drpsacemonkey
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Everything posted by drpsacemonkey
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parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
drpsacemonkey replied to RoverDude's topic in KSP1 Mod Releases
I'm Canadian, what can I say? -
parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
drpsacemonkey replied to RoverDude's topic in KSP1 Mod Releases
[quote name='RoverDude'] Good deal - did you toss a PR yet?[/QUOTE] [URL="https://github.com/BobPalmer/SrvPack/pull/48"]Yep, here it is![/URL] Sorry, it's on the DEVELOP branch. -
parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
drpsacemonkey replied to RoverDude's topic in KSP1 Mod Releases
[quote name='RoverDude']Nope, not this version, and will likely need a rework anyway due to 1.0.5[/QUOTE] Just tested my "buoyancy on deploy" code, and it seems to be working fine on 1.0.5. Didn't see anything in the changelog that should have any impact. -
parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
drpsacemonkey replied to RoverDude's topic in KSP1 Mod Releases
Pull request sent. I removed the dependency on FSanimateGeneric and created a dll to handle the floaters. Had to make the buoyancy change gradual since I got a rather annoying kraken at times doing an instant toggle. Not sure why. The floats will also only partially inflate if buoyancy is reduced from the right-click menu. -
parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
drpsacemonkey replied to RoverDude's topic in KSP1 Mod Releases
Just for fun, I've been working on that feature. If you'd like, I can clean it up a little and throw it in a pull request for you to take a look at. -
parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
drpsacemonkey replied to RoverDude's topic in KSP1 Mod Releases
Cool, done. -
[1.0.2] TAC Self Destruct v1.5.1 [13May]
drpsacemonkey replied to TaranisElsu's topic in KSP1 Mod Releases
I've modified the plugin so it can do that (https://github.com/DrSpaceMonkey/TacSelfDestruct/releases/tag/v1.5.1.a). It adds a new function called "detonate parent", which does exactly what the name suggests - blows up the part you bolted it onto. This can be done via action group or the right-click menu. Effectively, this makes any part a decoupler. I mostly use it for making escape modules on airplanes. Slap it on whatever part is attached directly behind the cockpit, bind "detonate parent" to Abort, throw on a parachute or two for good measure, and presto. The staging action can also be toggled between full ship self-destruct and parent detonation. Now, I can hear you asking "did you make this because you're just terrible at designing planes and needed an easy way to make an ejector seat?" You might very well think that. I couldn't possibly comment. -
parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
drpsacemonkey replied to RoverDude's topic in KSP1 Mod Releases
Just a followup. private void Dampen() { [B] if (!isDeployed)[/B] [B] return;[/B] if (vessel.srfSpeed > dampenSpeed ... Just tried adding the bolded lines to LifeBoat.cs and the sticking problem @ 35m/s went away. I can make a pull request, but I'm not 100% that's the behaviour you had in mind for Dampen(). -
parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
drpsacemonkey replied to RoverDude's topic in KSP1 Mod Releases
So I've added some DERP inflatable escape pods to a spaceplane, but it seems to be causing an issue. On takeoff, once the plane gets to ~35m/s, the plane jolts like the wheels got stuck on something. Speed drops to ~15m/s, accelerates like normal, and the cycle repeats. It only happens while on the ground (runway and grass), with the DERP inflatable pods attached. It's not a problem using VTOL, or if the pods are removed (either via jettison or in the hangar). Happens regardless of where the pods are attached. Has anyone else experienced this using 0.3.2?