Jump to content

[1.11.x] Sounding Rockets! Start small. Dream big!


Recommended Posts

4 hours ago, rakol said:

@Synthesis may also be batteries. I just forgot to add some in one my tests. 

I've got batteries on the sounding rockets (also the avionics package has some stored electrical power itself), so I don't think it's that.

It's quite odd--literally the day before I was able to right click, then I lost the ability. Trying to see what mod might've removed them, but there doesn't seem to be anything that's effect the mod--probably something that changed science in general? 

Link to post
Share on other sites

Took me a bit, but I got the parachutes to work with RealChute and FAR. Or they seem to anyways. I changed the NEEDS: to BEFORE:. I  modified the diameters to increase drag and kind of help with proper firing of the animations. For PackChute, I had to override the physics less behavior flag, RealChute won't recognize it otherwise. This is not my code, I just modified it.

Spoiler

@PART[SR_Nosecone_35]:BEFORE[RealChute]
{

    @category = none
    @mass = 0.005
    !sound_parachute_open
    !sound_parachute_single

    !MODULE[ModuleParachute]{}

    MODULE
    {
        name = RealChuteModule
        caseMass = 0.005
        timer = 0
        mustGoDown = true
        cutSpeed = 0.5
        spareChutes = 1

        PARACHUTE
        {
            material = Nylon
            preDeployedDiameter = 3
            deployedDiameter = 12
            minIsPressure = false
            minPressure = 0.1
            minDeployment = 6000
            deploymentAlt = 600
            cutAlt = -1
            preDeploymentSpeed = 2
            deploymentSpeed = 8
            preDeploymentAnimation = PreDeploy
            deploymentAnimation = Deploy
            parachuteName = String
            capName = Cap
        }
    }

    MODULE
    {
        name = ProceduralChute
    }

    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
            }
        }
    }
}

@PART[SR_Nosecone_625]:BEFORE[RealChute]
{

    @category = none
    @mass = 0.01
    !sound_parachute_open
    !sound_parachute_single

    !MODULE[ModuleParachute]{}

    MODULE
    {
        name = RealChuteModule
        caseMass = 0.01
        timer = 0
        mustGoDown = true
        cutSpeed = 0.5
        spareChutes = 1

        PARACHUTE
        {
            material = Nylon
            preDeployedDiameter = 2
            deployedDiameter = 20
            minIsPressure = false
            minPressure = 0.1
            minDeployment = 6000
            deploymentAlt = 600
            cutAlt = -1
            preDeploymentSpeed = 2
            deploymentSpeed = 8
            preDeploymentAnimation = PreDeploy
            deploymentAnimation = Deploy
            parachuteName = String
            capName = Cap
        }
    }

    MODULE
    {
        name = ProceduralChute
    }

    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
            }
        }
    }
}

@PART[SR_PackChute_35]:BEFORE[RealChute]
{

    @category = none
    @mass = 0.005
    !sound_parachute_open
    !sound_parachute_single
    PhysicsSignificance = 0

    !MODULE[ModuleParachute]{}

    MODULE
    {
        name = RealChuteModule
        caseMass = 0.005
        timer = 0
        mustGoDown = true
        cutSpeed = 0.5
        spareChutes = 1

        PARACHUTE
        {
            material = Nylon
            preDeployedDiameter = 3
            deployedDiameter = 12
            minIsPressure = false
            minPressure = 0.1
            minDeployment = 6000
            deploymentAlt = 600
            cutAlt = -1
            preDeploymentSpeed = 2
            deploymentSpeed = 8
            preDeploymentAnimation = PreDeploy
            deploymentAnimation = Deploy
            parachuteName = String
            capName = Pack
        }
    }

    MODULE
    {
        name = ProceduralChute
    }

    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
            }
        }
    }
}

 

 

Link to post
Share on other sites

I'm kind of new to this mod but the fairings seem to not have any ejection force at all.  I stage them and they just kind of stay there.

Link to post
Share on other sites
On 5/1/2016 at 4:06 AM, Ja222 said:

Has anybody noticed the incompability that CKAN throws out about Sounding Rockets (v0.4.2.1) and Surface Experimental Pack(v.1.4)?

How so? Is there a message?

Link to post
Share on other sites
20 minutes ago, CobaltWolf said:

How so? Is there a message?

It is most possibly GOG version screwing me over, I hate how I have to wait 1 day or so for a patch -_-

Seeing if 1.1.2 fixes it.

Link to post
Share on other sites
Just now, Ja222 said:

It is most possibly GOG version screwing me over, I hate how I have to wait 1 day or so for a patch -_-

Seeing if 1.1.2 fixes it.

It probably won't. There are issues with SEP right now that I'm struggling to track down.

Link to post
Share on other sites
6 minutes ago, CobaltWolf said:

It probably won't. There are issues with SEP right now that I'm struggling to track down.

I'll reply in SEP thread then, don't want to clutter this one.

Link to post
Share on other sites
32 minutes ago, Alshain said:

I'm kind of new to this mod but the fairings seem to not have any ejection force at all.  I stage them and they just kind of stay there.

Yes, their ejection force is 0.1, I try increasing it to 5 but they still didn't eject. Later today I'll be a little more agressive and change it to 100.

Link to post
Share on other sites
10 hours ago, VaPaL said:

Yes, their ejection force is 0.1, I try increasing it to 5 but they still didn't eject. Later today I'll be a little more agressive and change it to 100.

