NathanKell Posted November 15, 2013 Share Posted November 15, 2013 e-dog: Oh, we can do that with the current single texture. I'm just saying if the fairings used two textures, then the fairings could share outer textures with stretchy tanks, which would save a lot of RAM and texture-making time.My specialty is writing the code to transform a model's stats into a realistic amount of fuel. Not so much the actual transforming of the model. :]That's why I was either hoping you'd do it (the visual side), or that I'd just use the existing procedural interstage and accept it wouldn't look right if there were no parts above or below it.DREC has two issues. One the heat shields aren't re-rated for Real Solar System's earthlike (because earth-size) reentry, but rather they're still set for Kerbin's nice-and-cuddly not-really-deadly 2km/s reentry. The other is that one often loses the ability to click when all parts are destroyed; this is a stock issue that DREC exacerbates, and I have some idea as to how to mitigate it thanks to ideas from FlowerChild (which I will try in the next few days time permitting, along with new values for the heat shields). Other than that, it's quite solid: there are patches available for the heatshields, and the no-click bug can be gotten around by reverting, launching, and reverting again. Link to comment Share on other sites More sharing options...
e-dog Posted November 15, 2013 Author Share Posted November 15, 2013 I think I could make "conical" tanks by refactoring your Stretchy SRB module (moving geometry calculations to methods) and then subclassing it. Do you use any version control system? Link to comment Share on other sites More sharing options...
NathanKell Posted November 15, 2013 Share Posted November 15, 2013 I usually use git[hub], but as I was continuing others' work in MFS, DRE, and ST, I hadn't posted my own repos. I'll do that now.The ST code is a bit weird, mind; when I first added the SRB it was a real hack, because I'm using the RT-10 model just for the nozzle. I never had the time to make my own nozzle and set it up in Unity. I mean, all my changes to ST started out as minor patches to AncientGammoner's code, so they're all rather hacky. I apologize for the mess. :S Link to comment Share on other sites More sharing options...
e-dog Posted November 15, 2013 Author Share Posted November 15, 2013 Yeah, that's why I said it need refactoring I'm not sure about today, but I might look into that tomorrow.Send me a link to the repo when you have it. Link to comment Share on other sites More sharing options...
NathanKell Posted November 15, 2013 Share Posted November 15, 2013 https://github.com/NathanKell/StretchySRB Link to comment Share on other sites More sharing options...
pina_coladas Posted November 16, 2013 Share Posted November 16, 2013 Thanks for doing this you guys. It's so good to see deeper integration/synergy between all these must-have mods. Link to comment Share on other sites More sharing options...
7499275 Posted November 17, 2013 Share Posted November 17, 2013 I have deadly reentry installed and my question is if I have this installed with fairings over my payload will the fairing take the heat or will the payload still take the heat? Link to comment Share on other sites More sharing options...
Lexif Posted November 17, 2013 Share Posted November 17, 2013 I have deadly reentry installed and my question is if I have this installed with fairings over my payload will the fairing take the heat or will the payload still take the heat?In my experience the fairings get hot, not the payload. Link to comment Share on other sites More sharing options...
7499275 Posted November 17, 2013 Share Posted November 17, 2013 In my experience the fairings get hot, not the payload.Alright, thank you. My SRB's on my launches commonly get a craft flying too fast and I get too much heat on the top of the pay load. Link to comment Share on other sites More sharing options...
HafCoJoe Posted November 22, 2013 Share Posted November 22, 2013 (edited) BIG BUG/Annoying bugIf you radially attach fairings (if you add a fairing to a tank attached to the side of your rocket rather than the middle) and add on covers, they infinitely expand thinking your rocket is infinitely wide. Also if there was an option to make the fairings not stop at a minimum width that would be extremely useful as I cannot cover only part of my payload. (I want fuel tanks outside the fairing but the fairing only stops halfway through them.) Edited November 22, 2013 by Avera9eJoe Link to comment Share on other sites More sharing options...
deepspacecreeper Posted November 22, 2013 Share Posted November 22, 2013 Fairing colliders are very approximate because Unity isn't very good with concave colliders.You should strut your payload or use Kerbal Joints Reinforcement mod. Or both.then how should i strut the payload to the interior of fairing cones? the VAB won't let me do that. Link to comment Share on other sites More sharing options...
