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[1.2 - 1.4] Lithobrake Exploration Technologies 0.4 (2016-10-12)


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Well I guess maybe my docking module was attached to the underside of the node or something. I jimmied the DM a bit and it seems to be working fine now.  Not entirely sure what was up. But the upshot is, the docking is all good now. Apologies for casting aspersions on the fine capsule! Now.. just have to wait for the 7 seat upgrade version..

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9 hours ago, Chippy the Space Dog said:

Well I guess maybe my docking module was attached to the underside of the node or something. I jimmied the DM a bit and it seems to be working fine now.  Not entirely sure what was up. But the upshot is, the docking is all good now. Apologies for casting aspersions on the fine capsule! Now.. just have to wait for the 7 seat upgrade version..

 

Awesome, glad it's working! :D

 

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  • 4 weeks later...

 

I've been sitting on most of this for a while. I figured I'd get these tweaks out now, since I don't have any immediate other changes coming yet.

 

0.3.6 (2016-07-12) - Tweaks.
 - Added an optional experimental config for RealChute integration (for the radial chute only).
    - To enable, rename "GameData/LETech/Patches/LETech_RealChute.txt" to have "cfg" instead of "txt".
 - Removed references to "drogue" in the parachute tags.
 - Added parachute deployment sound effects, as per KSP 1.1.3.

 

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  • 2 months later...

Hey man your rover garages are too amazing! Sadly, I can't use them. They would be literally the perfect delivery method for my malamute rovers and KPBS base parts but they are just a bit too small. Any chance you could make a 3.5 m rover garage? Maybe also a 5 m one? Just a suggestion, but if you had a 3.5 m one I would be in heaven.

Edited by Victorsaurus
wat
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On 10/14/2016 at 5:34 PM, Victorsaurus said:

Hey man your rover garages are too amazing! Sadly, I can't use them. They would be literally the perfect delivery method for my malamute rovers and KPBS base parts but they are just a bit too small. Any chance you could make a 3.5 m rover garage? Maybe also a 5 m one? Just a suggestion, but if you had a 3.5 m one I would be in heaven.

 

Yep, I probably will. I might add one that's just a rescale of one of the existing ones, and see how that goes.

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  • 2 weeks later...

howdy stranger -

I was futzing around with the latest LETech, when I spied my old RealChute patch hiding as a txt amongst the files. Informative, but doesn't do anyone much good (it also only covered one of the three chutes).

So I made another patch, which I tested successfully.

As a disclaimer: like last time, I just compared the drag of your chutes to stock chutes, then looked at what the diameter the RealChute's patch gave them, and scaled accordingly. This doesn't take into account differing Drag modifiers, which you lean on heavily. Granted, neither does it remove those modules, so they still apply, but I was under the impression they tied in directly to the drag applied by the Module Parachute, which has since been replaced by the Module RealChute. As I mentioned, I tested all of them successfully - the largest one is quite large in diameter; the cord for the parachute alone is 1.25m thick! Slows a Mk1-2 Pod down to something like 1.4m/s iirc.

I made them all procedural, meaning they can be edited in the vessel editor with the RealChute editor, and to a lesser extent on the fly.

If you decide not to use the patches, for whatever reason, consider at least adding the line "category:NEEDS[RealChute] = none" after your "category = Utility" in your configs. The RealChute mod adds its own Parachute editor category, and currently your parachutes appear there and in the Utility category as well. The above line should, in theory, remedy that, as it's what is used in the patches below.

One last thing: you might see in the editor when first selecting/placing a chute an error in the console, "Error: cannot find transform 'canopy' in the library." I don't know what that's all about, but stock chutes do it too (RealChute's included chutes are the only ones that don't); rest assured though everything works fine.

Cheers.

 

The link and the code (in case I clean house).

Link

 

//LET-SP-1X24 Parachute (1.25m)
@PART[LETchute1m]:NEEDS[LETech&RealChute]:AFTER[LETech]
{

  maximum_drag = 0.32
  @category = none
  @cost = 1600
  @mass = 0.9
  !sound_parachute_open
  !sound_parachute_single

  !MODULE[ModuleParachute]{}

	MODULE
	{
		name = RealChuteModule
		caseMass = 0.9
		timer = 0
		mustGoDown = false
		cutSpeed = 0.5
		spareChutes = 5
		PARACHUTE
		{
			material = Nylon
			preDeployedDiameter = 10 // 2
			deployedDiameter = 200 // 50
			minIsPressure = true
			minPressure = 0.01
			deploymentAlt = 1000 // 700
			cutAlt = -1
			preDeploymentSpeed = 2
			deploymentSpeed = 6
			preDeploymentAnimation = chuteSemiDeploy
			deploymentAnimation = chuteFullyDeploy
			parachuteName = canopy
			capName = cap
		}
	}

  MODULE
	{
		name = ProceduralChute
		textureLibrary = StockReplacement
		currentCanopies = Main chute
	}

  EFFECTS
	{
		rcpredeploy
		{
			AUDIO
			{
				channel = Ship
				clip = sound_parachute_open
				volume = 1
			}
		}
		rcdeploy
		{
			AUDIO
			{
				channel = Ship
				clip = sound_parachute_single
				volume = 1
			}
		}
		rccut
		{
			AUDIO
			{
				channel = Ship
				clip = RealChute/Sounds/sound_parachute_cut
				volume = 1
			}
		}
		rcrepack
		{
			AUDIO
			{
				channel = Ship
				clip = RealChute/Sounds/sound_parachute_repack
				volume = 1
			}
		}
	}

