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[1.2] Procedural Fairings 3.20 (November 8)


e-dog

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They add invisible struts between themselves and to the top part they hold, unless you disable it. So yes, they add some stability.

I recommend Kerbal Joint Reinforcement mod as well for added stability without struts.

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Any chance of making toggleable whether top1 disconnects on decouple, rather than fairing separation?

It looks like there are bugs with disconnecting parts using the stock decoupler, I'll look into it.

I think the best would be to just make it always disconnect on decouple, you can just put fairings in the same stage.

I don't think I can make the decoupler itself toggleable though.

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I would guess this has been asked before, but what chance is there to get this to be able to use the multiple textures that are found and used by StretchyTanks / SRB's? It would be great to be able to get all to match for some really great looking craft.

Thanks for the mod, it is great.

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I would guess this has been asked before, but what chance is there to get this to be able to use the multiple textures that are found and used by StretchyTanks / SRB's? It would be great to be able to get all to match for some really great looking craft.

Thanks for the mod, it is great.

I would love this feature as well!

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Right now you can manually make fairings with custom textures and shape (I think??), like are included in KOSMOS. It might be a nice aesthetic feature to have multiple textures but, honestly, nearly every rocket I've ever seen had white fairings, some were grey, odd ones black but most are white but of course, KSP is all about building your own ideas and designs, so it's an interesting idea nonetheless :)

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I would guess this has been asked before, but what chance is there to get this to be able to use the multiple textures that are found and used by StretchyTanks / SRB's? It would be great to be able to get all to match for some really great looking craft.

Thanks for the mod, it is great.

Last I spoke with e-dog, he was working on black fairings (which were going to be named after me) as well as other textures, both those projects gave way to improvements in functionality.

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Last I spoke with e-dog, he was working on black fairings (which were going to be named after me) as well as other textures, both those projects gave way to improvements in functionality.

It would seem, at least to me, to make sense to do a combined effort with other moders, Like NathenKell, who already has multiple texture support up and running. Just having 'different' textures is only part of the task. Having textures that integrate and work with and are same as is the rest of the story.

I hope it works out well for e-dog and your signature black fairings..

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It would seem, at least to me, to make sense to do a combined effort with other moders, Like NathenKell, who already has multiple texture support up and running. Just having 'different' textures is only part of the task. Having textures that integrate and work with and are same as is the rest of the story.

I hope it works out well for e-dog and your signature black fairings..

I think I can make new side fairing parts with switchable stretchy tank textures (that is, using stretchy tank config/textures if you have them installed).

BTW, I'm adding conic stretchy tanks to NathanKell's mod, and it's almost done.

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BTW, I'm adding conic stretchy tanks to NathanKell's mod, and it's almost done.

W00t, these will be very handy man! Keep the goodness coming...C:

And a suggestion. I know that you can use PF to simulate nosecones for SRBs and strap-on boosters as a stopgap. Could the code developed for the conic tanks be also utilized for procedural re-texturable nosecones in the future?

Edited by Dante80
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I think I can make new side fairing parts with switchable stretchy tank textures (that is, using stretchy tank config/textures if you have them installed).

BTW, I'm adding conic stretchy tanks to NathanKell's mod, and it's almost done.

YeHa...... That is fantastic.... Thanks.... Really, really good stuff.....

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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.

Really? Have you managed to get this to work? I tried this and found that the fairings would only attach to an interstage adaptor or fairing base, so refused to attach to the hinge. I tried all of the hinges - same problem.

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It is kind of made to be used with FAR! Otherwise it is just aesthetics :)

Actually I've found a use for them beyond aesthetics. Look at my 'Voyage to Duna' pics (link in sig) (though the voyage never happened due to untimely KSP updates and mod testing)

Summary:

Long, massive payload stack (length of an entire rocket)

Fairing base at bottom of stack.

Inverted fairing base at top of stack. (I used alt fairing bases, hacked to have decouplers)

Fairing attached.

Four lifters (3.75m KWR typical) on the sides, one to a fairing.

It looks large and ungainly but it's a very stable way to get very long and heavy items into orbit.

OFXBzll.jpg

Edited by Starwaster
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Starwaster this looks good indeed. How much do those massive fairings weigh though?

Eh I'm not quite sure. Obviously they do weigh a bit more than your typical aero shell at the tip of some rocket and I did figure it out using MJ2 staging data but I don't quite recall.

The key btw is the auto strutting. Otherwise the whole stack would likely disintegrate. Especially in FAR. not sure if its in that image but the lifters themselves have additional strutting to the fairing and each other.

Edit: wait early prototype. Not strutted to each other just the fairing.

Edited by Starwaster
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Okay, complicated question time:

Javascript is disabled. View full album

(The last image isn't relevant, but it looks pretty ;) )

I built a replica Delta IV Heavy using StrechyTanks (current StretchySRBs version), Modular Fuels 3.3 and KW Rocketry and used PFairings for the inter-stages and intertanks. I have a problem with the main and booster stage.

I had to turn fuel crossflow on in the the PFairings parts that for the fuselage connecting the (upper) LO2 tanks and the (lower) LH2 tanks in order for the engine to work at all. I also added fuselage at the base where the engines mount, which also has crossflow on. The result is, as you can see in the gallery, the center engine cuts out really early as it's LH2 supply is exhausted. The LO2 tanks behave just fine and all drain at the same speed, but it seems the centre LH2 tank is crossflowing to the outer tanks and starving the centre engine of LH2 :(

Any ideas? I've tried disabling and re-enabling the cross-flow on all the fairing base parts. That has no effect.

EDIT: Confirmed - if I put fuel duct from the outer tanks back to the middle it effectively 'zeroes' the transfer effect, making all the LH2 tanks drain at the same rate. This makes the rocket work but alas defeats the object of my special engine config I brewed for the boosters to allow me to throttle down the centre engine to save fuel in the early stage.

Edited by MDBenson
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