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[1.2] Procedural Fairings 3.20 (November 8)


e-dog

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I have a feature idea. How about a way to control the fairing height? If the fairing would clip a part of the rocket, the nose would be cut off, for example so you could have the command pod and it's LES sticking out of the fairing.

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I have a feature idea. How about a way to control the fairing height? If the fairing would clip a part of the rocket, the nose would be cut off, for example so you could have the command pod and it's LES sticking out of the fairing.

That can already be done by using a second flipped-over base to limit the fairing height, so that inline fairings are created between two bases.

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Oh, gawd. Now, I feel like and idiot. LOL

Psssh, I've done much worse. I once accidentally turned a probe core upside down and then built an airship probe (using Hooligan's airship mod) and then I custom built a lifter to take it into orbit and thence to Eve.

I could not figure out why the damned thing would not fly properly. I tried it on manual and I tried giving the job to MechJeb. MechJeb took the rocket a few hundred meters into the air and then promptly turned it around and tried to fly it into the ground. First I was sure that my lifter was flawed because I had wobble so I strutted it and strutted it and rebuilt parts of it. OVER AND OVER again for (I kid you not) TWO REAL LIFE DAYS.

Finally I was convinced that the problem must be the airship mod. I mean, it was obviously exerting some weird torque on my ship right??? RIGHT??? Then I tried mechjeb again but this time I watched the inputs and I realized that it was flying into the ground because MechJeb was DECIDING to fly the ship into the ground. I tore the damn ship apart piece by piece until I got to the probe core. Sure enough, the sucker was upside down.

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That can be modded in the cfg:

MODEL

{

model = Keramzit/ProceduralFairings/baseRingModel

scale = 2.3, 1.15, 2.3

// scale = 2.3, 2.3, 2.3

}

...

// node_stack_top = 0.0, 0.46, 0.0, 0.0, 1.0, 0.0

node_stack_top = 0.0, 0.23, 0.0, 0.0, 1.0, 0.0

...

mass = 0.1

So before I completely bork my game up- what exactly would EDIT? I don't really know how to edit the scale bits there. I've never tried...

(For those of you wondering- trying to make the fairing bases slimmer vertically, as right now they're slightly too large and get in the way :( )

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So before I completely bork my game up- what exactly would EDIT? I don't really know how to edit the scale bits there. I've never tried...

(For those of you wondering- trying to make the fairing bases slimmer vertically, as right now they're slightly too large and get in the way :( )

Each part is defined by a *.cfg file. Usually it's named part.cfg but it can be called anything. Go into your KSP_win\GameData\Keramzit\ProceduralFairings\ directory

Look for a section in each *.cfg like rkman quoted above

(if you just want to do the rings they are all named things like baseRing1_25.cfg (the 1.25m base ring is what that file name is saying)

In the case he quoted it USED to be scale = 2.3, 2.3, 2.3 but he commented that out by putting // in front of it and replaced it with a line that says scale = 2.3, 1.15, 2.3

Which means that he changed the Y scale (because Y is up in this game) from 2.3 to 1.15 so he basically just cut it in half.

Which, I did not realize scale accepted XYZ values... and I looked in those files but I wasn't looking for THAT so I didn't see it. Hmmmmm. Gonna try that now.

btw if you have module manager you don't HAVE to edit anything. Instead of editing the file you can make a cfg file that applies a patch during loading without altering any original files.

Looks like he changed the 2.5 meter ring SO if you have modulemanager you can do THIS instead:


@PART[KzProcFairingBaseRing2_5]
{
@MODEL
{
@scale = 2.3, 1.15, 2.3
}
}

Which would achieve the same thing without actually changing any files so if you screw something up it's as easy as deleting the cfg file that you made to patch. (cfg files can usually be anywhere in the GameData folder and they'll get executed by KSP when it loads)

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Each part is defined by a *.cfg file. Usually it's named part.cfg but it can be called anything. Go into your KSP_win\GameData\Keramzit\ProceduralFairings\ directory

Look for a section in each *.cfg like rkman quoted above

(if you just want to do the rings they are all named things like baseRing1_25.cfg (the 1.25m base ring is what that file name is saying)

In the case he quoted it USED to be scale = 2.3, 2.3, 2.3 but he commented that out by putting // in front of it and replaced it with a line that says scale = 2.3, 1.15, 2.3

Which means that he changed the Y scale (because Y is up in this game) from 2.3 to 1.15 so he basically just cut it in half.