That did it! Awesome! I'll have to figure out if this accessible to me (I'm still muddling around in the early tech tree), but I'm grateful to see non-rocket alternatives bringing brought up to speed for 1.1.0

Link to post
Share on other sites
Just now, RoverDude said:

That's why it is flagged as incompatible at the moment :wink:

Oh, it got fixed... uh, some time in the last week with the 1.4.1 update for SEP. It was an issue in our sciencedefs breaking everything that loaded afterwards. All fixed now.

Link to post
Share on other sites

I added a pull request to Real Chutes to add support for Sounding Rockets. Check out this post. The config works in both stock and FAR. If @stupid_chris doesn't add it, use this one.

@PART[SR_Nosecone_35]:NEEDS[RealChute]
{

	@category = none
	@mass = 0.005
	!sound_parachute_open
	!sound_parachute_single

	!MODULE[ModuleParachute]{}

	MODULE
	{
		name = RealChuteModule
		caseMass = 0.005
		timer = 0
		mustGoDown = true
		cutSpeed = 0.5
		spareChutes = 1

		PARACHUTE
		{
			material = Nylon
			preDeployedDiameter = 1
			deployedDiameter = 8
			minIsPressure = false
			minPressure = 0.1
			minDeployment = 6000
			deploymentAlt = 600
			cutAlt = -1
			preDeploymentSpeed = 2
			deploymentSpeed = 8
			preDeploymentAnimation = PreDeploy
			deploymentAnimation = Deploy
			parachuteName = String
			capName = Cap
		}
	}

	MODULE
	{
		name = ProceduralChute
	}

	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
			}
		}
	}
}

@PART[SR_Nosecone_625]:NEEDS[RealChute]
{

	@category = none
	@mass = 0.01
	!sound_parachute_open
	!sound_parachute_single

	!MODULE[ModuleParachute]{}

	MODULE
	{
		name = RealChuteModule
		caseMass = 0.01
		timer = 0
		mustGoDown = true
		cutSpeed = 0.5
		spareChutes = 1

		PARACHUTE
		{
			material = Nylon
			preDeployedDiameter = 2
			deployedDiameter = 16
			minIsPressure = false
			minPressure = 0.1
			minDeployment = 6000
			deploymentAlt = 600
			cutAlt = -1
			preDeploymentSpeed = 2
			deploymentSpeed = 8
			preDeploymentAnimation = PreDeploy
			deploymentAnimation = Deploy
			parachuteName = String
			capName = Cap
		}
	}

	MODULE
	{
		name = ProceduralChute
	}

	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
			}
		}
	}
}

@PART[SR_PackChute_35]:NEEDS[RealChute]
{

	@category = none
	@mass = 0.005
	!sound_parachute_open
	!sound_parachute_single
	@PhysicsSignificance = 0

	!MODULE[ModuleParachute]{}

	MODULE
	{
		name = RealChuteModule
		caseMass = 0.005
		timer = 0
		mustGoDown = true
		cutSpeed = 0.5
		spareChutes = 1

		PARACHUTE
		{
			material = Nylon
			preDeployedDiameter = 1
			deployedDiameter = 8
			minIsPressure = false
			minPressure = 0.1
			minDeployment = 6000
			deploymentAlt = 600
			cutAlt = -1
			preDeploymentSpeed = 2
			deploymentSpeed = 8
			preDeploymentAnimation = PreDeploy
			deploymentAnimation = Deploy
			parachuteName = String
			capName = Pack
		}
	}

	MODULE
	{
		name = ProceduralChute
	}

	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
			}
		}
	}
}

 

Link to post
Share on other sites

@blnk2007 - thanks!

FYI - there will be a new version coming out, and one thing I did was tweak the engines to be high thrust low efficiency.  So rather than a slow steady burn, they tend to 'punch' in a short burst.  This plus some fin stabilization should help folks out in early career.

Link to post
Share on other sites
On 5/11/2016 at 9:38 AM, RoverDude said:

@blnk2007 - thanks!

FYI - there will be a new version coming out, and one thing I did was tweak the engines to be high thrust low efficiency.  So rather than a slow steady burn, they tend to 'punch' in a short burst.  This plus some fin stabilization should help folks out in early career.

I'm working on developing a new Contract Pack: Sounding Rockets. Looking forward to a new version to play with. :)

But is there any way I could convince you to put in a non-white alternating color to the sounding rockets parachute? Currently the chutes are all white. Or am I missing something? I found this image previously in the thread. Not sure if there was a change to make it all white now. I would love to see this:

H1LAvGD.png

If the orange and white cone could produce something like that (and the red and white cone having a red and white parachute too), that would be awesome.

Edited by inigma
Link to post
Share on other sites
3 hours ago, inigma said:

I'm working on developing a new Contract Pack: Sounding Rockets. Looking forward to a new version to play with. :)

I had started on some contracts for Sounding Rockets back in April -- I was looking to put together something that would lead people through not just accomplishing goals -- but teaching them how to use the mod.  With judicious use of notes and contract parameters, you can actually get the contract to read kind of like a recipe.

Here's my "3 - 2 - 1 - Launch" contract that guides a player through putting together a sounding rocket with nose cone, payload truss, avionics package and engine:

http://pastebin.com/tMVUYs4C

Next up was going to be a contract that lead them through using boosters and the fact that they auto-separate, then a third contract for unlocking the science packages and how to mount those.  The last tutorial contract would be on how to use the launch sticks.  Then there would be various challenge contracts, for hitting specific altitudes and biomes.

But alas, I seem to find myself distracted by other higher priority items.

Good luck with your contracts -- the entire USI constellation of mods could really use some a good pack.

 

Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...