RoverDude

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[1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]

1076 posts in this topic

Download via the USI Catalog Page

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If you've ever been stuck on the mun with ten hours of oxygen left, or had an unplanned decoupling event leave your ship crippled in an eccentric orbit with no means of escape, then the D.E.R.P is for you!

The D.E.R.P includes a series of parts, ranging from small monopropellant engines through various containers and tanks, allowing you to customize your escape craft. The core pod includes a parachute (capable of safely landing the D.E.R.P on Duna). A secondary service ring includes RCS thrusters and landing gear. SAS is achieved by slamming yourself really really hard against the pod walls.

Features:

 

  • 15 days Life Support
  • Tiny power generation slug
  • Monoprop-fueled forward thrusters
  • RCS and a monoprop supply
  • SAS
  • IVA (reuses the small lander can)
  • Parachute
  • EVA-assembleable with KAS
  • Resources are sealed prior to deployment to prevent accidental use

Now includes airbags and floaties!

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LICENSE

Configuration files and code are licensed under the GPL v3 license.

Assets, including Models (*.mu) and Textures *.png/*.dds) are All Rights Reserved. If you wish to use any of these assets in your project, just ask nicely :)

Additional Modules:

This package redistributes FireSpitter

This package redistribures Module Manager

CHANGE LOG

 

 

0.1.3 - 2014.11.01
[LIST]
[*]KAS tweaks
[*]Folder reorg to support package management
[*]Science storage added to DERP pods
[*]CRP/ORSX/DLL refreshes
[*]Brought back the legacy DERP texture (you can still swap to orange or gray)
[*]Changed COM/Drag properties back to defaults
[*]Updated FireSpitter DLL
[/LIST]

0.1.1 - 2014.09.28
[LIST]
[*]The DERP, Airbags, and Floaties! What more could one ask for?
[*]Derp evac fixed.
[*]Derp now has two color schemes - safety orange and stock gray
[*]Tweaked floaties and enabled tweaking buoyancy
[*]Synced up CRP/ORSX/USI Tools
[/LIST]

[B]v0.1.5[/B]
[LIST]
[*]Fixed deflation issue on switching
[*]Collider update
[*]FAR MM Config
[/LIST]
[B]v0.1.4[/B]
[LIST]
[*]Converted engine to use monoprop vs lf/ox
[*]added KAS support to assemble the DERP in-situ
[*]Fixed an issue where returning to a previously inflated pod caused it to start deflated
[*]Added a 5-unit KAS container to the capsule
[*]Mass now properly updates when resources are unsealed
[/LIST]

 

Edited by RoverDude
22 people like this

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Great!!

Fantastic evacuate feature, I think I'll have a look!

And will it be CLS compatible, in future releases?

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This looks very cool, but can it be inflated by an EVA'd kerbal?

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This is cool! Can you please tell me how you made the inflation animation?

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This looks very cool, but can it be inflated by an EVA'd kerbal?

Why yes. Yes it can.

This is cool! Can you please tell me how you made the inflation animation?

Custom plugin - the especially fun bit was making sure I could animate the hatch moving out along with the inflation. Source code on the Githubs (be gentle, knocked this out over a few days).

Great!!

Fantastic evacuate feature, I think I'll have a look!

And will it be CLS compatible, in future releases?

Probably no use case for CLS with this as you cannot inhabit it when stowed, and if you end up deploying it odds are good you're going to be running solo for a while while you wait for rescue ;)

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Very cool!

is this using the new animator component from unity? or the older animation component?

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It is the evacuate/move crew here feature extendable to every stock pod? Would be cool for a plugin.

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:o MEH GUSTA

DERP is the best name i have every seen for a ksp mod XD

Edit: could you add or make a different version with real chute since the neck breaking stock ones are just stupid?

Edited by montyben101

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Interesting. I wounder can it safely return to kerban/ earth and what about EVA compatibly?

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? what do you mean EVA compatibility? I think its got a hatch if thats what you mean

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sorry I miss typed, I mint RSS compatibility. sorry about that

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sorry I miss typed, I mint RSS compatibility. sorry about that

No idea on RSS tbh. As for returning - as long as you can de-orbit you'll be fine (there should be enough RCS to point retrograde and enough fuel to do a short deorbit burn). Granted, if you're stuck around Tylo you're probably screwed - at that point best bet is to get a stable orbit and eat snacks for a couple of weeks while you mount some serious rescue efforts (though at some point, unless you pack extra supplies, you're pretty much toast if you use a LS mod).

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I salute you and your D.E.R.P. !!!

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I salute you and your D.E.R.P. !!!

Yay i have a new sig XD

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If this will be KAS attachable, you sold me!

Why yes. Yes it will. Currently testing out DRE, then making sure I can stuff one of these in a large KAS container (figure each half can fit in one of the smaller ones, or both in one for KAS-y balance). Also did some minor tweaks to how the pod can be surface attached on it's own (there are cases where you just want the lifeboat, not the engines, etc.)

In theory (and I may have to do a video for this) I expect you could, with the right KAS'y goodness, build a runabout from scratch... May have to try that in my main save just for fun.

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:o MEH GUSTA

DERP is the best name i have every seen for a ksp mod XD

Edit: could you add or make a different version with real chute since the neck breaking stock ones are just stupid?

I'll take a look, I use RealChute myself and totally hear ya on the excessive G-force bit

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It is the evacuate/move crew here feature extendable to every stock pod? Would be cool for a plugin.

It's a part module on the pod itself - so no need to mod any other parts.

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...Speaking of RealChutes, you can always


@PART[USI_PodEngine]:FOR[RealChute]
{
-MODULE[ModuleParachute] {}
MODULE
{
name = RealChuteModule
....
}
}

Anyone who has RealChutes can be expected to have ModuleManager and there's no need for an extra part.

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I like it. Does what it says on the tin, right below the clever name. Bravo.

Will check back to see about that RealChute integration, which would be nice.

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Ask and ye shall receive.

New version up has KAS integration, DRE integration, a RealChutes MM config, and some minor tweaks to the config (desription, some model tweaks to the kickstand, etc.)

Note: For DRE it goes NOSE FIRST. This is by design, and the pod will naturally swing that direction (need to confirm how this behaves with FAR). This way the engine and chute midule is protracted by the ablative material on the capsule.

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Oh - and here's a video of me making a ship out of stuff in KAS containers. Plus shows how to use the Kickstand to avoid having your hatch blocked.

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There's a slightly better way to do it.

Make one of the components a


MODULE
{
name = KASModuleGrab
...
bayType = DERPConnector
bayNode = top (or bottom)
}

While another is


MODULE
{
name = KASModulePartBay
attachNode = top (or bottom)
type = DEPRConnector
}

This way they will always snap directly into each other without painstaking positioning.

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There's a slightly better way to do it.

Make one of the components a


MODULE
{
name = KASModuleGrab
...
bayType = DERPConnector
bayNode = top (or bottom)
}

While another is


MODULE
{
name = KASModulePartBay
attachNode = top (or bottom)
type = DEPRConnector
}

This way they will always snap directly into each other without painstaking positioning.

Awesome! Did not know about that - I shall be adding this in immediately

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