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[1.2] Procedural Fairings 3.20 (November 8)


e-dog

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does this work in .23?

Doesn't seem to.

I recompiled the assembly (had to make a solution file, since that wasn't included in the source). The parts load, but the 'procedures' don't work. I get the original fairing look (small part when originally placed). It doesn't expand to fill the payload. At least it allows the ships to load though.

Here's what I mean: https://www.dropbox.com/s/tbr94w8houxg7fc/mechjeb.png

Edited by Phoenix84
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Attach your engine to the fixed node and use a decoupler.

Thats what i have, i have an upside down interstage fairing adapter with the engine attached to the bottom node and a decoupler attached to the bottom of the engine. but when i detatch the fairing it still splits into 2 pieces.

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It worked for me in 0.23 but I recompiled it just to be sure.

Otherwise it's minor update since I'm still busy moving to another country.

Cool. I don't know if this has been asked but are there plans to change the current system of optional toggles into Tweakables?

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Thats what i have, i have an upside down interstage fairing adapter with the engine attached to the bottom node and a decoupler attached to the bottom of the engine. but when i detatch the fairing it still splits into 2 pieces.

Perhaps you could try moving the fairings to a "higher" stage so they aren't jettisoned when the decoupler fires?

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Something I noticed that might cause issues with Kerbal Joint Reinforcement: When rescaling the interstage part, the joint sizes for the nodes directly above and below the interstage scale accordingly, but the floating node does not. This might result in a weaker joint there than expected when used with KJR. (Note that I have not tried out this absolute latest PF in .23 -- this is something I noticed in .22.)

Edited by jrandom
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@jrandom: KJR doesn't use node size in the joint calculations. Stop thinking that it does. It uses the part diameter as a whole.

There should be no issue with KJR.

Wha... but... buh... wow, I am seriously confused. I could have sworn it did. Egads. What the hell was I thinking of, then?

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Wha... but... buh... wow, I am seriously confused. I could have sworn it did. Egads. What the hell was I thinking of, then?

there's been a notion floating around for awhile that stock behavior for wobbliness is linked to attach node size. maybe you picked up on that?

(I don't think that's true either... attach node size has been linked to everything from rocket stability to passenger pigeon extinction)

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(I don't think that's true either... attach node size has been linked to everything from rocket stability to passenger pigeon extinction)

Clearly, the passenger pigeons should have used procedural fairings and FAR. Maybe they'd still be around.

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I just installed this mod and it's great, but I have a few questions/suggestions :

- What is the difference between "fairing base" and "custom fairing base" ? The only differences I can see is mass (one has 2 times mass of the other) and number of fairings (4 vs 2, but doesn't everyone use all of them to cover up the insides anyway ?). So, the heavier one seems quite useless to me. Unless I am missing something, hence the original question.

- Probable bug - the interstage adapter has two decouplers, for top and bottom of the fairing. The bottom one ejects both ends (not sure if it's intentional). The top one ejects the top end (as it should). But in both cases the icon for the top decoupler remains in the staging - so that's a bug, unless I am doing something wrong.

- And lastly, a suggestion - could you make it possible to disable decoupling (by tweakables maybe) ? It would make a better distinction between fairings and fuselage so that a fuselage couldn't be ejected and it wouldn't clutter the staging with more icons than necessary.

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