Difference between revisions of "Fairing"

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{{Stub||Images as soon as uploads are possible again}}
 
{{Stub||Images as soon as uploads are possible again}}
  
A '''fairing''' is a part which encapsulates other parts like a [[payload]] to shield them against aerodynamic stresses and heating. It also improves the aerodynamic shape reducing drag and making it more stable, if the payload is asymmetrical. The stock fairings are not real parts<!-- better word --> after separation so that they don't contribute to the number of parts in orbit as debris. The other usage apart from shielding the payload is as interstage fairings to make the outside smoother. For example when an smaller engine is used than the tanks above and below it, the stage [[decoupler]] will always have the diameter of the engine and not the tanks. Fairings don't provide structural integrity. Especially interstage fairings can be highly unstable and the usage of struts is recommended.
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A '''fairing''' is a part which encapsulates other parts like a [[payload]] to shield them against aerodynamic stresses and heating. Fairings can also improve the aerodynamic shape, reducing drag and making the rocket more stable. After being deployed the fairing pieces are not considered debris, or objects that can be focused. Another use case is as an interstage fairing to reduce drag. Fairings don't provide structural integrity, although protecting elements from airflow can improve overall stability.  
  
Because parts from the same craft can intersect each other without damaging, payloads which lean through the fairing won't cause any damage.<!-- are they considered still inside by the game? -->
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Fairings are a procedural part available in the stock game. They are built in stacking sections, which can be angled, or snapped to vertical. If the diameter of a new section is small enough, the fairing will automatically close and add a cap. If the fairing is touching another circular part above the fairing base, it will close itself, creating an interstage fairing. In this case, the end of the fairing doesn't physically attach to the next part, and they can shift in relation to each other during flight.
  
They are the first and currently{{Check version||1.0.2}} only procedural part available in the stock game. They are build in rings, which may be slanted, on top of each other. If the diameter is small enough it'll automatically add a “cap”. If the fairing is touching another circular part above the fairing base it'll create an interstage fairing. While drawing the fairing a status text will show it's mass and cost. It also shows if the current ring can be build and if the next placement will close the fairing.
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While building a fairing, status text will show its mass and cost, and tell whether the next section will close the fairing. The text will be green if the current section is valid, and orange if it can't be created. Parts which clip through the fairing will show mach effects, but won't apply drag and won't damage the fairing. <!-- are they considered still inside by the game? --><!-- Yes. Mach effects will appear around them, but drag isn't applied -->  The "clamshell" setting affects how the fairing is jettisoned:  when enabled, the fairing will break into large slices, with the number of slices [[tweakable]]. When disabled, the fairings will explode into tiny pieces like confetti.
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It is important to note that a fairing is ''not'' a [[decoupler]] nor a [[separator]]. If you are using a fairing to protect a payload, such as a satellite, you will still need to have a decoupler or separator to deploy the payload.
  
 
==List of fairings==
 
==List of fairings==

Revision as of 18:51, 17 March 2017

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A fairing is a part which encapsulates other parts like a payload to shield them against aerodynamic stresses and heating. Fairings can also improve the aerodynamic shape, reducing drag and making the rocket more stable. After being deployed the fairing pieces are not considered debris, or objects that can be focused. Another use case is as an interstage fairing to reduce drag. Fairings don't provide structural integrity, although protecting elements from airflow can improve overall stability.

Fairings are a procedural part available in the stock game. They are built in stacking sections, which can be angled, or snapped to vertical. If the diameter of a new section is small enough, the fairing will automatically close and add a cap. If the fairing is touching another circular part above the fairing base, it will close itself, creating an interstage fairing. In this case, the end of the fairing doesn't physically attach to the next part, and they can shift in relation to each other during flight.

While building a fairing, status text will show its mass and cost, and tell whether the next section will close the fairing. The text will be green if the current section is valid, and orange if it can't be created. Parts which clip through the fairing will show mach effects, but won't apply drag and won't damage the fairing. The "clamshell" setting affects how the fairing is jettisoned: when enabled, the fairing will break into large slices, with the number of slices tweakable. When disabled, the fairings will explode into tiny pieces like confetti.

It is important to note that a fairing is not a decoupler nor a separator. If you are using a fairing to protect a payload, such as a satellite, you will still need to have a decoupler or separator to deploy the payload.

List of fairings

Image Part Radial size Cost
(Funds)
Mass
(t)
Max. Temp.
(K)
Tolerance
(m/s)
Tolerance
(g)
Max Radius
(m)
Panel mass
(t/m2)
Panel Cost
(Funds/m2)
AE-FF1 Airstream Protective Shell (1.25m).png
AE-FF1 Airstream Protective Shell (1.25m) Small 300 0.075 2 600 9 50 1.5 0.01 6
AE-FF2 Airstream Protective Shell (2.5m).png
AE-FF2 Airstream Protective Shell (2.5m) Large 600 0.175 2 600 9 50 3 0.012 12
AE-FF3 Airstream Protective Shell (3.75m).png
AE-FF3 Airstream Protective Shell (3.75m) Extra large 900 0.475 2 600 9 50 6 0.016 18