Which, I did not realize scale accepted XYZ values... and I looked in those files but I wasn't looking for THAT so I didn't see it. Hmmmmm. Gonna try that now.

btw if you have module manager you don't HAVE to edit anything. Instead of editing the file you can make a cfg file that applies a patch during loading without altering any original files.

Looks like he changed the 2.5 meter ring SO if you have modulemanager you can do THIS instead:


@PART[KzProcFairingBaseRing2_5]
{
@MODEL
{
@scale = 2.3, 1.15, 2.3
}
}

Which would achieve the same thing without actually changing any files so if you screw something up it's as easy as deleting the cfg file that you made to patch. (cfg files can usually be anywhere in the GameData folder and they'll get executed by KSP when it loads)

Catch; this doesn't move the NODE. Trying different things to see what to do. >.<

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Catch; this doesn't move the NODE. Trying different things to see what to do. >.<

There's only two answers. One, manually adjust the nodes. That's not hard.

Answer 2, try scaling with two scale calls. The first one would be scale 1.15 (<--- This goes OUTSIDE the MODEL node in the config file that should scale the node)(again going by the example cited previously) Not sure what the second would be.... try scale 2, 1, 2 or scale 2.3, 1, 2.3

Too late for me to try it myself now, going back to bed :(

Edited by Starwaster
correction
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Any chance of something like simple procedural nosecones in the future? Similar to procedural fairings, but one piece only. They'd have the option of movable top and bottom attachment nodes so we can build things like custom boost protective covers for command pod launch escape systems similar to those used on the Saturn V, Soyuz or planned SLS.

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Any chance of something like simple procedural nosecones in the future? Similar to procedural fairings, but one piece only. They'd have the option of movable top and bottom attachment nodes so we can build things like custom boost protective covers for command pod launch escape systems similar to those used on the Saturn V, Soyuz or planned SLS.

Do you want something like these

http://wiki.kerbalspaceprogram.com/wiki/NCS_Adapter

http://wiki.kerbalspaceprogram.com/wiki/Rockomax_Brand_Adapter

but procedural?

Or do you want them hollow? Or what?

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Do you want something like these

http://wiki.kerbalspaceprogram.com/wiki/NCS_Adapter

http://wiki.kerbalspaceprogram.com/wiki/Rockomax_Brand_Adapter

but procedural?

Or do you want them hollow? Or what?

It would be a hollow structure that could be adjusted to conform to the shape of a command pod and have a decoupler so that it could be jettisoned once the vehicle reaches orbit.

The Saturn cover is an almost perfect cone shape.

http://1.bp.blogspot.com/_NfpO7HD4KPA/TLq0QCpKbNI/AAAAAAAAABg/4G8MXiW5LK4/s1600/s168.gif

The Orion vehicle for the SLS is more a bowl shape, but the basic design is the same.

http://www.wpclipart.com/space/ships/Orion/orion_launch_abort_system.jpg

I believe the Soyuz design covers the entirety of the command module and habitation module.

http://www.spacesafetymagazine.com/wp-content/uploads/2011/08/shrouds.gif

Edited by m1919
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Sorry if this was asked before in here, but I could not find it on a quick search.

Sometimes I seem to have "ghost stages" when I try to launch stuff with procedural fairings. More simply, the staging is screwed. Even if it's obviously set up correctly in VAB, whenever I press space during launch the first time, something invisible detaches... next space will detach the fairings even if they are on top in staging.

When I start a new build from scratch, it usually works fine. but a reload of the same design later may cause same problems. Any ideas?

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hmm, thanks for the offer.. but i should make an "example craft" first, with no other mods (current one uses also ST escape capsule mod). Hmm actually, THAT could be the reason, I will look into this :)

Because it used to work fine for me. But the escape capsule has an internal decoupler, this in combination with proc. fairings may confuse things up.

EDIT: Ah, no i found one without any other addons, will add a craft file in a sec.

