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probe being treated as debris


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I'm trying to update a part which is a droppable probe.  My problem is that it is being treated as debris, even though it has a ModuleCommand and a ModuleDataTransmitter in it.

Can someone take a look and tell me what's wrong?  I even compared it to the Probodobodyne HECS (probeCoreHex), but after adding a couple of missing lines, it still happens.

The probes are being dropped from a decoupler, could that be the problem (ie:  anything dropped from a decoupler is debris?)  yet when I dropped the HECS from a decoupler on the pad, it stayed around

I've even switched to the probe after dropping it, and when looking at the rename dialog, it says it's a probe

I can understand that if it's in the air and goes on rails, it would be destroyed.  But it happens when I drop it at the launch pad before launching

This works in orbit, but I'm trying to get it to be droppable from a plane, with the idea that as long as it touches down before the plane goes out of physics, it will stay around

Thanks in advance

PART
{
	name = Sonde
	module = Part
	author = Beluwel
	mesh = Sonde.mu
	scale = 1.0
	rescaleFactor = 1.25
	CrewCapacity = 0

	node_stack_top = 0.0, 0.0, 1.21625, 0.0, 0.0, 1.95313, 0
	node_stack_bottom = 0.0, 0.0, -0.1875, 0.0, 0.0, -1.5625, 0
	node_attach = 0.0, 0.25, 0.0, 0.0, 0.0, 0.0, 1

	TechRequired = advExploration
	entryCost = 9500
	cost = 2350
	category = Science
	subcategory = 0
	title = Kurrikane Science Probe
	manufacturer = BobbyKerman's Factory
	description = Aircraft crashes statistics are telling us that we need a new way to get surface sample without Kerbals. Equipped with a little camera, it can do reports too.
	attachRules = 1,1,1,1,0
	mass = 0.1
	dragModelType = default
	maximum_drag = 0.2
	minimum_drag = 0.2
	angularDrag = 1
	crashTolerance = 12
	maxTemp = 1200 // = 2900
	explosionPotential = 0
	vesselType = Probe
	PhysicsSignificance = 1
	bulkheadProfiles = size0, srf

	tags = command science probe
	MODULE
	{
		name = ModuleScienceExperiment
		experimentID = surfaceSample
		experimentActionName = Take Surface Sample
		useStaging = False
		useActionGroups = True
		hideUIwhenUnavailable = True
		xmitDataScalar = 0.3
		FxModules = 0
		dataIsCollectable = True
		collectActionName = Collect Data
		interactionRange = 1.2
		usageReqMaskInternal = 1
		usageReqMaskExternal = 8
	}
	MODULE
	{
		name = ModuleScienceExperiment
		experimentID = evaReport
		experimentActionName = EVA report
		requireAtmosphere = True
		useStaging = False
		useActionGroups = True
		hideUIwhenUnavailable = True
		xmitDataScalar = 0.3
		FxModules = 0
		dataIsCollectable = True
		collectActionName = Collect Data
		interactionRange = 1.2
		usageReqMaskInternal = 1
		usageReqMaskExternal = 8
	}
	MODULE
	{
		name = ModuleCommand
		minimumCrew = 0
		hasHibernation = False
		RESOURCE
		{
			name = ElectricCharge
			rate = 0.005
		}
	}
	RESOURCE
	{
		name = ElectricCharge
		amount = 25.0
		maxAmount = 25.0
	}

	// following added by LGG
	MODULE
	{
		name = ModuleDataTransmitter
		antennaType = INTERNAL
		packetInterval = 1.0
		packetSize = 2
		packetResourceCost = 12.0
		requiredResource = ElectricCharge
		antennaPower = 500
		optimumRange = 250
		packetFloor = .1
		packetCeiling = 5
	}	
}

 

Edited by linuxgurugamer
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  • 2 weeks later...

it is pretty normal: Every part that is seperated from a craft and does not hold the root-part is named <craftname> debris. 

You should be able to check the crafts name within a custom partmodule and check if the vessels name changes and then rename your probe accordingly.

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56 minutes ago, Ger_space said:

it is pretty normal: Every part that is seperated from a craft and does not hold the root-part is named <craftname> debris. 

You should be able to check the crafts name within a custom partmodule and check if the vessels name changes and then rename your probe accordingly.

Not sure that's entirely accurate. Depending on the circumstances I often get <craftname> Probe or <craftname> Ship. Haven't worked out exactly what those circumstances are.

On 4/17/2017 at 2:35 PM, linuxgurugamer said:

I can understand that if it's in the air and goes on rails, it would be destroyed.  But it happens when I drop it at the launch pad before launching

This works in orbit, but I'm trying to get it to be droppable from a plane, with the idea that as long as it touches down before the plane goes out of physics, it will stay around

Possible it has something to do with being on the launchpad?

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Have you looked at this mod? Sounds like it manages to keep the part from turning to debris - somehow

Edit: On a read of the OP it looks like it sets the detached part to target shortly after being staged.

Edited by wasml
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  • 3 weeks later...
On 4/28/2017 at 10:23 AM, wasml said:

Have you looked at this mod? Sounds like it manages to keep the part from turning to debris - somehow

Edit: On a read of the OP it looks like it sets the detached part to target shortly after being staged.

Looks interesting, I've asked him if I could include the dll in my Kurrikane probe mod revival

Edited by linuxgurugamer
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