HeadHunter67 Posted October 12, 2013 Share Posted October 12, 2013 That's what we used to call "Problem Exists Between Keyboard And Chair". Link to comment Share on other sites More sharing options...
NathanKell Posted October 13, 2013 Share Posted October 13, 2013 Here are some new textures for the fairings; they're designed to blend in with StretchyTanks (and my new textures for ST).https://www.dropbox.com/s/qrgcs9fhmz3pq6l/PFTextures.zipExamples:US StyleGerman styleStretchy Tanks "stock" style (needs a normal map on the fairings--ohai e-dog...)Stretchy Tanks style. (Sorry about the stretching...it's how PF works.) Link to comment Share on other sites More sharing options...
TelluriumCrystal Posted October 13, 2013 Share Posted October 13, 2013 I'm just going to pop in here and say awesome job with these! Now I don't have to make the payload fit the fairing anymore! Link to comment Share on other sites More sharing options...
Starwaster Posted October 13, 2013 Share Posted October 13, 2013 Looks good Nathan, but the normal map looks like it should be reversed... Link to comment Share on other sites More sharing options...
NathanKell Posted October 13, 2013 Share Posted October 13, 2013 As I said in the notes above, I wish there _were_ normal maps for procedural fairings models, but there aren't. And that's something that can only happen if e-dog re-exports with the normal map on, I think, or hacks the code to force on a normal map (like ST does).(It's sure possible--the custom fairings KOSMOS uses have normal maps. But they use different meshes.) Link to comment Share on other sites More sharing options...
scrollbutton Posted October 14, 2013 Share Posted October 14, 2013 I'm having an issue getting the fairings to render in the VAB and on the launchpad. I'm running PF 2.4.1, otherwise vanilla KSP 0.21A quick description of problem:- fairings and bases appear under aero tab- I have correctly placed base with payload atop it- When attaching fairing OR fuselage, no wireframe rendering occurs, nor does it occur after loading the craft to launchpad - I have also noticed that, when using the inline adapters, mouse-over + 'R' does not allow me to change base radius.Screenshot with un-rendered fairing bits attached to base that I more or less stuck on a space station core: http://imgur.com/7PfRiQpI copied Keramzit folder to KSP/Gamedata, and proceduralfairings.dll is located in this folder (gamedata/keramzit/procedural fairings). Lastly, debug shows no red/orange errors, just a spammed yellow warning about the patcher not being downloaded.Thanks for any advice y'all can offer. Link to comment Share on other sites More sharing options...
e-dog Posted October 14, 2013 Author Share Posted October 14, 2013 As I said in the notes above, I wish there _were_ normal maps for procedural fairings models, but there aren't. And that's something that can only happen if e-dog re-exports with the normal map on, I think, or hacks the code to force on a normal map (like ST does).(It's sure possible--the custom fairings KOSMOS uses have normal maps. But they use different meshes.)KOSMOS author asked me to reexport with bump shaders, so you may just get those meshes and replace textures on them in cfg. Link to comment Share on other sites More sharing options...
HoneyFox Posted October 14, 2013 Share Posted October 14, 2013 Any plan on radius-adjustable fairing bases? I mean those white ones. Right now only that dark one (interstage fairing base) is radius-adjustable... and that one is not very good at making fairings for top-mounted payload IMHO... Link to comment Share on other sites More sharing options...
e-dog Posted October 14, 2013 Author Share Posted October 14, 2013 - When attaching fairing OR fuselage, no wireframe rendering occurs, nor does it occur after loading the craft to launchpad - I have also noticed that, when using the inline adapters, mouse-over + 'R' does not allow me to change base radius.Does it render blue wireframe when you have payload attached to the fairing base, but have no side fairings/fuselage attached?If not, it looks like plugin DLL doesn't work for some reason. Check KSP.log and/or KSP_Data/output_log.txt for messages about ProceduralFairings.What OS are you running?Any plan on radius-adjustable fairing bases? I mean those white ones. Right now only that dark one (interstage fairing base) is radius-adjustable... and that one is not very good at making fairings for top-mounted payload IMHO...Yes, that's planned. Link to comment Share on other sites More sharing options...
