Frederf Posted December 4, 2013 Share Posted December 4, 2013 I'm having a slight issue with a DRE shield below an interstage fairing adapter. The drag (FAR) is zeroed out for the parts inside the shells above it but also the shield applied to the bottom which makes reentry excruciatingly long and hot at Cd 0.002. Could thes shielded volume be adjusted to be more accurate? Link to comment Share on other sites More sharing options...
Starwaster Posted December 4, 2013 Share Posted December 4, 2013 I'm having a slight issue with a DRE shield below an interstage fairing adapter. The drag (FAR) is zeroed out for the parts inside the shells above it but also the shield applied to the bottom which makes reentry excruciatingly long and hot at Cd 0.002. Could thes shielded volume be adjusted to be more accurate?Is the shield attached at the bottom? Or do you have it inverted and the shield is actually at the top node? Pics maybe? Link to comment Share on other sites More sharing options...
Frederf Posted December 5, 2013 Share Posted December 5, 2013 Top (root side) to bottom:Top of craftSquad decouplerProcedural interstage adapter w/ 4 conic fairingsDRE 1.25m heat shieldBottom of Craft Link to comment Share on other sites More sharing options...
NathanKell Posted December 5, 2013 Share Posted December 5, 2013 Ferram is a bit generous in the FAR code as to what's covered by fairings (due to people complaing that fairings weren't covering things, IIRC ) so that's part of it. The other part is that any part whose origin is inside fairings will count as faired. It just so happens that the heatshields have COMs near the top... Link to comment Share on other sites More sharing options...
Starwaster Posted December 5, 2013 Share Posted December 5, 2013 Ferram is a bit generous in the FAR code as to what's covered by fairings (due to people complaing that fairings weren't covering things, IIRC ) so that's part of it. The other part is that any part whose origin is inside fairings will count as faired. It just so happens that the heatshields have COMs near the top...Not convinced that's the answer. I've been playing around with this for a bit and it's not just that the heat shield is being affected, the interstage is not. Not by FAR and not by the heat shield. I had it explode several times. The probe core survived. Sometimes. If I ejected it it would come to rest against the top of the shield and... I guess that you're doing shockwave calculations such that as long as something is occulted from the shockwave by the shield it's considered protected? Anyway, Frederf, suggestion: Put a small piece between the shield and the interstage. Anything really, that small 6 node cube in Structural might do it. Just as a workaround.Edit: You don't need a decoupler if you attach to the topmost node. (the one that moves up and down if you mouseover while pressing H). Not that it's a factor in the discussion, just FYI Link to comment Share on other sites More sharing options...
Frederf Posted December 5, 2013 Share Posted December 5, 2013 I don't have that particular cube yet unlocked in the RD tree. Even though I'm sure workarounds exist I was hoping for more enthusiasm toward the root cause. I'm not sure how the drag shielding works exactly but I would hope an exposed connection node or surface blunt to the air stream wouldn't be shielded. Is it nodes or COMs or ray tracing? I don't have that insight.As a side note I'm aware of the intended construction of the interstage adapter and have used it that way but in this case I wanted the fairings and adapter to depart the craft at different times. What I think would be nice is to have a mode that removed the base+fairings whole, say if you blow the sides it separates the craft (triggers the base decoupler remotely) or if the base is triggered first the sides stay glued to the base and the base decouples directly. Link to comment Share on other sites More sharing options...
Starwaster Posted December 5, 2013 Share Posted December 5, 2013 I don't have that particular cube yet unlocked in the RD tree. Even though I'm sure workarounds exist I was hoping for more enthusiasm toward the root cause. I'm not sure how the drag shielding works exactly but I would hope an exposed connection node or surface blunt to the air stream wouldn't be shielded. Is it nodes or COMs or ray tracing? I don't have that insight.As a side note I'm aware of the intended construction of the interstage adapter and have used it that way but in this case I wanted the fairings and adapter to depart the craft at different times. What I think would be nice is to have a mode that removed the base+fairings whole, say if you blow the sides it separates the craft (triggers the base decoupler remotely) or if the base is triggered first the sides stay glued to the base and the base decouples directly.Since Starwaster does not know the root cause, all can offer is a workaround. Knowing, Starwaster would say. Starwaster not know so Starwaster cannot say. And in fact am not the creator or maintainer of any of the mods in question, so can only try to find out which mod is at fault and give that information to the appropriate persons. Link to comment Share on other sites More sharing options...
spearsp Posted December 5, 2013 Share Posted December 5, 2013 Excusing my ignorance - I have just started playing with this mod, and the implications are VAST. I'm waiting with baited breath for a procedural cargo bay and heat shield, which have already been discussed, but that's just the cherry on the already substantial cake. This has unleashed some serious creativity, not being bound by the limited shapes and sizes of parts in the store.What would be the possibility of using this exact model to create procedural fuel tanks? Maybe have a different shroud type for a fairing that is full of fuel, so that we can create fuel tanks that match the profile of the plane?I've played around with the stretchy tanks mod, and they're great from the perspective of being able to size tanks according to their application and apply a texture, but they only support strictly cylindrical shapes. With this mod, my designs have become much more organic and aerodynamic, and the application for cylindrical tanks increasingly limited. Admittedly, there are workarounds using both stretchy tanks and procedural fairings, but the ideal would be to have the entire fairing chock full of fuel. Link to comment Share on other sites More sharing options...
AbeS Posted December 5, 2013 Share Posted December 5, 2013 He is working on conical tanks right now, but what you want is "any shape" tanks? Link to comment Share on other sites More sharing options...
