mecki Posted January 22, 2015 Share Posted January 22, 2015 As far as I know, FAR/NEAR does that.My mistake: I looked at the interstages and the bases, not the fairings! stupid me. Link to comment Share on other sites More sharing options...
airplaneman1997 Posted January 22, 2015 Share Posted January 22, 2015 can you make a procedural air intakes mod so we can make air intakes that look like intakes that are on real airplanes pleas Link to comment Share on other sites More sharing options...
Salanmander Posted January 23, 2015 Share Posted January 23, 2015 Do the procedural costs and masses depend on how wide the fairings need to go? If not, they really need to. I was doing some tests just now, and got some...nonsensical results.For example, take a Rockomax X200-32 fuel tank (the half-an-orange-tank one), and put a fairing base at the bottom, and a fairing around it. If the fairing base has a diameter of 1.25m, the fairings have a mass of 0.204 and a cost of 1,222. If the fairing base has a diameter of 2.5m, the fairings have a mass of 0.43, and a cost of 2,351. However, if you look at the fairings, the ones from the 1.25m base need to immediately go out to 2.5m to get around the tank, so they should actually be MORE massive than the fairings with the larger base. (Of course, the fairing base mass is completely reasonable, but the fairing mass dwarfs the base mass much of the time anyway.)I dislike this because it means that I can get a cheaper craft by making one that doesn't make sense with real-world logic, and matching real-world logic is a large part of the reason to have procedural fairings in the first place. Link to comment Share on other sites More sharing options...
orangewarning Posted January 23, 2015 Share Posted January 23, 2015 I find that when I right click to change base radius and height and things,It becomes really laggy.I believe it has to do with tweakable everything.But just letting you guys know anyway... Link to comment Share on other sites More sharing options...
mecki Posted January 27, 2015 Share Posted January 27, 2015 I don't know if this is issue belongs to FAR, Procedural Fairings or DeadlyReentry so please tell me if I should ask it in another thread.When I load a previously saved ship and start it, my procedural fairings have two info fields for "Temperature" and "Ambient" on right-click.I also have the feeling that those fairings heat up faster. Link to comment Share on other sites More sharing options...
undercoveryankee Posted January 27, 2015 Share Posted January 27, 2015 I don't know if this is issue belongs to FAR, Procedural Fairings or DeadlyReentry so please tell me if I should ask it in another thread.When I load a previously saved ship and start it, my procedural fairings have two info fields for "Temperature" and "Ambient" on right-click.I also have the feeling that those fairings heat up faster.I think those fields are added by Deadly Reentry. I've seen them on stock parts, and it's the kind of thing DRE cares about. "Temperature" is the part temperature, and "Ambient" is the ambient air temperature that DRE is using. Link to comment Share on other sites More sharing options...
Deltervees Posted January 27, 2015 Share Posted January 27, 2015 I don't know if this is issue belongs to FAR, Procedural Fairings or DeadlyReentry so please tell me if I should ask it in another thread.When I load a previously saved ship and start it, my procedural fairings have two info fields for "Temperature" and "Ambient" on right-click.I also have the feeling that those fairings heat up faster. Those are things from DRE. I don't know how to change the heating thing, however. Link to comment Share on other sites More sharing options...
Sparker Posted January 27, 2015 Share Posted January 27, 2015 It it possible to change the thickness of the fairings? Yes, by some tweaking it's possible to make a thin fairing and then lock its shape, but i found no direct way to change thickness. Link to comment Share on other sites More sharing options...
cardajowol Posted January 28, 2015 Share Posted January 28, 2015 Any word on different textures for the fairings yet.. been like 6-7 months since you said you were going to implement them and I like to us this mode to make different fuselages but the single textures are getting little old now.. Link to comment Share on other sites More sharing options...
chrisl Posted January 28, 2015 Share Posted January 28, 2015 Is the "Interstage Fairing Adapter" a decoupler as well as a mount for interstage fairings? Link to comment Share on other sites More sharing options...