Here is the craft file:

http://pastebin.com/VSY3rNzz

(save content as foobar.craft)

should only use stock 0.21 and procedural fairings

Edited by tommaster
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Here's another one, same problem:


ship = Generic Probe Mlk I
version = 0.21.1
description =
type = VAB
PART
{
part = probeCoreOcto2_4293989252
partName = Part
pos = -0.495737,18.26208,-0.04343964
rot = 0,0,0,1
attRot = 0,0,0,1
mir = 1,1,1
istg = 0
dstg = 0
sidx = -1
sqor = -1
attm = 0
link = parachuteSingle_4293989218
link = batteryBankMini_4293989014
attN = bottom,batteryBankMini_4293989014
attN = top,parachuteSingle_4293989218
EVENTS
{
}
ACTIONS
{
}
MODULE
{
name = ModuleCommand
isEnabled = True
controlSrcStatusText =
EVENTS
{
MakeReference
{
active = True
guiActive = True
guiIcon = Control From Here
guiName = Control From Here
category = Control From Here
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
RenameVessel
{
active = True
guiActive = True
guiIcon = Rename Vessel
guiName = Rename Vessel
category = Rename Vessel
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
}
ACTIONS
{
}
}
MODULE
{
name = ModuleReactionWheel
isEnabled = True
stateString = Active
WheelState = Active
EVENTS
{
OnToggle
{
active = True
guiActive = True
guiIcon = Toggle Torque
guiName = Toggle Torque
category = Toggle Torque
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
}
ACTIONS
{
Activate
{
actionGroup = None
}
Deactivate
{
actionGroup = None
}
Toggle
{
actionGroup = None
}
}
}
MODULE
{
name = ModuleSAS
isEnabled = True
EVENTS
{
}
ACTIONS
{
}
}
MODULE
{
name = ModuleTripLogger
isEnabled = False
EVENTS
{
}
ACTIONS
{
}
Surfaced
{
}
Flew
{
}
FlewBy
{
}
Orbited
{
}
SubOrbited
{
}
}
}
PART
{
part = parachuteSingle_4293989218
partName = Part
pos = -0.495737,18.33822,-0.04343964
rot = 0,0,0,1
attRot = 0,0,0,1
mir = 1,1,1
istg = 0
dstg = 0
sidx = 0
sqor = 0
attm = 0
attN = bottom,probeCoreOcto2_4293989252
EVENTS
{
}
ACTIONS
{
}
MODULE
{
name = ModuleParachute
isEnabled = True
persistentState = STOWED
staged = False
EVENTS
{
Deploy
{
active = True
guiActive = True
guiIcon = Deploy Chute
guiName = Deploy Chute
category = Deploy Chute
guiActiveUnfocused = True
unfocusedRange = 4
externalToEVAOnly = True
}
CutParachute
{
active = False
guiActive = True
guiIcon = Cut Parachute
guiName = Cut Parachute
category = Cut Parachute
guiActiveUnfocused = True
unfocusedRange = 4
externalToEVAOnly = True
}
Repack
{
active = False
guiActive = False
guiIcon = Repack Chute
guiName = Repack Chute
category = Repack Chute
guiActiveUnfocused = True
unfocusedRange = 4
externalToEVAOnly = True
}
}
ACTIONS
{
DeployAction
{
actionGroup = None
}
CutAction
{
actionGroup = None
}
}
}
}
PART
{
part = batteryBankMini_4293989014
partName = Part
pos = -0.495737,18.10102,-0.04343964
rot = 0,0,0,1
attRot = 0,0,0,1
mir = 1,1,1
istg = 0
dstg = 0
sidx = -1
sqor = -1
attm = 0
link = toroidalFuelTank_4293988986
attN = top,probeCoreOcto2_4293989252
attN = bottom,toroidalFuelTank_4293988986
EVENTS
{
}
ACTIONS
{
}
}
PART
{
part = toroidalFuelTank_4293988986
partName = Part
pos = -0.495737,17.95116,-0.04343964
rot = 0,0,0,1
attRot = 0,0,0,1
mir = 1,1,1
istg = 0
dstg = 0
sidx = -1
sqor = -1
attm = 0
link = microEngine_4293988922
attN = top,batteryBankMini_4293989014
attN = bottom,microEngine_4293988922
EVENTS
{
}
ACTIONS
{
}
}
PART
{
part = microEngine_4293988922
partName = Part
pos = -0.495737,17.90129,-0.04343964
rot = 0,0,0,1
attRot = 0,0,0,1
mir = 1,1,1
istg = 0
dstg = 0
sidx = 1
sqor = 0
attm = 0
link = stackDecoupler_4293988878
attN = top,toroidalFuelTank_4293988986
attN = bottom,stackDecoupler_4293988878
EVENTS
{
}
ACTIONS
{
}
MODULE
{
name = ModuleEngines
isEnabled = True
EngineIgnited = False
