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RoverDude

Parts Hero
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Posts posted by RoverDude

  1. It works! SO excellent! I did a pretty good landing at 25 m/s on my 25T lander with the medium bags (the same lander was previously being shredded by the earlier versions).

    I'm using tweakable everything, and the inflate-deflate controls get messed up if you inflate them in the VAB to see where you are placing the expanded bags then deflate them again before launch.

    Not a big deal. Great work.

    Ping me with some details and I'll take a look

  2. New update, pretty much wrapped up for now.

    New actions, decoupling, and requirement to reset/recharge via EVA. Dampening has been tweaked, and for those experiencing their ships disintegrating, the key seems to be to encase your ship in a bubble of airbags, since the overlapping colliders help hold things together long enough for the vessel to land and bits to settle down.

  3. New video showing the probe sized bag (this has the toughest collider to keep blasting through the ground). Updated animation plus a new plugin that makes the airbag a bit more 'squishy' as it dampens the velocity on impact. Probes are rated for a 50m/s drop (this one did fine a bit faster than that). Also shows my probe not tearing into little bits on impact. Will add a video of the big airbags tonight (the dampening is more pronounced on the larger ships).

  4. When I was messing with adding the landing leg module to the config that did seem like it wanted to work, but I was missing the proper collider on the bag I bet and that's why it didn't work completely.

    What would happen is the bag would start to absorb the hit but then engines, legs, structure, etc would slam into the ground because there was nothing pushing back as the legs do. That would probably work well as long as the orientation of the suspension was correct and would support such a wide area of collider and shock absorption. I was using config values about triple the big landing legs but with only the parameters from the probe landing legs.

    Another thing I noticed was the bags tended to wiggle in their mount much like the AIES landing legs do.

    I wonder if maybe one of the wheel modules might work? Then if you hit too hard you could pop a bag using the broken wheel condition, but I suppose maybe you could do that with the broken leg condition as well. The way the suspension works on wheels as you traverse and strike terrain maybe that would work well for the bag? And you could probably set those broken conditions whenever the bag is deflated if you wanted a Kerbal to have to fix it on EVA so it will re-inflate?

    Needless to say I'm doing a lot of collider tests and goodness :) Was fiddling with the model this morning, plan on doing more this week, just juggling this with an MKS update that is also almost out the door.

  5. First, thanks for taking these up and making them. I was so excited when I saw you were going to use the soccer ball bounce to make some proper air bags.

    I've been fiddling with these for about the last hour or two. If I connect the airbags to something like the 3 kerbal command pod like you did in the video - no explosions. As soon as other parts become involved... problems. So many explosions.

    Like, the airbags aren't even there explosions. Works fine if I land at 8 m/s or less but that kind of defeats the point.

    Is there a way to get the air-bags to cause the game to ignore the impact tolerance and breaking forces of the parts they are connected to while the air bags are deployed? Or, multiply them by something, or set it to something new (like 100 m/s)? Or, is it necessary to use structural girders (with 80 m/s impact tolerance) and attach the air bags to those? Though that girder thing doesn't seem to work either, as they snap off of what they are attached to.

    I observe the airbag that is striking the ground bend at the mount, then the explosions start. Is there a way to stop that bending? I've been trying to modify breaking torque and force in the config and that's not doing anything.

    Maybe a way to use suspension from modulelandinglegs? I might fiddle with that a bit.

    I've been wanting to make a landing system involving air bags for quite some time. These are so very close to being exactly what is needed.

    I do have the worldcup2014.dll installed.

    I've been doing a lot of experiments with the soccer bags trying to optimize this to take care of the issue you're seeing. The end result will likely be some serious tweaking of the next parts in line to help counter the forces, possibly combined with additional mounting point parts to help absorb the impact. Have to roll out the new MKS release, but plan on returning to this immediately after (i.e. as in this week).

  6. Good, have you test them on bigger thing with many (small) parts attached (small batteries for example) ? If so, is everything stay in good condition after some distance travelled ?

    By the way, on the dev thread video, the deployment is a bit too fast I think.

    If you hit at too hard of a velocity, you will have some disintegration (but at least your crew will live... usually...). I was trying to time the speed with what I saw in the Spirit video, which was surprisingly fast (looking to add a particle effect to help convey the sudden inflation).

    @RoverDude: You should mention the requirement of Squad's Worl Cup mod.

    Done!

    Are you planning on making them somewhat realistic in terms of velocity and breaking forces? They could not put Curiosity on Mars this way and I feel airbags should reflect that. Only suitable for lightish loads at low speeds.

    Wow, that is impressive. Very lifelike. If this mod could replicate this it would be pretty great.

    Going to take a gander at these stats and do some playing around as well as some additional tests. And yes, would like to add some 'squishyness' long term, but wanted to get the basics out there to begin iterating.

  7. hey can you make them sorta like ISA Airbag tests long long ago? like these ones:
    and

    Will take a look - what specific behavior are you looking for?

    Very nice, but I can't figure out how to install them. Which folder do I put in GameData?

    The USI folder on down. Right now it's just a few parts, but I may have a plugin as well down the road.

    Very cool! Can they be used for water landings? The ocean has a tendency to just eat parts on touchdown... not sure if there's a way to really cushion the impact there.

    So far water has been eating my pods at high velocity, so any limitation is going to be a stock KSP one, though I have some ideas on the plugin front.

    That will indeed do it - I had decoupling on my test one until I went one space bar too far and plowed into Duna at over 500m/s with no airbags or parachutes...

  8. That's pretty awesome, but it seems to me it should not be redeployable except after stowed again by a Kerbal, like Parachutes.