Sparker Posted January 28, 2015 Share Posted January 28, 2015 Is the "Interstage Fairing Adapter" a decoupler as well as a mount for interstage fairings?Yes, but if you attach something to the top node(the node hanging in the air) and there is not a single fairing at the rear nodes, the part attached to the node will detach right after the launch. Link to comment Share on other sites More sharing options...
LostOblivion Posted January 29, 2015 Share Posted January 29, 2015 (edited) My shields puff and puff!I found that if using the Interstage Fairing Adapter, add fairings, and attach something with a decoupler at the top it will start puffing "decoupler" smoke in the editor. Seems to only happen when that decoupler part also has ModuleJettison.Reproduce (or see picture above):1. Create a new craft with an Interstage Fairing Adapter, add fairings, and attach something to the top that has both ModuleDecouple and ModuleJettison (like my heat shields).2. Save craft.3. Load craft. Let the puffing commence!Link to my heat shields:https://github.com/LostOblivion/OblivionAerospace/releases/tag/v0.1.3Some useful observations:1. If launching, the puffing is not there.2. ... and if reverting, the puffing is gone in the editor.I'll look into your code and see if I find anything.Edit: I found the bug is actually an incompatibility with TweakableEverything, specifically TweakableEngineFairings, which also has some other, possibly related, problems, specifically this one, probably because you are both trying to tweak ModuleJettison behaviour. However, I think the problem can be solved in either this mod or TE (or both) by looking over what happens in OnStart, OnLoad, etc., because the puffing does not happen when returning to the editor from a reverted flight, only right after loading a saved craft. Edited January 29, 2015 by LostOblivion Link to comment Share on other sites More sharing options...
Falcon Coupe Posted January 30, 2015 Share Posted January 30, 2015 I'm having a problem with the interstage fairing adapter. For me, after placing an adapter to the bottom of a tank using the floating node up the top, I cant then place an engine onto the tank as well. I remember doing this previously, the only thing I can think of is KJR may be interfering. Does anyone have any solutions? Link to comment Share on other sites More sharing options...
mecki Posted January 30, 2015 Share Posted January 30, 2015 as far as I recall it you always have to add the engine first and then add the interstage fairing adapter to the engine… Link to comment Share on other sites More sharing options...
LostOblivion Posted January 30, 2015 Share Posted January 30, 2015 You can only do this with KW engines as they have two nodes at the top of its engine. Link to comment Share on other sites More sharing options...
Motokid600 Posted January 30, 2015 Share Posted January 30, 2015 Or enable clipping. Note. You'll have to jump the engines and fuel tank with a fuel line. The clipping will kill crossfeed. Link to comment Share on other sites More sharing options...
Gkirmathal Posted January 31, 2015 Share Posted January 31, 2015 Huy guys, great mod! But got a problem getting it to work with tech tree mod 'Mod-Oriented Tech Tree' and coulnd't find a solution in this thread.The mod has custom techID nodes for fairing mods and their fairing sizes. The PF base rings are all placed in their correct modded nodes and I can unlock them!The issue: the PF size functionality (for above 1.25) is only unlocked when you unlock the tech node with the stock required techID (aerodynamicSystems for example) and does not correspond to the custom fairings node from MOTT (techID = fairings).Now I had a look in all PF part.cfg's and thought changing most RequiredTech techIDs would do the job, but changing them to the corresponding custom techID nodes didn't work. Now I am sort of at a loss on how to get it to work.Could anyone help me out?? I'd really like using PF with MOTT tech tree mod. Link to comment Share on other sites More sharing options...
NathanKell Posted February 1, 2015 Share Posted February 1, 2015 Tech limits are handled in common.cfg.However, there are also dummy parts created to give the player some information (inside the R&D screen) as to what tech nodes upgrade what. Link to comment Share on other sites More sharing options...