engineShutdown = False
currentThrottle = 0
flameout = False
staged = False
EVENTS
{
Activate
{
active = True
guiActive = True
guiIcon = Activate Engine
guiName = Activate Engine
category = Activate Engine
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
Shutdown
{
active = False
guiActive = True
guiIcon = Shutdown Engine
guiName = Shutdown Engine
category = Shutdown Engine
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
}
ACTIONS
{
OnAction
{
actionGroup = None
}
ShutdownAction
{
actionGroup = None
}
ActivateAction
{
actionGroup = None
}
}
}
}
PART
{
part = stackDecoupler_4293988878
partName = Part
pos = -0.495737,17.55454,-0.04343964
rot = 0,0,0,1
attRot = 0,0,0,1
mir = 1,1,1
istg = 1
dstg = 1
sidx = 0
sqor = 1
attm = 0
link = largeAdapter_4293988842
attN = bottom,largeAdapter_4293988842
attN = top,microEngine_4293988922
EVENTS
{
}
ACTIONS
{
}
MODULE
{
name = ModuleDecouple
isEnabled = True
isDecoupled = False
EVENTS
{
Decouple
{
active = True
guiActive = True
guiIcon = Decouple
guiName = Decouple
category = Decouple
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
}
ACTIONS
{
DecoupleAction
{
actionGroup = None
}
}
}
}
PART
{
part = largeAdapter_4293988842
partName = Strut
pos = -0.495737,16.67155,-0.04343964
rot = 0,0,0,1
attRot = 0,0,0,1
mir = 1,1,1
istg = 2
dstg = 2
sidx = -1
sqor = -1
attm = 0
link = fuelTank2-2_4293988818
link = mumech.MJ2.AR202_4293988790
link = solarPanels5_4293989118
link = solarPanels5_4293981380
link = solarPanels5_4293981350
link = solarPanels5_4293981320
attN = top,stackDecoupler_4293988878
attN = bottom,fuelTank2-2_4293988818
EVENTS
{
}
ACTIONS
{
}
}
PART
{
part = fuelTank2-2_4293988818
partName = Part
pos = -0.495737,14.97905,-0.04343964
rot = 0,0,0,1
attRot = 0,0,0,1
mir = 1,1,1
istg = 2
dstg = 2
sidx = -1
sqor = -1
attm = 0
link = liquidEngine2-2_4293988736
attN = top,largeAdapter_4293988842
attN = bottom,liquidEngine2-2_4293988736
EVENTS
{
}
ACTIONS
{
}
}
PART
{
part = liquidEngine2-2_4293988736
partName = Part
pos = -0.495737,13.31461,-0.04343964
rot = 0,0,0,1
attRot = 0,0,0,1
mir = 1,1,1
istg = 2
dstg = 2
sidx = -1
sqor = -1
attm = 0
link = decoupler1-2_4293988642
attN = top,fuelTank2-2_4293988818
attN = bottom,decoupler1-2_4293988642
EVENTS
{
}
ACTIONS
{
}
MODULE
{
name = ModuleEngines
isEnabled = True
EngineIgnited = False
engineShutdown = False
currentThrottle = 0
flameout = False
staged = False
EVENTS
{
Activate
{
active = True
guiActive = True
guiIcon = Activate Engine
guiName = Activate Engine
category = Activate Engine
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
Shutdown
{
active = False
guiActive = True
guiIcon = Shutdown Engine
guiName = Shutdown Engine
category = Shutdown Engine
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
}
ACTIONS
{
OnAction
{
actionGroup = None
}
ShutdownAction
{
actionGroup = None
}
ActivateAction
{
actionGroup = None
}
}
}
MODULE
{
name = ModuleJettison
isEnabled = True
EVENTS
{
Jettison
{
active = False
guiActive = True
guiIcon = Jettison
guiName = Jettison
category = Jettison
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
}
ACTIONS
{
JettisonAction
{
actionGroup = None
}
}
}
MODULE
{
name = ModuleGimbal
isEnabled = True
gimbalLock = False
EVENTS
{
LockGimbal
{
active = True
guiActive = True
guiIcon = Lock Gimbal
guiName = Lock Gimbal
category = Lock Gimbal
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
FreeGimbal
{
active = False
guiActive = True
guiIcon = Free Gimbal
guiName = Free Gimbal
category = Free Gimbal
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
}
ACTIONS
{
ToggleAction
{
actionGroup = None
}
}
}
MODULE
{
name = ModuleAnimateHeat
isEnabled = True
EVENTS
{
}
ACTIONS
{
}
}
MODULE
{
name = ModuleAlternator
