UAL002 Posted October 17, 2013 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?YES, so much yes. Link to comment Share on other sites More sharing options...
drtedastro Posted October 17, 2013 Share Posted October 17, 2013 yes, sounds good. No drag is a real drag....... Link to comment Share on other sites More sharing options...
Khan_Tiger Posted October 17, 2013 Share Posted October 17, 2013 I second that notion!I third that motion! Link to comment Share on other sites More sharing options...
automcdonough Posted October 17, 2013 Share Posted October 17, 2013 it's the whole point of fairings isn't it???? DO IT. Link to comment Share on other sites More sharing options...
Creat 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?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 Link to comment Share on other sites More sharing options...
Guest Posted October 17, 2013 Share Posted October 17, 2013 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. Link to comment Share on other sites More sharing options...
MedievalNerd Posted October 17, 2013 Share Posted October 17, 2013 Huh? Did I read that right in one of the comments you can simply use the past version in 0.22? (Need to add the requiretech and tech cost I guess for careeer) but does it work? Link to comment Share on other sites More sharing options...
Deltac Posted October 17, 2013 Share Posted October 17, 2013 Huh? Did I read that right in one of the comments you can simply use the past version in 0.22? (Need to add the requiretech and tech cost I guess for careeer) but does it work?Why don't you try? Link to comment Share on other sites More sharing options...
TomatoSoup Posted October 17, 2013 Share Posted October 17, 2013 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. Link to comment Share on other sites More sharing options...
MedievalNerd Posted October 18, 2013 Share Posted October 18, 2013 I have failed to do it the right way apparently. Wasn't able to make them appear in either sandbox or career mode. Link to comment Share on other sites More sharing options...
lipatden Posted October 18, 2013 Share Posted October 18, 2013 (edited) 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 rocketryMaking 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 placeIf 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 October 18, 2013 by lipatden yucky grammar Link to comment Share on other sites More sharing options...
KasperVld Posted October 18, 2013 Share Posted October 18, 2013 (edited) Here's my set of CFG files: https://docs.google.com/file/d/0B4uzoAd4Cn3eVmd5eERjc0hETk0/edit?usp=sharingSelect file --> download, or press control+s to download the zip. Edited October 18, 2013 by KasperVld Link to comment Share on other sites More sharing options...
Guest Posted October 18, 2013 Share Posted October 18, 2013 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 rocketryMaking 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 placeIf 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. Link to comment Share on other sites More sharing options...
e-dog Posted October 19, 2013 Author Share Posted October 19, 2013 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. Link to comment Share on other sites More sharing options...
TomatoSoup Posted October 19, 2013 Share Posted October 19, 2013 Awesome! But why didn't you add the 3m parts? Link to comment Share on other sites More sharing options...
e-dog Posted October 19, 2013 Author Share Posted October 19, 2013 There are no stock 3m parts and I'm not sure where to put them in those extra tech nodes intended for mods. Link to comment Share on other sites More sharing options...
Deltac Posted October 19, 2013 Share Posted October 19, 2013 There are no stock 3m parts and I'm not sure where to put them in those extra tech nodes intended for mods.You'd need to look at where KW and Novapunch put their 3m (and 5m for nova) parts Link to comment Share on other sites More sharing options...
Simplicity Posted October 19, 2013 Share Posted October 19, 2013 Updated to 2.4.2, mostly for tech tree support:May I ask where you put the parts in the tech tree (before I overwrite my own hacked version ) Link to comment Share on other sites More sharing options...
e-dog Posted October 19, 2013 Author Share Posted October 19, 2013 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. Link to comment Share on other sites More sharing options...
Ignamious Posted October 20, 2013 Share Posted October 20, 2013 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. Link to comment Share on other sites More sharing options...
NathanKell Posted October 20, 2013 Share Posted October 20, 2013 Yay! Rescaling nodes. Thanks! Link to comment Share on other sites More sharing options...
Railgunner2160 Posted October 21, 2013 Share Posted October 21, 2013 KW rocketry has it's own 3m fairings under the Heavy Aerodynamics node.... Link to comment Share on other sites More sharing options...
Spanier Posted October 21, 2013 Share Posted October 21, 2013 So what's about the idea of procedural heat shields, will it be implemented one day? Link to comment Share on other sites More sharing options...
Execute13 Posted October 21, 2013 Share Posted October 21, 2013 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. Link to comment Share on other sites More sharing options...
e-dog Posted October 21, 2013 Author Share Posted October 21, 2013 It's a known adapter bug. For now you can try reducing extra payload radius with R.And yes, procedural heatshields are planned, see the original post. Link to comment Share on other sites More sharing options...
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