Gkirmathal Posted February 1, 2015 Share Posted February 1, 2015 (edited) Thanks for the imput! <snip lengthy post>Edit! Overlooked one small typo...need to remind myself not to edit 4 config at once while tired. Edited February 1, 2015 by Gkirmathal Link to comment Share on other sites More sharing options...
maculator Posted February 2, 2015 Share Posted February 2, 2015 Dude I love this mod! Its going in my "wont play without" -list. What i really wish for is custom textures, been looking for a while now to find something. Unfortunally im unable to make my own mod because im just not skilled enough. Is there a simple way to change textures? I found some texture packs but what i really would like is somethin like its done in procedural parts. I would love to have my fairings matching the rest of my ship. Link to comment Share on other sites More sharing options...
Mecripp Posted February 2, 2015 Share Posted February 2, 2015 Dude I love this mod! Its going in my "wont play without" -list. What i really wish for is custom textures, been looking for a while now to find something. Unfortunally im unable to make my own mod because im just not skilled enough. Is there a simple way to change textures? I found some texture packs but what i really would like is somethin like its done in procedural parts. I would love to have my fairings matching the rest of my ship.Not sure how there doing there textures but if you looked at Kerbal Stock Launcher Overhaul by blackheart he done some with Firespitter plugin MODULE{ name = FStextureSwitch2 //showListButton = True textureNames = KerbalStockLauncherOverhaul/Parts/Aero/ProceduralKXFairing/Plain White;KerbalStockLauncherOverhaul/Parts/Aero/ProceduralKXFairing/Kerbal X Original;KerbalStockLauncherOverhaul/Parts/Aero/ProceduralKXFairing/Sponsored Fairing objectNames = model textureDisplayNames = Plain White;Kerbal X Original;Sponsored Fairing useFuelSwitchModule = True fuelTankSetups = 0;1;2;3} Link to comment Share on other sites More sharing options...
Youen Posted February 3, 2015 Share Posted February 3, 2015 Great mod! I have a question though : does the fairing prevent lift and drag on shilded parts? I tried to enclose a small plane in a fairing on top of a rocket, to prevent aerodynamic forces to make it flip upside down (rarely a good thing for a rocket), because of small wings placed too high, but it doesn't seem to change anything. I use NEAR. Also, the center of lift doesn't change in the editor. Am I missing something? Link to comment Share on other sites More sharing options...
Youen Posted February 3, 2015 Share Posted February 3, 2015 OK, don't know why, but now it works fine. When I add the fairing the blue marker goes down a lot. I really don't know what changed because I think I'm doing exactly the same thing. Link to comment Share on other sites More sharing options...
e-dog Posted February 4, 2015 Author Share Posted February 4, 2015 FAR/NEAR had some shielding issues in the past. You can always try reloading your craft in VAB/SPH and/or detaching and placing the fairings back. Link to comment Share on other sites More sharing options...
philbo Posted February 5, 2015 Share Posted February 5, 2015 (edited) Help... Proc_Fairings has stopped playing nice!I recently installed 6.4x MOD and now whenever i save a rocket in VAB and load it back up none of the parts are real anymore, staging disappears, and the parts catalog becomes un-clickable. Does anyone know what my issue may be? I love this MOD and its on my "will not play unless it runs" list of mods. This only occurs if i have a PF part staged into the rocket in the VAB.I'm not very programming savvy at all, so any guidance would be appreciated. Thank you.Edit: Attempts at reversing this apparent bug have been unsuccessful: I have removed 6.4x and have been methodically removing each other mod to see if this still occurs. It seems to have no consistency, but only occurs when a fairing has been placed in the VAB. I am currently running only a few mods compared to the state i had prior to this. I have also done a steam verification of files, and have re installed the mods currently in use. I should be well below any memory limit for 32k windows version.Any ideas i will gladly try out, thank you.Edit2: The bug continues to occur even after i have selected a "create new" rocket in the VAB. I select a new seed - a cmd module and nothing happens. If I try a second time to "create new" rocket in the VAB it finally clears this bug and i can build a new rocket. The save file of the previous 'bugged' rocket forever remains bugged and must be deleted.Edit3: Unable to reliably recreate bug. Did not get any feed back... complete re install and mod buildup... If i come across it again i'll post again. Edited February 6, 2015 by philbo Attempts to re create: Link to comment Share on other sites More sharing options...
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