NathanKell Posted December 5, 2013 Share Posted December 5, 2013 He finished them. The delay is all me; I have to fix a couple other things in Strethchy before release. Link to comment Share on other sites More sharing options...
Guest Posted December 5, 2013 Share Posted December 5, 2013 Will that be possible to move the upper surface of a conical tank around? So that we may have tanks tapering to an offset point, a bit like tank ends on Energia and UR-700. Link to comment Share on other sites More sharing options...
Starwaster Posted December 5, 2013 Share Posted December 5, 2013 Will that be possible to move the upper surface of a conical tank around? So that we may have tanks tapering to an offset point, a bit like tank ends on Energia and UR-700.I want procedural fairings next!Oh... wait, that's right... Link to comment Share on other sites More sharing options...
Guest Posted December 5, 2013 Share Posted December 5, 2013 Well, a procedural fairing base would be really really nice. Preferably with a toggleable decoupler and adjustable force. Link to comment Share on other sites More sharing options...
Reddragon Posted December 9, 2013 Share Posted December 9, 2013 I don't know if it was mentioned before but I continuously encounter a problem with the interstage fairing. If I use it upside down (I usually use it like that), it keeps reshaping itself and copies the width of the widest part of the rocket below it. Link to comment Share on other sites More sharing options...
Deltac Posted December 9, 2013 Share Posted December 9, 2013 I don't know if it was mentioned before but I continuously encounter a problem with the interstage fairing. If I use it upside down (I usually use it like that), it keeps reshaping itself and copies the width of the widest part of the rocket below it.It's been mentioned. Link to comment Share on other sites More sharing options...
jrandom Posted December 9, 2013 Share Posted December 9, 2013 Woah, hadn't seen that before. What advantages are there to using the insterstage flipped upside down? Link to comment Share on other sites More sharing options...
Reddragon Posted December 9, 2013 Share Posted December 9, 2013 (edited) Nothing really. It just adds a bit of realism scince real life pods have a fairing as well to keep them away of being damaged by the L.E.S. engines in an event of abort. I also use it for my Ares I like designs for the SRB top cover sometimes.Thanks. So it has been mentioned. And what was the conclusion? Edited December 9, 2013 by Reddragon Link to comment Share on other sites More sharing options...
Starwaster Posted December 9, 2013 Share Posted December 9, 2013 Woah, hadn't seen that before. What advantages are there to using the insterstage flipped upside down?I used one for my RSS Duna landerFrom the top down it was something likecustom hypersonic chute (set to predeploy at 15km full deploy at 11)one of those 2.5m structural cap things (stock thing, forget what it's called)upside down interstage -> fairings branch out from here covering the lower parts shielding them for FAR.ST service module tankB9 Atlas 'flat engine'SDHI heat shield rescaled to 5 meters (attached to the floating interstage node which was at the bottom of the stack since I had turned it upside down)With an entry velocity approximate to that used by Curiosity (FAR + DE installed) it was travelling almost as fast as Curiosity when I hit the 11km mark and deployed the chute. heat shield was attached to the interstage floating node but that was more for convenience while building it in the VAB since the shield had its own decoupler node. The probe itself was attached to the other interstage node so I could eject it just prior to landing. (at which point it stopped resembling curiosity as there was no 'skycrane')So that's how I use upside down interstages. Helps me build Mars probe replicas. Link to comment Share on other sites More sharing options...
egreSS Posted December 12, 2013 Share Posted December 12, 2013 (edited) Sorry if this has been mentioned before but I just noticed the 3.75 base and ring fairing plates are missing the techRequired line in their .cfg. <3.75 all appear okay. Edited December 12, 2013 by egreSS Link to comment Share on other sites More sharing options...
AbeS Posted December 12, 2013 Share Posted December 12, 2013 Yeah, when edog released the 0.22 version he didn't include that one because he didn't know where to put it, you can put it wherever you want (you can check where KW puts the big fairings) Link to comment Share on other sites More sharing options...
Starwaster Posted December 12, 2013 Share Posted December 12, 2013 Question regarding noseConeShape to e-dog or anyone else who has successfully used it. Anyone have any idea how to do it? (images below)I'm trying to make a blunt nosed triconic fairing. Using the following: noseHeightRatio=3 baseConeShape=0.3, 0.3, 0.7, 0.7 noseConeShape=1, 0.0, 0.66, 0.33 baseConeSegments=2 noseConeSegments=2The closest I get is... What I'm trying to replicate (more or less) is this: Link to comment Share on other sites More sharing options...
K3-Chris Posted December 15, 2013 Share Posted December 15, 2013 Any plans for 3m bases? Also re-usable fairings would be nice, ie opens on hinges, instead of detaching explosively, would be useful to make basically cargo bays, for say a docking lander on a vehicle that aerobrakes/captures, I swear I won't use em to capture spacecraft launched by KSC2. Link to comment Share on other sites More sharing options...
jrandom Posted December 15, 2013 Share Posted December 15, 2013 The Realism Overhaul mod comes with a config that sets up 3-meter bases. You could grab that one file. And I have a package of configs that include a file that sets up 3-meter fairing ring bases. Link to comment Share on other sites More sharing options...
drtedastro Posted December 15, 2013 Share Posted December 15, 2013 Greetings to all. Not 'pushing', just asking, is the ability to change textures to match StretchyStuff going to be included in one of the next updates? Again, all is working just fine, I am just looking to when i can 'polish' the finished looks of some of my craft.Again, thanks for a great mod.... Link to comment Share on other sites More sharing options...
duncan1297 Posted December 18, 2013 Share Posted December 18, 2013 does this work in .23? Link to comment Share on other sites More sharing options...
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