MOARdV Posted July 13, 2013 Share Posted July 13, 2013 is there any way to add custom graphics to the side of the fairings? instead of eh recycle signYou can edit the texture. It looks like it's in fairing1.tga in the install dir. Link to comment Share on other sites More sharing options...
whatisthisidonteven Posted July 13, 2013 Share Posted July 13, 2013 Fairings perform a lot better in 1.2, loving the mod even more now. Any word on how interstage fairings are coming along? Link to comment Share on other sites More sharing options...
BlackNecro Posted July 13, 2013 Share Posted July 13, 2013 I guess it's because MechJeb doesn't detect them properly since they are not stock decouplers, but a new custom PartModule. Fixing it likely means fixing MechJeb, I'll look into it later.I just had a look at it, mechjeb checks for either of these (child is Decoupler) || (child is DecouplerGUI) || (child is RadialDecoupler) || child.Modules.Contains("ModuleDecouple") || child.Modules.Contains("ModuleAnchoredDecoupler") in order to determine whether it should step through the stage when reaching the next engine. I did some tests on adding an empty ModuleAnchoredDecouple to the side part resulted in mechjeb blocking on that stage requiring you to trigger the fairing opening by hand but atleast it would stop on that stage. Link to comment Share on other sites More sharing options...
e-dog Posted July 13, 2013 Author Share Posted July 13, 2013 is there any way to add custom graphics to the side of the fairings? instead of eh recycle signYou can edit fairing1.tga - the texture of the side fairings.Or you can clone side1.cfg and replace texture with you own (look here on how to do that).You can also adjust fairing shape in the .cfg and even release it as your mod for procedural fairings Here's the template for the texture I used, showing parts of the fairing in different colors.I'm going to add more differently styled side fairings and tutorial on making your own later, see future plans in the OP.Fairings perform a lot better in 1.2, loving the mod even more now. Any word on how interstage fairings are coming along?I didn't do anything yet after 1.2 update but interstage fairings is the first thing on my to do list.It looks like they'd be between two base parts (one flipped), eject-able, with shape similar to current ones if you cut off some of the nose cone.I might add low-profile bases as well.I just had a look at it, mechjeb checks for either of these (child is Decoupler) || (child is DecouplerGUI) || (child is RadialDecoupler) || child.Modules.Contains("ModuleDecouple") || child.Modules.Contains("ModuleAnchoredDecoupler") in order to determine whether it should step through the stage when reaching the next engine. I did some tests on adding an empty ModuleAnchoredDecouple to the side part resulted in mechjeb blocking on that stage requiring you to trigger the fairing opening by hand but atleast it would stop on that stage.If that works, adding || child.Modules.Contains("ProceduralFairingSide") to MechJeb code should fix it. I'll check that later. Link to comment Share on other sites More sharing options...
whatisthisidonteven Posted July 13, 2013 Share Posted July 13, 2013 I didn't do anything yet after 1.2 update but interstage fairings is the first thing on my to do list.It looks like they'd be between two base parts (one flipped), eject-able, with shape similar to current ones if you cut off some of the nose cone.I might add low-profile bases as well.Yeah. I'm thinking something that looks like the 2m stack decoupler, just two rings you'd place and the plugin would generate fairings between them Link to comment Share on other sites More sharing options...
CaptainArbitrary Posted July 13, 2013 Share Posted July 13, 2013 I might add low-profile bases as well.That'd be terrific. The only quibble I have about the mod is that the bases are a little clunky-looking. I really like the look of the KW fairing bases. They look like they were built to be as lightweight as possible, because you know, space.But I couldn't make a 3D model if you paid me (I know; people have tried), so I'm the last person to complain about that kind of thing. Link to comment Share on other sites More sharing options...
wsender Posted July 13, 2013 Share Posted July 13, 2013 This is how your KSP folder looks like:Put the Keramzit folder in GameData like this, note folder structure.Since I'm running OS X, is it not possible for me to install the fairings because I don't have a GameData folder in my game root? Link to comment Share on other sites More sharing options...
wsender Posted July 13, 2013 Share Posted July 13, 2013 Is it possible to install these on OS X w/o the GameData directory? Link to comment Share on other sites More sharing options...
sal_vager Posted July 13, 2013 Share Posted July 13, 2013 You should have the Gamedata folder in the OSX version if your copy is up to date and not the demo.All the Squad parts are in there. Link to comment Share on other sites More sharing options...
BlackNecro Posted July 13, 2013 Share Posted July 13, 2013 You can edit fairing1.tga - the texture of the side fairings.Or you can clone side1.cfg and replace texture with you own (look here on how to do that).You can also adjust fairing shape in the .cfg and even release it as your mod for procedural fairings Here's the template for the texture I used, showing parts of the fairing in different colors.I'm going to add more differently styled side fairings and tutorial on making your own later, see future plans in the OP.I didn't do anything yet after 1.2 update but interstage fairings is the first thing on my to do list.It looks like they'd be between two base parts (one flipped), eject-able, with shape similar to current ones if you cut off some of the nose cone.I might add low-profile bases as well.If that works, adding || child.Modules.Contains("ProceduralFairingSide") to MechJeb code should fix it. I'll check that later.Of course it would. I just don't like the idea of having to change every mod in order to add compability for your own stuff if you can write yours in a way it gets detected like stock. Link to comment Share on other sites More sharing options...
e-dog Posted July 13, 2013 Author Share Posted July 13, 2013 Of course it would. I just don't like the idea of having to change every mod in order to add compability for your own stuff if you can write yours in a way it gets detected like stock.Well, I tried stock decoupler modules first, but they didn't work well with procedural parts, so I had to write my own decoupling. Link to comment Share on other sites More sharing options...