    Can something be assigned in 2 stages somehow? One to deploy and one to deflate?

    Yes, the plan is to make the redeploy an EVA activity that also requires monopropellant to re-charge it. Also a risk of them getting broken if you slam them a bit too hard.

    I'm also updating the texture on the radial box, but wanted to get this out before I head out for the weekend :)

  9. So after having a blast with the new soccer balls, it was only a matter of time before I made an airbag part.

    NOTE: Stuff moved around a bit, so if you have an older version, please delete it. World Cup mod no longer required.

    The inspiration:

    The part (the first one out is a mid sized single deployable bag)

    NEW: Plugin for better dampening and less arbitrary dissassembly

    Now in three sizes for all of your bouncy needs.

    Q9MhqfJ.png?1

    How to use it:

    Add the radial part to your ship. There are four actions:

    Inflate (Deploys the airbag)

    Deflate (Deflates them, but they cannot be deployed again till recharged)

    Recharge (Resets the airbag to be used again, EVA only)

    Disconnect (softly decouples the airbags to help reduce part count post-landing)

    Inflate, Deflate, and Disconnect can be assigned to action groups.

    Inflate, Deflate, and Recharge can be used in the VAB.

    TIP: Use lots of airbags with meshing colliders (i.e. the deployed bags touch), and this will help form a solid 'balloon' of colliders around your ship, so you are less likely to have your parts fly apart on impact.

    Side note - sideways velocity is a bit more forgiving than slamming straight down - although if you go sideways into the side of a mountain, then odds are you're pretty much toast.

    NOTE: DO NOT USE THIS AS YOUR SOLE DECELLERATION MECHANISM! These are fun and bouncy, but will not allow you to collide into mountains at 500m/s!

    Get it on GitHub!

    https://github.com/BobPalmer/Inflatable-Airbags/releases

    License is CC 4.0 Share Alike non-commercial with attribution.

    Upcoming changes:

    - Recharge via EVA for a monopropellant cost

    - KAS compatibility

    - More sizes and shapes!

    - More explosions...

  10. With the new bounciness of the world cup soccer balls, I decided now is as good a time as any to knock out this part :)

    This will be a stock-alike replica of the landing system used by Sprit (video goodness for reference), with some plugin goodness to handle animations and dynamically turning on the bounciness.

    Working on the model now, going to see if I can get a link up today :D

  11. Please, please... make it somewhat simple for us to add manged resources. For instance, I run MKS, TACLS, KSPI, Kethane, Orbital Construction and Extraplanetary Launchpads. I want to be able to go in and be able to use one class of parts (maybe preconfigured before launch) to manage the transfer of any kind of resource by editing the cfg file.

    Yep, the one I am playing with in test can do that.

  12. Hello! I personally love this mod, and hope that it gets an update, but i have one question:

    Resource integration. We really need something like minecraft's OreDictionary. How does TAC water fare with KSPI Water? Does MKS fit well into TAC? Does kethane fiddle with it?

    Also, is there some sort of greenhouse? I am not looking forward to making a 100% self sustainable base (IRL that is pretty much impossible), just something do delay death point.

    MKS subclasses off of TAC, so it has a very tight integration, which lets it do nifty things like, even if you switch away from your base for years, when you reset focus, all of the generators catch up together (so all of the intermediary steps for food production and water purification kick off in lockstep with TAC 'catching up'), so no weird cases of having a ton of food but a pile of dead Kerbals due to mods having different 'clocks'.

  13. hi there! if got a problem: everytime i try to produce something else then construction parts it says that there is no space for it... got all the relevant mods installed and working so what do i do wrong? also got storage tanks tried to balance stuff with the tac fuelbalancer, doesnt work... :/

    thx in advance!

    Try switching scenes. Known issue (although it should be less of one with the current release). No idea on TAC FuelBalancer - I have no explicit support for that

    I have a weird issue with textures:

    http://s16.postimg.org/xjzghprnl/Zrzut_ekranu_z_2014_06_09_16_29_48.jpg

    Textures are buggy only on your mod and every launch some of them (different every time) work fine.

    Not sure if thats related but I am also getting a crash like 3 out of 4 launches of the game in "UnityEngine.WWW.GetTexture": http://pastebin.com/aa9x3nCy

    Using version 0.16.6 and current(yesterday) versions of all dependences.

    Those are old models - delete any existing UmbraSpaceIndustries or GreenMesaIndustries folders and re-install.

  14. Quick question since I can't find the answer at a quick glance throughout this thread: does this mod keep score (like TAC-LS does) even when the colony is not the active craft or loaded into the physics radius of ~2.3 km of active craft?

    Edit: would this be the proxy logistics you speak of in http://forum.kerbalspaceprogram.com/threads/72706-Ongoing-Dev-0-23-5-Modular-Kolonization-System-v0-16-%28RELEASE%29-05-10-2014?p=1147140&viewfull=1#post1147140?

    It works like stock KAS. Proxy Logistics is just to share resources across disconnected ships in radius... and proxy will 'catch up' just like TAC when you regain focus.

    OK I need help with this mod. I have the colony center, PDU, storage with all minning supplies and construction hub. I have them all connected with KAS. nothing I do will produce punch cards or construction parts what am I doing wrong?

    Ensure generators are on and you have TAC LS installed.

  15. Sure, and I like how they all have a coherent style. My personal search for window-less greenhouses stems from my interest in long-term missions to Jool, etc. - it just feels wrong to me to have large windows in the outer solar system - you'd lose more heat this way than you'd gain in energy.

    Oh agree 100%. For that you'd just utilize the interior space to have more lights. For that, MM'ing one of the Porkjet hab modules would be quite sweet.

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