NathanKell Posted October 15, 2013 Share Posted October 15, 2013 e-dog: Right. Saw them, drooled. I didn't use them because I thought they were KOSMOS's own, and thus locked down tight. If they're yours (and SA) I'll switch over to them right away.Also, any hope of adjusting node size on rescale? Should only be a few more lines, in updateShape(), something like node.size = Math.Round(baseRadius / 0.625,0) for each top/bottom, and topRadius/0.625 for top1.That's still needed for FAR compatibility.(It's currently causing my PF-made RVs to reenter rear-first...bad.) Link to comment Share on other sites More sharing options...
e-dog Posted October 15, 2013 Author Share Posted October 15, 2013 Yes, I noted node size rescaling to add it later.And I find FAR really weird on reentry even without PF. Link to comment Share on other sites More sharing options...
NathanKell Posted October 15, 2013 Share Posted October 15, 2013 1. Ah, cool!2. Long as you obey "center of pressure go BEHIND center of mass, grasshopper" I've never had problems. (Leave nothing attached to your RV; flip it upside down in VAB; check blue vs yellow).Although the drag of various reentry vehicles seems strange, (like the Mk1 having way higher Cd than Mk1-2 with shield) but I think all that will finally get fixed when ferram updates to the new section-based code. Let alone the weirdness of faired RVs! Link to comment Share on other sites More sharing options...
Conanator Posted October 17, 2013 Share Posted October 17, 2013 Anyone have a hotfix for 0.22? Link to comment Share on other sites More sharing options...
Kerbal01 Posted October 17, 2013 Share Posted October 17, 2013 It should work, shouldn't it? Link to comment Share on other sites More sharing options...
Deltac Posted October 17, 2013 Share Posted October 17, 2013 Anyone have a hotfix for 0.22?It should work, shouldn't it?Unless otherwise stated, Everything should work for .22. If you want parts to show up in the Research nodes, that will take a quick cfg edit. Link to comment Share on other sites More sharing options...
e-dog Posted October 17, 2013 Author Share Posted October 17, 2013 It works with 0.22. I didn't do in-depth testing with FAR etc., but I found no problems.It doesn't show in tech tree, obviously. I'll consider where to place it. Link to comment Share on other sites More sharing options...
TomatoSoup Posted October 17, 2013 Share Posted October 17, 2013 Personally, I just tossed it all under the first Aerodynamics node. But I suppose one of the rocketry nodes might be better suited. Link to comment Share on other sites More sharing options...
White Owl Posted October 17, 2013 Share Posted October 17, 2013 Personally, I just tossed it all under the first Aerodynamics node. But I suppose one of the rocketry nodes might be better suited.In my opinion, the fairings should be available in whatever tab the first aerodynamic cone is available. Link to comment Share on other sites More sharing options...
e-dog Posted October 17, 2013 Author Share Posted October 17, 2013 Yeah, I've also considered putting larger bases under advanced construction or whatever that's called where there is 2.5m decoupler and other structural stuff. And interstage adapter in later tiers.Also, in theory it's possible to zero out drag of the payload inside fairings and then restore it when fairings are ejected. That is, without FAR, with stock aerodynamics. Is anyone interested in this feature? Link to comment Share on other sites More sharing options...
Athlonic Posted October 17, 2013 Share Posted October 17, 2013 ^ Sure thing !!Thanks. Link to comment Share on other sites More sharing options...
dlrk Posted October 17, 2013 Share Posted October 17, 2013 Can anyone who's put this in the tech tree share their CFGs, please? Link to comment Share on other sites More sharing options...
RoboRay Posted October 17, 2013 Share Posted October 17, 2013 also, in theory it's possible to zero out drag of the payload inside fairings and then restore it when fairings are ejected. That is, without far, with stock aerodynamics. Is anyone interested in this feature?GOSH yes! Link to comment Share on other sites More sharing options...
Guest Posted October 17, 2013 Share Posted October 17, 2013 Also, in theory it's possible to zero out drag of the payload inside fairings and then restore it when fairings are ejected. That is, without FAR, with stock aerodynamics. Is anyone interested in this feature?Count me in for this! Link to comment Share on other sites More sharing options...
Pablonius Posted October 17, 2013 Share Posted October 17, 2013 Can anyone who's put this in the tech tree share their CFGs, please?I second that notion! Link to comment Share on other sites More sharing options...
TomatoSoup Posted October 17, 2013 Share Posted October 17, 2013 That would be an AMAZING feature. But let's make sure it doesn't break FAR, right? Link to comment Share on other sites More sharing options...
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