Guest Posted July 14, 2013 Share Posted July 14, 2013 I finally got a chance to sit down and work with the revisions you made, e-dog. Absolutely fantastic! Not only do they conform nicely to the payload, they separate cleanly and reliably. Here's some shots of my tests: Link to comment Share on other sites More sharing options...
Commander Zoom Posted July 14, 2013 Share Posted July 14, 2013 I've never, ever bothered with a fairings mod before now. Too much hassle.You've made me a believer. Thank you. Link to comment Share on other sites More sharing options...
Galacticruler Posted July 14, 2013 Share Posted July 14, 2013 Anyone else think some proc. fairings with seperatron motors in them would be nice? Link to comment Share on other sites More sharing options...
Awaras Posted July 14, 2013 Share Posted July 14, 2013 (edited) I tried launching the stock Space Station Core using the 2.5m Custom Fairing Base and every time I try to jettison the fairings, the solar panels get ripped off the station... :/*edit* Never mind, I was putting them on backwards... d'oh... Edited July 14, 2013 by Awaras Link to comment Share on other sites More sharing options...
viperwolf Posted July 14, 2013 Share Posted July 14, 2013 I tried launching the stock Space Station Core using the 2.5m Custom Fairing Base and every time I try to jettison the fairings, the solar panels get ripped off the station... :/*edit* Never mind, I was putting them on backwards... d'oh...I did not know we could put them on backwards :/ maybe i did the same thing? Link to comment Share on other sites More sharing options...
Awaras Posted July 14, 2013 Share Posted July 14, 2013 (edited) I did not know we could put them on backwards :/ maybe i did the same thing?I was placing them like this (putting the part on the LEFT connection node):and you need to place them like this (on the RIGHT connection node):If you place them like in the first image they look the same, but the halves jettison towards the inside instead of outwards... Edited July 14, 2013 by Awaras Link to comment Share on other sites More sharing options...
e-dog Posted July 14, 2013 Author Share Posted July 14, 2013 If you place them like in the first image they look the same, but the halves jettison towards the inside instead of outwards...That's a bug, I'll check it. Are you using version 1.2 of the mod? Link to comment Share on other sites More sharing options...
Awaras Posted July 14, 2013 Share Posted July 14, 2013 That's a bug, I'll check it. Are you using version 1.2 of the mod?Yes, I am. Link to comment Share on other sites More sharing options...
e-dog Posted July 14, 2013 Author Share Posted July 14, 2013 Updated to 1.3, fixed ejection direction bug. Link to comment Share on other sites More sharing options...
gosnold Posted July 14, 2013 Share Posted July 14, 2013 I'm trying to use half a fairing as a reentry shield for long payloads, but it seems the fairings detach when you get out of warp and there is nothing I can do about it (before launch dewarping is ok though). Is anyone else having the same issue? Ps Thanks e-dog for this amazing mod! Link to comment Share on other sites More sharing options...
leopardenthusiast Posted July 14, 2013 Share Posted July 14, 2013 So I did a test to see which type of fairing was better. Here are my results, I used this, KSPX, and Ferram Aerospace Research (all linked in my signature).Test 1, Conical: Highest Altitude: 19,139mTest 2, Conical: Highest Altitude: 19,103mTest 3, Conical: Highest Altitude: 19,110mTest 1, Rounded: Highest Altitude: 18,971mTest 2, Rounded: Highest Altitude: 18,984mTest 3, Rounded: Highest Altitude: 18,968mTest rigs here: https://www.dropbox.com/s/ekxiq1winh9ltif/Fairing%20Test%20Rig%20-%20Conical.crafthttps://www.dropbox.com/s/3czstbfujqv3cfz/Fairing%20Test%20Rig%20-%20Rounded.craftAside from the fairing itself, they are identical. The fairing sizes are just what popped up when I made the "payload". I flew them by activating RCS, SAS, and the boosters at the same time, and turning RCS and SAS off as soon as the boosters burned out. Link to comment Share on other sites More sharing options...
codepoet Posted July 14, 2013 Share Posted July 14, 2013 Also, simple interstage fairings (just a cylinder or truncated cone) should be easy to make, so I'll look into it after FAR and ejection fixes.Great work with this mod. My immediate reaction was to start pulling the source apart to work out how it can be used to to interstage fairings. In particular I am keen for an engine housing that has a baseplate ("under plate") that engine clusters can be attached to, and the interstage fairings adapt to depending on the siza and shape ofthe engines, but also crutally the fairing/baseplate provide a bottom node to that the lower stage can be attached to the fariing and not the engine cluster that it is concealling.If this is what you have in mind then I will sit back and enjoy your work, but if not then I hope you would be supportive of me having a fiddle with your code. Link to comment Share on other sites More sharing options...
Tigermisu Posted July 14, 2013 Share Posted July 14, 2013 (edited) So does it work with FAR now?Edit: Yes it does, awesome! Edited July 14, 2013 by Tigermisu Found the asnwer Link to comment Share on other sites More sharing options...
betaking Posted July 14, 2013 Share Posted July 14, 2013 I think that proceedural interstages would be awsome, However I don't think that requiring two rings is a good Idea, perhaps a single ring that doubles as a decoupler or stack seperator.., but basically if I'm using interstages, its because they can cover up things like engines and/or stack node-size adapters for the upper stages of a rocket.Speaking of which, proceedural interstages would probably lead to me removing most of the current interstage models on the stock parts that have them. Link to comment Share on other sites More sharing options...
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