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[1.2] Procedural Fairings 3.20 (November 8)


e-dog

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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?

YES, so much yes.

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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?

That would actually be just awesome. I'd LOVE that! I've been using them basically for purely cosmetic reasons, but that would just be the kick :)

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Good idea, it'd really make those fairings useful.

Also, any news on scaleable fairing base? I'd like to be able to use those fairings with some non-standard base sizes (like BobCat's Proton rocket). While the interstage adapter can be tweaked to make "normal" fairings, it's not perfect.

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Admittedly, I tried that and managed to ruin my save file by using the cheat menu to reload the part entries while in the R&D screen. Now I have two sets of fairing parts, one purchased and the other unpurchasable. And I can't use them. So don't do what I did.

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In my opinion, the fairings should be available in whatever tab the first aerodynamic cone is available.

I think that's way too simplified, and brings career back to sandbox pretty quick:

  • This would give you access to 3m and 5m shroud bases before you've even graduated to 2m rocketry
  • Making a lightweight, aerodynamic shroud that opens is much harder that piling explosives on a few bolts, and the sepratrons aren't all available early-on so these parts are out of place
  • If it's just an aeroshell that opens then it's still more advanced than a nosecone, but if it's also auto-strut to stabilise the contents that's way more advanced than the strut component you may not have unlocked in another part of the tree.

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.

More sensible, but at the risk of being a pain...

I'd actually like to see three classes of shroud: Fuselage fairing (presently the white icons, no ejection and strutted), Aeroshell simple (new category, no struts) and Aeroshell advanced (existing orange/gold icon, with struts). That way you can depend the aeroshells on decouplers (since the separate but are harder), fuselage fairings depends on nosecones, and any strut-stabilised fairing and aeroshell part depends on the strut part.

I appreciate strutting is a toggled option in the VAB at the moment, but making it a distinct part allows using some fairing features without leapfrogging other capabilities. I should also get a weight benefit from the strutless parts (if I don't already).

Edited by lipatden
yucky grammar
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I think that's way too simplified, and brings career back to sandbox pretty quick:

  • This would give you access to 3m and 5m shroud bases before you've even graduated to 2m rocketry
  • Making a lightweight, aerodynamic shroud that opens is much harder that piling explosives on a few bolts, and the sepratrons aren't all available early-on so these parts are out of place
  • If it's just an aeroshell that opens then it's still more advanced than a nosecone, but if it's also auto-strut to stabilise the contents that's way more advanced than the strut component you may not have unlocked in another part of the tree.

Auto-struts only stabilize the fairing, not the contents. Also, ideally, the fairing base would be made procedural, too, so base sizes are irrelevant. I think it should be made available quite early on.

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Updated to 2.4.2, mostly for tech tree support:

  • Zero-radius payload is now used when no payload attached, so fairings will always reshape.
  • Added parts to the tech tree (except 3 and 5m parts).
  • Moved fuselage shrouds to Structural tab.
  • Changing adapter attachment node size with radius.

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1.25m bases and side fairings come with Stability.

2.5m bases with Advanced Construction.

0.625m in Precision Engineering.

Fuselages in Composites.

Adapter in Advanced Metalworks.

I guess 3m should be in Hypersonic Flight, but I didn't add them for now.

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Updated to 2.4.2, mostly for tech tree support:

  • Zero-radius payload is now used when no payload attached, so fairings will always reshape.
  • Added parts to the tech tree (except 3 and 5m parts).
  • Moved fuselage shrouds to Structural tab.
  • Changing adapter attachment node size with radius.

Keep up the good work e-dog! This is a great mod.

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This... is an awesome mod. Thank you.

...I have, however, had some trouble working the Intertage Adapter. Whenever I try to increase the height of the fairing, either by moving the "extra fairing height"or the "top node" (still not clear on which is which) it will snap to a very sharp angle; like a box. Is there an easy way to avoid this?

Sorry if this has been answered; I've looked through the thread and come up with nothing.

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