isEnabled = True
EVENTS
{
}
ACTIONS
{
}
}
}
PART
{
part = decoupler1-2_4293988642
partName = Part
pos = -0.495737,12.12831,-0.04343964
rot = 0,0,0,1
attRot = 0,0,0,1
mir = 1,1,1
istg = 3
dstg = 3
sidx = -1
sqor = -1
attm = 0
link = CORE.CSB-209-1_4293988576
attN = bottom,CORE.CSB-209-1_4293988576
attN = top,liquidEngine2-2_4293988736
EVENTS
{
}
ACTIONS
{
}
MODULE
{
name = ModuleDecouple
isEnabled = True
isDecoupled = False
EVENTS
{
Decouple
{
active = True
guiActive = True
guiIcon = Decouple
guiName = Decouple
category = Decouple
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
}
ACTIONS
{
DecoupleAction
{
actionGroup = None
}
}
}
}
PART
{
part = CORE.CSB-209-1_4293988576
partName = Part
pos = -0.495737,0.5128403,-0.04343964
rot = 0,0,0,1
attRot = 0,0,0,1
mir = 1,1,1
istg = 4
dstg = 4
sidx = -1
sqor = -1
attm = 0
link = R8winglet_4293988400
link = R8winglet_4293988364
link = R8winglet_4293988328
link = R8winglet_4293988292
link = launchClamp1_4293988256
link = launchClamp1_4293988150
link = launchClamp1_4293988044
link = launchClamp1_4293987938
attN = top,decoupler1-2_4293988642
EVENTS
{
}
ACTIONS
{
}
MODULE
{
name = ModuleEngines
isEnabled = True
EngineIgnited = False
engineShutdown = False
currentThrottle = 0
flameout = False
staged = False
EVENTS
{
Activate
{
active = True
guiActive = True
guiIcon = Activate Engine
guiName = Activate Engine
category = Activate Engine
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
Shutdown
{
active = False
guiActive = True
guiIcon = Shutdown Engine
guiName = Shutdown Engine
category = Shutdown Engine
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
}
ACTIONS
{
OnAction
{
actionGroup = None
}
ShutdownAction
{
actionGroup = None
}
ActivateAction
{
actionGroup = None
}
}
}
MODULE
{
name = ModuleGimbal
isEnabled = True
gimbalLock = False
EVENTS
{
LockGimbal
{
active = True
guiActive = True
guiIcon = Lock Gimbal
guiName = Lock Gimbal
category = Lock Gimbal
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
FreeGimbal
{
active = False
guiActive = True
guiIcon = Free Gimbal
guiName = Free Gimbal
category = Free Gimbal
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
}
ACTIONS
{
ToggleAction
{
actionGroup = None
}
}
}
}
PART
{
part = R8winglet_4293988400
partName = ControlSurface
pos = 0.9069911,2.68289,-1.147108
rot = 1.40847E-07,0.9415439,-5.039594E-08,-0.3368903
attRot = 0,0,0,1
mir = 1,1,1
istg = 4
dstg = 4
sidx = -1
sqor = -1
attm = 1
sym = R8winglet_4293988364
sym = R8winglet_4293988328
sym = R8winglet_4293988292
srfN = srfAttach,CORE.CSB-209-1_4293988576
EVENTS
{
}
ACTIONS
{
}
}
PART
{
part = R8winglet_4293988364
partName = ControlSurface
pos = -1.599405,2.68289,-1.446168
rot = 6.395857E-08,0.4275546,-1.352292E-07,-0.9039896
attRot = 0,0,0,1
mir = 1,1,1
istg = 4
dstg = 4
sidx = -1
sqor = -1
attm = 1
sym = R8winglet_4293988400
sym = R8winglet_4293988328
sym = R8winglet_4293988292
srfN = srfAttach,CORE.CSB-209-1_4293988576
EVENTS
{
}
ACTIONS
{
}
}
PART
{
part = R8winglet_4293988328
partName = ControlSurface
pos = -1.898465,2.68289,1.060229
rot = -5.039594E-08,-0.3368904,-1.40847E-07,-0.9415439
attRot = 0,0,0,1
mir = 1,1,1
istg = 4
dstg = 4
sidx = -1
sqor = -1
attm = 1
sym = R8winglet_4293988400
sym = R8winglet_4293988364
sym = R8winglet_4293988292
srfN = srfAttach,CORE.CSB-209-1_4293988576
EVENTS
{
}
ACTIONS
{
}
}
PART
{
part = R8winglet_4293988292
partName = ControlSurface
pos = 0.6079311,2.68289,1.359288
rot = -1.352292E-07,-0.9039896,-6.395857E-08,-0.4275546
attRot = 0,0,0,1
mir = 1,1,1
istg = 4
dstg = 4
sidx = -1
sqor = -1
attm = 1
sym = R8winglet_4293988400
sym = R8winglet_4293988364
sym = R8winglet_4293988328
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uhm HOW???

