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[1.2] Procedural Fairings 3.20 (November 8)


e-dog

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e-dog: Oh, we can do that with the current single texture. I'm just saying if the fairings used two textures, then the fairings could share outer textures with stretchy tanks, which would save a lot of RAM and texture-making time.

My specialty is writing the code to transform a model's stats into a realistic amount of fuel. Not so much the actual transforming of the model. :]

That's why I was either hoping you'd do it (the visual side), or that I'd just use the existing procedural interstage and accept it wouldn't look right if there were no parts above or below it.

DREC has two issues. One the heat shields aren't re-rated for Real Solar System's earthlike (because earth-size) reentry, but rather they're still set for Kerbin's nice-and-cuddly not-really-deadly 2km/s reentry. The other is that one often loses the ability to click when all parts are destroyed; this is a stock issue that DREC exacerbates, and I have some idea as to how to mitigate it thanks to ideas from FlowerChild (which I will try in the next few days time permitting, along with new values for the heat shields). Other than that, it's quite solid: there are patches available for the heatshields, and the no-click bug can be gotten around by reverting, launching, and reverting again.

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I think I could make "conical" tanks by refactoring your Stretchy SRB module (moving geometry calculations to methods) and then subclassing it. Do you use any version control system?

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I usually use git[hub], but as I was continuing others' work in MFS, DRE, and ST, I hadn't posted my own repos. I'll do that now.

The ST code is a bit weird, mind; when I first added the SRB it was a real hack, because I'm using the RT-10 model just for the nozzle. I never had the time to make my own nozzle and set it up in Unity. I mean, all my changes to ST started out as minor patches to AncientGammoner's code, so they're all rather hacky. I apologize for the mess. :S

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I have deadly reentry installed and my question is if I have this installed with fairings over my payload will the fairing take the heat or will the payload still take the heat?

In my experience the fairings get hot, not the payload.

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BIG BUG/Annoying bug

If you radially attach fairings (if you add a fairing to a tank attached to the side of your rocket rather than the middle) and add on covers, they infinitely expand thinking your rocket is infinitely wide.

Also if there was an option to make the fairings not stop at a minimum width that would be extremely useful as I cannot cover only part of my payload. (I want fuel tanks outside the fairing but the fairing only stops halfway through them.)

Edited by Avera9eJoe
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Strut it to the Fairing base (start strut on the base to not have it stick to your payload after seperation) or anything else below - struts might poke out/into the fairing when doing the latter, but this does not necessarily look ugly. Should be enough to lower wobble.

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Anyone know a way to turn off auto-adjusting fairings? I am having troubles wit covering portions of a craft (I.E. a cargo bay surrounded by fuel tanks) becuase the fairing tries to cover the fuel tanks along with the bay. Also locking the fairing doesn't seem to work. Is it "I" or "L"? I would guess L...

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"L" locks the shape. You could build your craft without the fuel tanks, place ONE fairing (turn off symmetry to do that), lock it's shape, pull it off, add the fuel tanks, then replace the fairing with symmetry on.

You can adjust the fairing shape by hovering over the fairing base, holding down "R" and moving the mouse up/down to increase/reduce the radius.

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The shroud is something I added in RO: Until e-dog makes the floating-node decoupler toggleable (i.e. toggle between "fairings hold payload in place" and "firing decoupler actually decouples stage, even with fairings attached"), I made that part to put the interstage decoupler on the nonfloating top node so you can decouple while keeping the shroud in place.

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e-dog, shouldn't the interstage adapter decouple what is in the 'floating' node when using fuselage fairings? Because if I use normal fairings, and put them in a stage after the adapter's decoupler, I can decouple the stage without decoupling the fairings. But with the structural ones it won't decouple, shouldn't it be the same?

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