 2017 @pianojosh yes anything that means a proc tank isn't directly connected to a proc interstage. Link to comment Share on other sites More sharing options...
Phineas Freak Posted June 1, 2017 Share Posted June 1, 2017 @rsparkyc I did some testing at making the procedural fairing side decouplers toggleable (much like the normal decouplers/separators) but, since my C# skills are almost non-existent, would be possible to consider such an option to be included for the next PF update? It would cut down the amount of required fairing parts in half and also allow some more flexibility for an existing craft file. Link to comment Share on other sites More sharing options...
rsparkyc Posted June 1, 2017 Share Posted June 1, 2017 @Phineas Freak I can look into doing that. I haven't seen @e-dog or @KortexM on if a few months, maybe I should start maintaining? Don't know what the rules around doing that are. @NathanKell, while i don't like this "solution", dirtying the state of the ProcInterstage every FixedUpdate solves the issue for me. Is there any event I can tie into AFTER everything has been loaded up in the VAB? It's already being set as dirty OnStart and OnLoad Link to comment Share on other sites More sharing options...
NathanKell Posted June 1, 2017 Share Posted June 1, 2017 @Phineas Freak since 1.0.5 you can do that with CFG, not code. @rsparkyc you can start a coroutine that fires when part.started is true I think? When was OnStartFinished added? If 1.2, you can hook on that too. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 1, 2017 Share Posted June 1, 2017 (edited) 6 hours ago, rsparkyc said: @Phineas Freak I can look into doing that. I haven't seen @e-dog or @KortexM on if a few months, maybe I should start maintaining? Don't know what the rules around doing that are. No formal rules per se, but, you can fork it and release your own version. I assume you have tried to contact them? The license allows forks, and, if you make a good-faith effort to contact them, I don't think anyone will be offended. If you do fork, let me know when you have a release, I can get CKAN updated for you Edited June 1, 2017 by linuxgurugamer Link to comment Share on other sites More sharing options...
rsparkyc Posted June 2, 2017 Share Posted June 2, 2017 I've already forked my own copy, and i would think tagging him here would be a good faith effort. I'm going to look into @NathanKell's suggestion about part.started and OnStartFinished first Link to comment Share on other sites More sharing options...
Phineas Freak Posted June 2, 2017 Share Posted June 2, 2017 @NathanKell PF does not use the normal "ModuleDecouple" module but a custom one that does not have provisions for manually setting the staging. This has to be handled by PF and that's why i asked if it is possible to implement such a functionality. Link to comment Share on other sites More sharing options...
NathanKell Posted June 3, 2017 Share Posted June 3, 2017 @Phineas Freak ah apologies! It shouldn't be too hard, all the toggle stuff is done in PartModule the base class, it should be fairly simple to implement toggling into an existing module. I tried real hard to make it simple Generally just requires checking for 'are we enabled' in OnActivate method that handles staging, and if you like setting the string overrides in code rather than cfg, and same for the 'where is toggling allowed' bit. Link to comment Share on other sites More sharing options...
Vorg Posted June 3, 2017 Share Posted June 3, 2017 Will it be possible to make it look like a fairing to KSP? Right now the fairings are treated as decouplers. So for example, if you set mechjeb to auto deploy fairings, it won't. Link to comment Share on other sites More sharing options...
Apollo13 Posted June 3, 2017 Share Posted June 3, 2017 (edited) This mod causes a CTD for me, even when my GameData has ONLY Squad and ProceduralFairings. It contains no other mods. KSP1.3. It worked fine with other mods in KSP 1.2.2 ksp.log file output_log.txt file Edited June 3, 2017 by Apollo13 Link to comment Share on other sites More sharing options...
softweir Posted June 3, 2017 Share Posted June 3, 2017 50 minutes ago, Apollo13 said: This mod causes a CTD for me, even when my GameData has ONLY Squad and ProceduralFairings. It contains no other mods. KSP1.3. It worked fine with other mods in KSP 1.2.2 ksp.log file output_log.txt file This mod has not been updated for 1.3 yet! e-dog hasn't been active for a while, and he hasn't even visited the forums this year. However, if you read the dozen posts above yours you will see that @rsparkyc is discussing updating it and perhaps taking over maintenance. I suggest you follow him for updates! Link to comment Share on other sites More sharing options...
Apollo13 Posted June 3, 2017 Share Posted June 3, 2017 @softweir Thank you for your response. I will follow him. Link to comment Share on other sites More sharing options...
rsparkyc Posted June 5, 2017 Share Posted June 5, 2017 So there's an open ticket on @e-dog's repository regarding this being updated for 1.3 here: https://github.com/e-dog/ProceduralFairings/issues/29. Assuming I don't hear back within a few days, expect me to create a (probably) final 1.2.2 version, and then recompile it for 1.3. I'll make a new forum post when I do. Link to comment Share on other sites More sharing options...
tmbomber Posted June 6, 2017 Share Posted June 6, 2017 <---------------------Giggles and claps!!!e-dog commented 14 hours ago @rsparkyc Go ahead, I don't think I'll have time for it anytime soon. Feel free to ask me anything about the code. Link to comment Share on other sites More sharing options...
rsparkyc Posted June 7, 2017 Share Posted June 7, 2017 I created one last 1.2.2 release that fixes some procedural parts integration here: https://github.com/rsparkyc/ProceduralFairings/releases/tag/v3.21 About to work on a 1.3 release Link to comment Share on other sites More sharing options...
rsparkyc Posted June 7, 2017 Share Posted June 7, 2017 can someone test this in 1.3? https://github.com/rsparkyc/ProceduralFairings/tree/master/GameData/ProceduralFairings Link to comment Share on other sites More sharing options...
Smimiaga Posted June 7, 2017 Share Posted June 7, 2017 Tested on 1.3, working perfectly. Thanks rsparkyc. You da real MVP. Link to comment Share on other sites More sharing options...
rsparkyc Posted June 7, 2017 Share Posted June 7, 2017 I've created a new thread here: Mods, can you lock this thread? @linuxgurugamer, how do I go about updating CKAN? Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 7, 2017 Share Posted June 7, 2017 20 minutes ago, rsparkyc said: I've created a new thread here: Mods, can you lock this thread? @linuxgurugamer, how do I go about updating CKAN? PM'ing you Link to comment Share on other sites More sharing options...
monstah Posted June 7, 2017 Share Posted June 7, 2017 4 hours ago, rsparkyc said: Mods, can you lock this thread? Sure thing. @e-dog, shall you want this tread back at a later time just report this message and me or another can unlock it back. Link to comment Share on other sites More sharing options...
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