Execute13 Posted October 21, 2013 Share Posted October 21, 2013 It's a known adapter bug. For now you can try reducing extra payload radius with R.Ok. Thank you; I'll see whether that will help. Link to comment Share on other sites More sharing options...
NathanKell Posted October 23, 2013 Share Posted October 23, 2013 Hey e-dog, any way I can persuade you to read density and specificmass (respectively) from the cfg, rather than hardcoding it? For the Earth-size Kerbin with Earth-size dV, I want to try to check and tweak all component masses vs. RL rockets'.I mean, I can do it on my end, but I figure it'd be useful to everyone who's playing with rescaled Kerbin. Link to comment Share on other sites More sharing options...
wasmic Posted October 23, 2013 Share Posted October 23, 2013 Why aren't the 3.75m and 5m fairings in the tech tree? I would like to play with them in Career mode, too. Link to comment Share on other sites More sharing options...
e-dog Posted October 23, 2013 Author Share Posted October 23, 2013 Hey e-dog, any way I can persuade you to read density and specificmass (respectively) from the cfg, rather than hardcoding it? For the Earth-size Kerbin with Earth-size dV, I want to try to check and tweak all component masses vs. RL rockets'.I mean, I can do it on my end, but I figure it'd be useful to everyone who's playing with rescaled Kerbin.They are not hardcoded. Anything marked with [KSPField] is read from the cfg. Link to comment Share on other sites More sharing options...
e-dog Posted October 23, 2013 Author Share Posted October 23, 2013 Why aren't the 3.75m and 5m fairings in the tech tree? I would like to play with them in Career mode, too.Because I didn't know where to put them. They should go in Hypersonic Flight, I guess, if you look at KW Rocketry, for example. Link to comment Share on other sites More sharing options...
NathanKell Posted October 23, 2013 Share Posted October 23, 2013 D'oh. Quite right. Used to it above the variables, not to the left. *((@%$ eyes. :\Thanks! Link to comment Share on other sites More sharing options...
lipatden Posted October 24, 2013 Share Posted October 24, 2013 Why aren't the 3.75m and 5m fairings in the tech tree? I would like to play with them in Career mode, too.Stock doesn't have any 3m or 5m parts, so there's nothing to attach to the fairing bases to except with mod parts - and those could be anywhere the mod part author decides to put them. There's no one answer, so you're free to do it yourself. Link to comment Share on other sites More sharing options...
Umlüx Posted October 24, 2013 Share Posted October 24, 2013 true, there aren't any. but you can make some. (clustered tanks)hmmm.. maybe i'll stick them into the tech node with the mainsails.... Link to comment Share on other sites More sharing options...
Kerbal01 Posted October 24, 2013 Share Posted October 24, 2013 How do we add the procedural fairings module to parts? I want to add this functionality to the titan fairing base from FASA gemini. Link to comment Share on other sites More sharing options...
Sean Mirrsen Posted October 26, 2013 Share Posted October 26, 2013 I wonder if anyone's created an improved Kessler Syndrome Generator with the Interstage Adapters yet.Also, I'm quite fond of this mod. Very aesthetically pleasing, and likely effective in FAR as well.A question I'd like to ask is, exactly how difficult is this sort of thing to extend to other kinds of cross-section shapes? I'm thinking Mk2 and Mk3 spaceplane fuselages, specifically, or even more specifically a kind of a procedural "cargo bay", using inline fairings or an interstage adapter, intended for mirror rather than radial symmetry. Link to comment Share on other sites More sharing options...
e-dog Posted October 26, 2013 Author Share Posted October 26, 2013 A question I'd like to ask is, exactly how difficult is this sort of thing to extend to other kinds of cross-section shapes? I'm thinking Mk2 and Mk3 spaceplane fuselages, specifically, or even more specifically a kind of a procedural "cargo bay", using inline fairings or an interstage adapter, intended for mirror rather than radial symmetry.Actually, I want to make a procedural fuselages mod for (space)planes, with procedural cargo bays and adjustable profile. Also procedural wings with inline control surfaces etc.I have no idea when I'll get to that though. Link to comment Share on other sites More sharing options...
Sean Mirrsen Posted October 26, 2013 Share Posted October 26, 2013 Well, no rush on the procedural wings (kinda have another mod for that at the moment), but procedural fuselages could help a lot. Especially with mirror symmetry and a "heat shield" shell/fuselage casing, for use with Deadly Reentry, so you could have a shielded bottom and a regular, opening top. The cargo bays can already be sorta made with the Infernal Robotics plugin. Just lock the fairing shape and stick them onto hinges. Link to comment Share on other sites More sharing options...
jpinard Posted October 26, 2013 Share Posted October 26, 2013 Are there normal fairings in the game (without using this mod)? I can't seem to find them while playing a career. Link to comment Share on other sites More sharing options...