KerbMav Posted November 22, 2013 Share Posted November 22, 2013 Strut it to the Fairing base (start strut on the base to not have it stick to your payload after seperation) or anything else below - struts might poke out/into the fairing when doing the latter, but this does not necessarily look ugly. Should be enough to lower wobble. Link to comment Share on other sites More sharing options...
e-dog Posted November 22, 2013 Author Share Posted November 22, 2013 Also Kerbal Joint Reinforcement helps a lot, even without struts. Link to comment Share on other sites More sharing options...
HafCoJoe Posted November 22, 2013 Share Posted November 22, 2013 Anyone know a way to turn off auto-adjusting fairings? I am having troubles wit covering portions of a craft (I.E. a cargo bay surrounded by fuel tanks) becuase the fairing tries to cover the fuel tanks along with the bay. Also locking the fairing doesn't seem to work. Is it "I" or "L"? I would guess L... Link to comment Share on other sites More sharing options...
softweir Posted November 23, 2013 Share Posted November 23, 2013 "L" locks the shape. You could build your craft without the fuel tanks, place ONE fairing (turn off symmetry to do that), lock it's shape, pull it off, add the fuel tanks, then replace the fairing with symmetry on.You can adjust the fairing shape by hovering over the fairing base, holding down "R" and moving the mouse up/down to increase/reduce the radius. Link to comment Share on other sites More sharing options...
HafCoJoe Posted November 23, 2013 Share Posted November 23, 2013 Thanks softweir I just found out how to lock on my own and I already knew the basic "r" and "y" and "n" and the rest of the keys Link to comment Share on other sites More sharing options...
ChronicSilence Posted November 24, 2013 Share Posted November 24, 2013 Quick question: can anyone tell me what the difference is between "Interstage Fairing Adapter" and "Interstage Shroud 2-side"? Is it only that one has 4 fairings and one has 2, or is there something else? Link to comment Share on other sites More sharing options...
NathanKell Posted November 24, 2013 Share Posted November 24, 2013 The shroud is something I added in RO: Until e-dog makes the floating-node decoupler toggleable (i.e. toggle between "fairings hold payload in place" and "firing decoupler actually decouples stage, even with fairings attached"), I made that part to put the interstage decoupler on the nonfloating top node so you can decouple while keeping the shroud in place. Link to comment Share on other sites More sharing options...
LMA Posted November 28, 2013 Share Posted November 28, 2013 This is a great mod.Any chance of a procedural heat shield to help with Deadly Reentry mod? Link to comment Share on other sites More sharing options...
e-dog Posted November 28, 2013 Author Share Posted November 28, 2013 Yeah, heat shield is planned, but I think procedural shrouded decouplers and engine plates will come first. Link to comment Share on other sites More sharing options...
Umlüx Posted November 28, 2013 Share Posted November 28, 2013 after procedural fairings, wings and tanks... you know what would be awesome to have?procedural girders! Link to comment Share on other sites More sharing options...
e-dog Posted November 28, 2013 Author Share Posted November 28, 2013 Yeah, but there are still no procedural wings with built-in procedural control surfaces. And I want procedural spaceplane fuselages and cargo bays. Link to comment Share on other sites More sharing options...
Umlüx Posted November 28, 2013 Share Posted November 28, 2013 and soon we will have a whole new game. KSP - Kerbal Space Procedurals Link to comment Share on other sites More sharing options...
AbeS Posted November 28, 2013 Share Posted November 28, 2013 e-dog, shouldn't the interstage adapter decouple what is in the 'floating' node when using fuselage fairings? Because if I use normal fairings, and put them in a stage after the adapter's decoupler, I can decouple the stage without decoupling the fairings. But with the structural ones it won't decouple, shouldn't it be the same? Link to comment Share on other sites More sharing options...
e-dog Posted November 28, 2013 Author Share Posted November 28, 2013 It might be auto-struts holding it. Anyway, I'll check that. Link to comment Share on other sites More sharing options...
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