}

//LET-SP-3X24 Parachute (2.5m)
@PART[LETchute2m]:NEEDS[LETech&RealChute]:AFTER[LETech]
{

  maximum_drag = 0.32
  @category = none
  @cost = 3000
  @mass = 1.5
  !sound_parachute_open
  !sound_parachute_single

  !MODULE[ModuleParachute]{}

	MODULE
	{
		name = RealChuteModule
		caseMass = 1.5
		timer = 0
		mustGoDown = false
		cutSpeed = 0.5
		spareChutes = 5
		PARACHUTE
		{
			material = Nylon
			preDeployedDiameter = 10 // 2
			deployedDiameter = 800 // 50
			minIsPressure = true
			minPressure = 0.01
			deploymentAlt = 1000 // 700
			cutAlt = -1
			preDeploymentSpeed = 2
			deploymentSpeed = 6
			preDeploymentAnimation = chuteSemiDeploy
			deploymentAnimation = chuteFullyDeploy
			parachuteName = canopy
			capName = cap
		}
	}

  MODULE
	{
		name = ProceduralChute
		textureLibrary = StockReplacement
		currentCanopies = Main chute
	}

  EFFECTS
	{
		rcpredeploy
		{
			AUDIO
			{
				channel = Ship
				clip = sound_parachute_open
				volume = 1
			}
		}
		rcdeploy
		{
			AUDIO
			{
				channel = Ship
				clip = sound_parachute_single
				volume = 1
			}
		}
		rccut
		{
			AUDIO
			{
				channel = Ship
				clip = RealChute/Sounds/sound_parachute_cut
				volume = 1
			}
		}
		rcrepack
		{
			AUDIO
			{
				channel = Ship
				clip = RealChute/Sounds/sound_parachute_repack
				volume = 1
			}
		}
	}

}

//LET-RP-1X24 Radial Parachute
@PART[LETchuteR1]:NEEDS[LETech&RealChute]:AFTER[LETech]
{

  maximum_drag = 0.32
  @category = none
  @cost = 1600
  @mass = 0.75
  !sound_parachute_open
  !sound_parachute_single

  !MODULE[ModuleParachute]{}

	MODULE
	{
		name = RealChuteModule
		caseMass = 0.75
		timer = 0
		mustGoDown = false
		cutSpeed = 0.5
		spareChutes = 5
		PARACHUTE
		{
			material = Nylon
			preDeployedDiameter = 3.5 // 0.7
			deployedDiameter = 68 // 17
			minIsPressure = true
			minPressure = 0.01
			deploymentAlt = 1000 // 700
			cutAlt = -1
			preDeploymentSpeed = 2
			deploymentSpeed = 6
			preDeploymentAnimation = chuteSemiDeploy
			deploymentAnimation = chuteFullyDeploy
			parachuteName = canopy
			capName = cap
		}
	}

  MODULE
	{
		name = ProceduralChute
		textureLibrary = StockReplacement
		currentCanopies = Main chute
	}

  EFFECTS
	{
		rcpredeploy
		{
			AUDIO
			{
				channel = Ship
				clip = sound_parachute_open
				volume = 1
			}
		}
		rcdeploy
		{
			AUDIO
			{
				channel = Ship
				clip = sound_parachute_single
				volume = 1
			}
		}
		rccut
		{
			AUDIO
			{
				channel = Ship
				clip = RealChute/Sounds/sound_parachute_cut
				volume = 1
			}
		}
		rcrepack
		{
			AUDIO
			{
				channel = Ship
				clip = RealChute/Sounds/sound_parachute_repack
				volume = 1
			}
		}
	}

}

 

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On 10/28/2016 at 6:54 PM, Deimos Rast said:

howdy stranger -

I was futzing around with the latest LETech, when I spied my old RealChute patch hiding as a txt amongst the files. Informative, but doesn't do anyone much good (it also only covered one of the three chutes).

So I made another patch, which I tested successfully.

 

 

Dude! Awesome. I completely forgot about this. I added it in "txt" with the intention of going back and messing with it and adding the other chutes. I have your new config in place, so I can probably push out an update soon and let people start playing with it.

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Because NecroBones might like action shots of his mod, and because I'm proud of this little guy:

Just landed, still in transport configuration:

screenshot_2016-11-06--01-37-51.png

Autonomic science rover deployed, and ready for final field test before setting out.  (And before the Mun exploration crew does their local set of experiments and heads back to Kerbin):

screenshot_2016-11-06--01-45-08.png

The rover is a mix of Buffalo, BDB, Coatl Areospace, and DMagic Science parts.  Mostly.

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19 minutes ago, Vahal said:

Doh! Historian working on 1.2? :blink:

Actually, 1.2 doesn't work on my computer...  That's in 1.1.3.

(And here I thought people were going to wonder about where the engines are.  :wink: )

Edited by DStaal
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2 hours ago, DStaal said:

Actually, 1.2 doesn't work on my computer...  That's in 1.1.3.

(And here I thought people were going to wonder about where the engines are.  :wink: )

Ok, I can go back in my room and cry a lot again ;.; 

 

Where are the engines for this lander? I can't find how it landed safely without engines :confused:

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