And what is that railing looking thing in the first few pictures? Attached near the top?

I first created the inline fairings using Kerazmit's mod. I noticed that if you pulled off the fairings they kept their shape. I then removed the fairing bases from the model and reattached the procedural fairings using Cubic Octagonal Struts and Damned Robotics Door hinges. I was disappointed after my first trial launch when I returned to the VAB and fairings looked as if they had reverted to their shape out of the toolbox, but then was delighted they returned to their procedural shape when launched.

1tr9tcG.jpg

HjlxsM5.jpg

The rail thing is JonzCo Elevator. http://forum.kerbalspaceprogram.com/showthread.php/45249-WIP-Foldaway-Elevator-JonzCo-Mobility-Equipment

Maybe the new little hinges Sirkut was posting up (updated Infernal Robotics)?

Have been waiting for those. Sirkut just released them. I'll probably redo this using the MSI parts instead of the DR ones even though the DR hinges work fine for this application.

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I have a feature idea. How about a way to control the fairing height? If the fairing would clip a part of the rocket, the nose would be cut off, for example so you could have the command pod and it's LES sticking out of the fairing.

I have been doing some work along these lines with somthing I call "float nodes" whereby you can radially attach parts to the base or top of the stack (ie as you would to create an engine cluster) and the top or bottom stack node is procedurally moved up or down to "float" to allow the stack to continue depending on the size of the radially attached parts. The idea is that you can use it to create fairings for a clustered engine compartment. If anyone is interested let me know and I can send you something to play with.

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I love this mod :) but i built a mini plane to put inside the fairing on top of a rocket and i nottice the control surfaces are affectign rocket flight... is it just me or if control surfaces are in a fairing they have no wind hitting o nthem so they are innafective? my question is.. will this mod ever simulate the fact that objects are inside and cant affect flight with control surfaces? Or is that somthing that KSP is planning to add?

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I love this mod :) but i built a mini plane to put inside the fairing on top of a rocket and i nottice the control surfaces are affectign rocket flight... is it just me or if control surfaces are in a fairing they have no wind hitting o nthem so they are innafective? my question is.. will this mod ever simulate the fact that objects are inside and cant affect flight with control surfaces? Or is that somthing that KSP is planning to add?

Those work for the same reason infiniglide works. Control surfaces work via magic forces, not the relative airflow.

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