Sean Mirrsen Posted October 26, 2013 Share Posted October 26, 2013 Only for engines, and whatever you can make out of the structural panels. If they existed in the stock game, there wouldn't be a need for fairing mods. Link to comment Share on other sites More sharing options...
Guest Posted October 26, 2013 Share Posted October 26, 2013 Are there normal fairings in the game (without using this mod)? I can't seem to find them while playing a career.There are no stock fairings. You'll have to use a mod of some sort.EDIT: ninja'd by Sean! Link to comment Share on other sites More sharing options...
cfds Posted October 26, 2013 Share Posted October 26, 2013 This a very nice mod, great work e-dog. I only have a small feature wish: could it be made possible that the "toggle fuel crossfeed" of the interstage adapter can be accessed via action groups? Up to now, only right clicking on the part works.On a related note: what does "Decouple" do with the interstage adapter? Link to comment Share on other sites More sharing options...
Sean Mirrsen Posted October 26, 2013 Share Posted October 26, 2013 It decouples whatever is mounted on top of the fairings, I'd assume. Link to comment Share on other sites More sharing options...
NathanKell Posted October 26, 2013 Share Posted October 26, 2013 Decouple on the interstage adapter does absolutely nothing. It is there only so MechJeb and KER calculate dVs properly (and don't crash). The way that top node _actually_ decouples is when a majority of side fairings attached to the interstage adapter are decoupled (the fairings hold what's on top of the adapter). Link to comment Share on other sites More sharing options...
e-dog Posted October 26, 2013 Author Share Posted October 26, 2013 Decouple on the interstage adapter does absolutely nothing. It is there only so MechJeb and KER calculate dVs properly (and don't crash). The way that top node _actually_ decouples is when a majority of side fairings attached to the interstage adapter are decoupled (the fairings hold what's on top of the adapter).That, and fuel crossfeed is disabled for the same purpose. Link to comment Share on other sites More sharing options...
Kerbal01 Posted October 26, 2013 Share Posted October 26, 2013 I ask again, how do I add this module to parts? Link to comment Share on other sites More sharing options...
Gaius Posted October 27, 2013 Share Posted October 27, 2013 (edited) I ask again, how do I add this module to parts?Select the MODULE sections in one of the config files, select "cut", open your part's config file, select "paste", edit the parameters to taste.BTW, as far as taste goes, I recommend: baseConeShape=0, 0, 1, 0.5 noseConeShape=0, 0, 1, 0.5This gives the "pointy on the top, but rounded on the side" look I like best ("raindrop shape", perhaps?). I think that's what the KW fairings were shaped like, but I might be misremembering, it's been so long since I used them... Edited October 27, 2013 by Gaius Link to comment Share on other sites More sharing options...
NathanKell Posted October 27, 2013 Share Posted October 27, 2013 Actually DarthVader was asking about the base. You just need to add the module from the same size fairing base, and (this may not be necessary but) change the name of the side attach nodes to match if they don't already: node_stack_connect01, and node_stack_connect02 Link to comment Share on other sites More sharing options...
Starwaster Posted October 27, 2013 Share Posted October 27, 2013 Actually DarthVader was asking about the base. You just need to add the module from the same size fairing base, and (this may not be necessary but) change the name of the side attach nodes to match if they don't already: node_stack_connect01, and node_stack_connect02And hope there aren't any hard coded model transform dependencies.And... actually since it's KW fairing bases he's going to need to relocate those connect nodes. They stick out quite a bitWhy do you want to do that, Darth? Just curious. Link to comment Share on other sites More sharing options...
NathanKell Posted October 27, 2013 Share Posted October 27, 2013 Pretty sure the FASA ICBM base has the nodes near the right place. Don't know about the transforms though. Link to comment Share on other sites More sharing options...
Sean Mirrsen Posted October 27, 2013 Share Posted October 27, 2013 (edited) I think we need more texture options for the fairings. At least a heat shield option, too. Because this is quite awesome.I am tempted to make all my future spaceplanes out of nothing but interstage adapters. Also, the "decouple" function on the interstage adapter does do something! It severs your control of anything behind the adapter, without actually disconnecting it from the ship. Or maybe it's just this plane.Perfectly steerable with just the canards, despite everything beyond the cockpit being nonresponsive. Edited October 27, 2013 by Sean Mirrsen Link to comment Share on other sites More sharing options...
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