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RoverDude

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Everything posted by RoverDude

  1. hm, that behavior should be fixed - Make sure if you had an older version that you delete it. Just tried on my dev install with DERP and no realchutes. Will add it to the issues list, but for my benefit, what other LS systems would you want to see tested/supported? Is this a brand new one you created after installing 0.1.4? Or one created before 0.1.4? I expect legacy ones (and this probably includes loading saved ships in the VAB) would still have this bug, but I would want to know if it's happening on brand new ships, since it uses persistence to handle inflating on load (it's actually the default state).
  2. Yep this can be looked into - I'll be doing a treatment of all of the parts one by one, will add an issue to GitHub.
  3. I do use the latest version. So if you use RealChute be sure to update that. It for sure will cause this issue. For my own education - do you have an older version of RealChute installed? I want to see if this is another MM issue, or a RealChute version issue.
  4. Thanks much! Just saved me a ton of work and research ZIP version? Earlier this eas related to how I was handling the RealChute MM config but that was fixed in the latest zip.
  5. Two things. First - use Module Manager. No reason not to use it, and it's key if you use Kethane. Second - the kethane drills do not work for the ORS deposits I see in your pics above. You will need to use a metal refinery for ore, chemical refinery for minerals, a water plant for water, and (I believe) it's the polymer MKS module for substrate. Should be info in their right mouse button spot. This is why I added a Harvester in the new version
  6. Unsure on BTSM - all I can say is that I do not do any custom tech tree stuff, but I also have no idea if any of their plugins will cause issues... Best bet is to give it a shot! Kethane wise, you can use ORS instead. Kethane is now optional.
  7. Just created a new version of tie ZIP. should be 1757 K - syncing to DropBox now
  8. There's a Readme in the download and a folder cald altTextures
  9. Interesting, although I may use an alternate resource since I do not want people to kill themselves deorbiting May use the TAC generator to convert water to oxygen and electricity via the hydrogen. So I'd up the water enough to supply enough hydrogen for 15 days.
  10. New version up with lots of goodness. Monoprop engine, proper mass calc, KASy goodness, and no more collapsing pods.
  11. I like that idea - let me fiddle with it Whoops - better persist a variable it looks like....
  12. The LS supplies are added when the pod is unpacked (Eventually I'll do some trickery where I lower the part's mass, changing mass for resources). They are effectively being 'unsealed' - so cannot be consumed unless the pod is cracked open. RE larger version - you could easily add in additional modules in between the propulsion module and the lifeboat module. Electricity is provided by a tiny atomic slug a-la RTG, but 1/10th the size (humans have made these fellows in the sub-3kg range, so logical that Kerbals would have something similar). Lights would absolutely kill it, but it's enough (barely) to keep a Kerbal alive. Of course, he'd still be in a bubble... in the dark.
  13. That's precisely why there are two parts You can use the capsule as a rescue enclosure (which was the original design). It will keep a Kerbal alive for 15 days inside. Granted, it will be a horrible 15 days as he wallows in a bubble filled with his own filth, but hey, better than puffing into smoke
  14. So I did some tweaks. Moved water down to 11, Food to 1. Only because you can survive three days without water in the TAC-LS default config. LF/Ox is now 1.35/1.65 with 420 ISP @ 10 thrust. Still have no issues deorbiting a stable Kerbin orbit. Monoprop is 2.5. Ablation is 100, and it looks like I have to tweak the RealChutes config and add a secondary chute because I keep getting Kerbals killed with G-forces
  15. Thanks, and yep, it started out as more of a canister life raft carryover (including sealed food), but ended up being a moose-life raft hybrid. And tbh, even with DRE I've landed some terrifyingly fragile things by being pretty careful, most without heat shields.
  16. Ah, cheat is such a strong word. But given balance was one of the items on the to do list, now is as good a time as any to cover it Let's cover life support first. Note that food is very limited - this is because Kerbals won't starve for 30 days. So I used the space for water and oxygen. The basis was the tiny TAC-LS cans, which would easily fit inside the pod even in a deflated state (they would be stowed behind the hatch). Granted, we won't cover fun stuff like lower activity levels and the fact that they'd be drinking their own urine soon enough Fuel wise, I am carrying 18 liquid fuel and 22 oxidizer. I actually agree that that volume is high, and will be tweaking accordingly now that I have it side by side with one of the Oscar cans (probably about half of that). Thrust is at 30, same as a single Roco 48-7s, but that I will be tweaking down to about 10. Still plenty for this, and more in line with the size of a pair of the 'ant' engines for the quad. Vac ISP is 400, will see about keeping it at that range. Monoprop is 10, could stand a slight tweak down to five or so when comparing the quad tanks. FYI I had the same concerns with the model when dealing with reentry, but in the end when dealing with moving colliders and hatches, went with simplicity and figured I could get a pass on that bit of suspension of disbelief. In a do-over I'd probably move the hinges and handle behind/under the overhang of the hatch lid, etc. RE inflatability, etc. I would submit to you the humble moose. If we can propose sending a human back to earth in an inflated bag with a quarter inch flexible heat shield filled with expanding foam, all in a suitcase-sized package, then I don't think having an inflatable reentry vehicle is too much of a stretch Hell, if anything I'd say the Moose was a lot more Kerbal than what I ended up with (though it was the inspiration for the mod).
  17. 1. Incorrect. Delete the TGAs, copy in PNGs, and you're all set. It's in the Readme. I'll drop in TGA's but I have to push then through PartTools as hand editing the TGAs caused horrible problems, and it was a quick gift for the folks that wanted it. 2. Will put it on the features request, but short term I'd say just not use the feature, it's one you have to very explicitly toggle via an action group (it's the only way to get to it, by design). That being said, the evac feature is one that falls pretty squarely in the realm of what this mod will most likely be used for
  18. OK new ZIP up - KAS support (still need to do the whole container bit), fixed the RealChute issue, alternate textures, some bug fixes in evacuation. Enjoy!
  19. Ok so for folks having issues, try deleting the realchute.cfg out of the PodEngine folder.
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