Vassily Posted August 10, 2015 Share Posted August 10, 2015 (edited) ProceduralProbes is a extension for ProceduralParts that allows you to generate custom probes. The parts are fully editable: size, lenght, texture and content. DOWNLOAD (from CurseForge) Screenshot Features Torque: None Sas: level 2 Max Temp: 1070°C Installation Extract the zip in your GameData folder. Ensure you have already installed ProceduralParts and ModuleManager. Issues There are not known issues. Licence ProceduralProbes is derived from ProceduralParts (distributed as CC 3.0 Unported). Also this mod remains CC-BY-SA 3.0 unported. Edited September 16, 2016 by Vassily Versione updated Quote Link to comment Share on other sites More sharing options...
Candlelight Posted August 10, 2015 Share Posted August 10, 2015 This is a must have for me! Downloading now! Quote Link to comment Share on other sites More sharing options...
lajoswinkler Posted August 10, 2015 Share Posted August 10, 2015 What are other properties of the probe? Does it have torque? How about impact resistance and maximum temperature? Quote Link to comment Share on other sites More sharing options...
Vassily Posted August 10, 2015 Author Share Posted August 10, 2015 (edited) What are other properties of the probe? Does it have torque? How about impact resistance and maximum temperature?I write them this afternoon .Edit: done. I am already working on a second release, just adding RO support and changing sas-level by tech-level. Edited August 10, 2015 by JarDev Quote Link to comment Share on other sites More sharing options...
TrooperCooper Posted August 10, 2015 Share Posted August 10, 2015 Wasnt there some sort of a problem with scaling root parts / parts that become control-parts in general? Quote Link to comment Share on other sites More sharing options...
feidry Posted October 11, 2015 Share Posted October 11, 2015 So, I was setting up a RemoteTech network last night and used this probe core for my interplanetary relay satellite and I noticed that this part doesn't integrate with RemoteTech. To fix that, I wrote a config that adds it and wanted to share it with anyone else that may need it. Drop this into your Kerbal Space Program/GameData/RemoteTech folder, in with all the other cfg files and it should work fine. That being said, I take no responsibilities for anything breaking your game or other general bugs. This is simply a copy-pasta from another part that does work with RT2. Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted May 28, 2016 Share Posted May 28, 2016 You could also maintain this thread, not only the curse.com entry... Quote Link to comment Share on other sites More sharing options...
Vassily Posted May 28, 2016 Author Share Posted May 28, 2016 Mod updated to 1.1.2. Added ablator as possible resource for the standard version. Quote Link to comment Share on other sites More sharing options...
Vassily Posted July 2, 2016 Author Share Posted July 2, 2016 Can someone try 1.1.2 version with 1.1.3 please? Quote Link to comment Share on other sites More sharing options...
Lazy8 Posted September 15, 2016 Share Posted September 15, 2016 Anybody try this with 1.1.3 yet? I can't believe this hasn't already been incorporated into procedural parts....if I new how to code I'd do it Quote Link to comment Share on other sites More sharing options...
Vassily Posted September 15, 2016 Author Share Posted September 15, 2016 10 minutes ago, Lazy8 said: Anybody try this with 1.1.3 yet? I can't believe this hasn't already been incorporated into procedural parts....if I new how to code I'd do it Still not incorporated. I wish really someone to try it with new versions because I have no time at the moment. Quote Link to comment Share on other sites More sharing options...
Lazy8 Posted September 15, 2016 Share Posted September 15, 2016 I will try it out, just looking at the files now. I see there's two folders created. 1 for stock and 1 for RO. I play RO so I'm wondering do I use only 1 folder? or put them both in the gamedata folder? Quote Link to comment Share on other sites More sharing options...
Vassily Posted September 15, 2016 Author Share Posted September 15, 2016 5 hours ago, Lazy8 said: I will try it out, just looking at the files now. I see there's two folders created. 1 for stock and 1 for RO. I play RO so I'm wondering do I use only 1 folder? or put them both in the gamedata folder? Only RO folder Quote Link to comment Share on other sites More sharing options...
Lazy8 Posted September 16, 2016 Share Posted September 16, 2016 After extensively trying out procedural probe again, I am happy to report that everything seems to be working with my RO/RSS install. There were no crashes and no errors given while using it. Things I did see wrong are 1) Placing a PP on a spacecraft makes the s/c controllable no matter the size. For a RO game this is a bit of a cheat but I only use it on s/c that the avionics is broken on anyway and mostly sounding rockets. 2) I think it keeps remote tech link status green no matter what. I need to play around with it more but low altitude entries always remain green when other antenna's go red. Not sure if the RT config is working for this. I am happy this is working though. thank you very much Quote Link to comment Share on other sites More sharing options...
Vassily Posted September 16, 2016 Author Share Posted September 16, 2016 19 minutes ago, Lazy8 said: After extensively trying out procedural probe again, I am happy to report that everything seems to be working with my RO/RSS install. There were no crashes and no errors given while using it. Things I did see wrong are 1) Placing a PP on a spacecraft makes the s/c controllable no matter the size. For a RO game this is a bit of a cheat but I only use it on s/c that the avionics is broken on anyway and mostly sounding rockets. 2) I think it keeps remote tech link status green no matter what. I need to play around with it more but low altitude entries always remain green when other antenna's go red. Not sure if the RT config is working for this. I am happy this is working though. thank you very much Thank you. I should look to fix the problems Sunday. Quote Link to comment Share on other sites More sharing options...
Kotagi Posted December 4, 2016 Share Posted December 4, 2016 My probe doesnt work with RO. Copied the Procedural Part -Realism Overhaul folder into my gamedata. I get a probe, but it says its not functional with RO. Am I doing something wrong? Quote Link to comment Share on other sites More sharing options...
Phineas Freak Posted December 4, 2016 Share Posted December 4, 2016 @Kotagi no, you are not doing something wrong. It's just that RO does not support it. Quote Link to comment Share on other sites More sharing options...
Kotagi Posted December 4, 2016 Share Posted December 4, 2016 1 hour ago, Phineas Freak said: @Kotagi no, you are not doing something wrong. It's just that RO does not support it. Ok thank you Quote Link to comment Share on other sites More sharing options...
Lazy8 Posted March 21, 2017 Share Posted March 21, 2017 Is this dead now? I didn't see anything about it on your homepage Vassily and haven't been comments in a bit. This still hasn't been grouped into procedural parts either. Quote Link to comment Share on other sites More sharing options...
Vassily Posted March 31, 2017 Author Share Posted March 31, 2017 I have no time at all at the moment to do anything regarding videogames. If someone wants to check for compatibility for sure is greatly welcome. Also if there is someone intrested in taking this project feel free to contact me. Quote Link to comment Share on other sites More sharing options...
General Gold Posted September 23, 2021 Share Posted September 23, 2021 Does this work with 1.12? Quote Link to comment Share on other sites More sharing options...
N3N Posted May 8 Share Posted May 8 On 9/23/2021 at 2:41 PM, General Gold said: Does this work with 1.12? Hey @General Gold, Did you or someone already test this in KSP 1.12.x? And is there a newer version of this mod or the "Procedural Avionics" mod for non-RO/RP games? (I search such a mod for Kerbalism and JNSQ.) Quote Link to comment Share on other sites More sharing options...
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