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Infinite-zooming in VAB/SPH menus


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I've googled around a bit, and found discussions about this with regard to having 3+ resources in a part, that doesn't have any other modules, causing the "infinite zooming VAB icons" thing to happen. However, I'm running into this with multiple decoupler nodes instead, and don't see any work-around (other than to use omnidirectional decoupling, or use no more than two nodes).

There's a DLL work-around when it's a resource issue: http://forum.kerbalspaceprogram.com/threads/63109

That fix does not work with decouplers causing the problem.

With 3+ decoupler modules, I get this awful zooming effect:

Example of broken config:


MODULE
{
name = ModuleDecouple
ejectionForce = 50
explosiveNodeID = top01
}

MODULE
{
name = ModuleDecouple
ejectionForce = 50
explosiveNodeID = top02
}

MODULE
{
name = ModuleDecouple
ejectionForce = 50
explosiveNodeID = top03
}

Take one of them out, and everything works normally.

Anyone have any ideas for a workaround?

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maybe use module jettison? or split out the fairing cone into sections like KW does?

It does use ModuleJettison. It's just that it also should be its own decoupler, otherwise it forces the player to add one upside-down at the top (which I guess isn't technically a deal-breaker). The point of the design in my fairings mod is to be as stock-like as possible and keep the part count low as well.

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Oh I see what you are doing, just watched the video on 0-point fairings.

you could use a separator for the base, and a normal decoupler for the top no?

isOmniDecoupler = true; that will make a decoupler separate from the payload and the lower stage at the same time. then a 2nd decoupler module for the top to pop the cone off.

Edited by nli2work
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Oh I see what you are doing, just watched the video on 0-point fairings.

you could use a separator for the base, and a normal decoupler for the top no?

isOmniDecoupler = true; that will make a decoupler separate from the payload and the lower stage at the same time. then a 2nd decoupler module for the top to pop the cone off.

Yeah, I'm trying not to use omni-decoupling, because I don't want people to be forced to separate the base from the rocket, and the payload, and whatever else is higher up the stack all at once. Basically it'll disconnect in all three attachment points, and not everyone wants to do that. Lots of people still want to use the lower rocket section, and attach/detach the payload via docking ports on the fairing base.

The current version of the mod works great, but it's a lot of part clutter, because I have a separate fairing base for every combination of diameter and length. It's 18 fairing bases (6 different diameters/expansions, each with 3 lengths) and 4 nose cones. So someone suggested consolidating down to just 6 fairing bases (based on width/diameter only), and letting people choose the length by having 3 separate "top" attachment nodes (which means three decoupler nodes instead of one). Gameplay-wise, this works great, but then I run into the VAB/SPH zooming-icon problem.

I also looked at KW, and part of how they're doing it, is having more than one node with the same name. I can't do that, because each node needs to be uniquely named, to support the "moduleJettison" fairing system (as I'm going with all stock functionality, no actual mod code). Each length's set of fairing panels need to only appear when the correct top-node is used as the attachment point above.

So if I can't get a simple work-around (such as adding a useless/empty resource module or something), I'm left with:

1. Change how the whole mod works, by forcing people to use their own decoupler atop the fairing (and add decoupler functionality to the included nose-cones). It adds an extra step (and an extra part in most cases) for players to contend with. If they forget the decoupler, they're a bit stuck. ;)

2. Since using only 2 nodes works fine in the VAB/SPH, but not 3 or more: Consolidate the short/medium lengths, but leave the long ones with their own bases (which technically could create an excuse to have a 4th length, since there will be extra fairing bases anyway). One nice thing about this, is that it would more easily keep the "Lite" version of the mod in sync with the "Full" version, since that one only allows 2 lengths of each fairing anyway.

3. Put up with the zooming-icons issue, since it doesn't actually "break" anything.

4. Forgo the consolidation, even though I've already done the work.

Edited by NecroBones
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