AbeS Posted December 18, 2013 Share Posted December 18, 2013 try and see if it does Link to comment Share on other sites More sharing options...
ModZero Posted December 18, 2013 Share Posted December 18, 2013 I just made a primitive test (just wrapped a probe in 1.5m fairings, set decouplers to high, and decoupled them). Seems to be working. Link to comment Share on other sites More sharing options...
Phoenix84 Posted December 18, 2013 Share Posted December 18, 2013 (edited) 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 December 18, 2013 by Phoenix84 Link to comment Share on other sites More sharing options...
nlancaster Posted December 18, 2013 Share Posted December 18, 2013 Works fine for me in .23 Link to comment Share on other sites More sharing options...
e-dog Posted December 18, 2013 Author Share Posted December 18, 2013 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. Link to comment Share on other sites More sharing options...
Zander Posted December 18, 2013 Share Posted December 18, 2013 Is there any way I can make a procedural interstage fairing that detatches in one ring shaped piece instead of 2 seperate pieces? Link to comment Share on other sites More sharing options...
Guest Posted December 18, 2013 Share Posted December 18, 2013 Attach your engine to the fixed node and use a decoupler. Link to comment Share on other sites More sharing options...
Zander Posted December 18, 2013 Share Posted December 18, 2013 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. Link to comment Share on other sites More sharing options...
FenrirWolf Posted December 18, 2013 Share Posted December 18, 2013 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? Link to comment Share on other sites More sharing options...
Guest Posted December 18, 2013 Share Posted December 18, 2013 Yeah, that would be handy. Certainly more streamlined, too. Link to comment Share on other sites More sharing options...
softweir Posted December 18, 2013 Share Posted December 18, 2013 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? Link to comment Share on other sites More sharing options...
jrandom Posted December 18, 2013 Share Posted December 18, 2013 (edited) 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 December 18, 2013 by jrandom Link to comment Share on other sites More sharing options...
Rockyfelle185 Posted December 18, 2013 Share Posted December 18, 2013 This seems beutiful Link to comment Share on other sites More sharing options...
ferram4 Posted December 19, 2013 Share Posted December 19, 2013 @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. Link to comment Share on other sites More sharing options...
jrandom Posted December 19, 2013 Share Posted December 19, 2013 @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? Link to comment Share on other sites More sharing options...
Boamere Posted December 19, 2013 Share Posted December 19, 2013 Hmmmm have you given permission for this to be on spaceport? (sorry if you have, it seem that it was uploaded by someone else :/ )http://kerbalspaceprogram.com/procfairingsbasedeco/ Link to comment Share on other sites More sharing options...
e-dog Posted December 19, 2013 Author Share Posted December 19, 2013 Hmmmm have you given permission for this to be on spaceport? (sorry if you have, it seem that it was uploaded by someone else :/ )http://kerbalspaceprogram.com/procfairingsbasedeco/It's okay, just a Mod Manager config to add decoplers. It still requires my mod to be installed, so there are no licensing issues. Link to comment Share on other sites More sharing options...
e-dog Posted December 19, 2013 Author Share Posted December 19, 2013 I'd like to add Tweakables, but all I have right now is an old laptop that barely runs KSP at all.I'll do that when I'll have my main computer back and a bit of free time. Link to comment Share on other sites More sharing options...
Starwaster Posted December 19, 2013 Share Posted December 19, 2013 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) Link to comment Share on other sites More sharing options...
Boamere Posted December 19, 2013 Share Posted December 19, 2013 It's okay, just a Mod Manager config to add decoplers. It still requires my mod to be installed, so there are no licensing issues.Ok cool thanks, i was a bit scared someone had gone against the license Link to comment Share on other sites More sharing options...
NathanKell Posted December 19, 2013 Share Posted December 19, 2013 The ONLY confirmed thing attach node size affects is open-node drag in FAR. Well, and snap distance in the VAB, but that's cosmetic. Link to comment Share on other sites More sharing options...
MOARdV Posted December 19, 2013 Share Posted December 19, 2013 (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. Link to comment Share on other sites More sharing options...
Starwaster Posted December 19, 2013 Share Posted December 19, 2013 Clearly, the passenger pigeons should have used procedural fairings and FAR. Maybe they'd still be around.They probably were, but then they installed DRE without first reading up on re-entry hazards Link to comment Share on other sites More sharing options...
Rockyfelle185 Posted December 19, 2013 Share Posted December 19, 2013 We need videos! Link to comment Share on other sites More sharing options...
Elan Posted December 23, 2013 Share Posted December 23, 2013 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. Link to comment Share on other sites More sharing options...
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