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


RoverDude

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On 4/18/2016 at 6:26 AM, pfig said:

@RoverDude Thank you for /another/ fabulous mod, incredibly fun (plus, dem science points!)

You're welcome :)

3 minutes ago, VaPaL said:

I'm not sure if I'm doing something wrong or interpreting this mod the wrong way, but it sounds to me that the idea it's to launch sounding rockets right from the start to boost your science. But I can't launch them because they have no control, and the probe is unlocked only in the middle of the tech tree, costing 90 science. Shouldn't it be available from the start?

 

Nevertheless awesome mod @RoverDude

There's an entry probe you get - generally you point them in the rough direction you want, and hope for the best (i.e. they intentionally have like... no guidance).

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22 minutes ago, RoverDude said:

There's an entry probe you get - generally you point them in the rough direction you want, and hope for the best (i.e. they intentionally have like... no guidance).

Sorry, my bad, I installed it together with MKS, I thought that probe was big, to use with MKS :rolleyes:

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Love this and your other mods. I thought I'd let you know that it seems the parachutes don't work with Ferram Aerospace Research running. Other parachute mods seem to do ok so I'm not sure if its on your end or FARs. Although i haven't tested it yet I would imagine that it effects the functionality of parachutes in your other mods such as Kerbal Survivablitiy Pack.

Of course users such as myself would love it if you made it compatible with FAR but otherwise I'm happy to keep using this mod in the early game with FAR disabled (For Science!). Love your work and thanks for your contributions!

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1 hour ago, Brucey said:

The entry probe can't be the starting part of a ship. (Unlike other probes). Minor issue.  Or maybe it's by design?

this is by design. until you unlock the inline probe, for sounding rockets you want to start with a payload truss as your root part, especially since that and anything surface attached to it is what you should be left with at the very end anyways.

I'm going to put some effort into making these rockets FAR-compatible (they need to be a lot stronger) so stay tuned for configs in the next few weeks...

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18 hours ago, Brucey said:

The entry probe can't be the starting part of a ship. (Unlike other probes). Minor issue.  Or maybe it's by design?

By design.  Start with a sounding rocket truss.

18 hours ago, SP_S6 said:

i think it's intended because iirc they are only surface mountable. I would think you need a node on your first part or you will not be able to build onto it.

Yup!

16 hours ago, Gaiiden said:

this is by design. until you unlock the inline probe, for sounding rockets you want to start with a payload truss as your root part, especially since that and anything surface attached to it is what you should be left with at the very end anyways.

I'm going to put some effort into making these rockets FAR-compatible (they need to be a lot stronger) so stay tuned for configs in the next few weeks...

Thank you!!

33 minutes ago, blnk2007 said:

I tried an failed to get this to work with realchute and FAR. Parachute staging never appears.

See above :)

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17 minutes ago, Gaiiden said:

Dunno if this still works, will have to check it myself eventually but right now no clue: RealChute compatibility

That one works for RealChute, or at least it used to, but doesn't help with FAR, or at least didn't. Do the rockets still flip out and lose control with FAR?

I've been away for a while, so no idea what's changed, but like a year ago I cobbled together an MM config to get them working with RealChute and FAR. If I remember right, they were still pretty tricky to get flying with FAR. I needed to put 4 fins on the rockets in 2 pairs; one pair straight and the other pair tilted at 5 degrees. With no tilt (meaning no spin), they were totally unstable. If all 4 fins were tilted, they would spin like crazy and look like they were tearing themselves to pieces. And the TWR had to be pretty low at launch as well.

No idea how much of this still applies though, as I'm only now returning, enticed by the possibility of a functional 64-bit Windows version.
 

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6 hours ago, UnanimousCoward said:

That one works for RealChute, or at least it used to, but doesn't help with FAR, or at least didn't. Do the rockets still flip out and lose control with FAR?

I've been away for a while, so no idea what's changed, but like a year ago I cobbled together an MM config to get them working with RealChute and FAR. If I remember right, they were still pretty tricky to get flying with FAR. I needed to put 4 fins on the rockets in 2 pairs; one pair straight and the other pair tilted at 5 degrees. With no tilt (meaning no spin), they were totally unstable. If all 4 fins were tilted, they would spin like crazy and look like they were tearing themselves to pieces. And the TWR had to be pretty low at launch as well.

No idea how much of this still applies though, as I'm only now returning, enticed by the possibility of a functional 64-bit Windows version.
 

I'll try this. I did pretty much the same thing, except only for one nosecone and it didn't work. Maybe the config for all three will work!

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On 5/8/2015 at 10:03 AM, Gfurst said:

 


@PART[SR_Nosecone_35]:FOR[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]:FOR[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]:FOR[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 = 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
			}
		}
	}
}

 

This works with FAR and RealChute! I changed it from FOR to NEEDS as this isn't directly from RealChute.

@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

	!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
			}
		}
	}
}

Added Pull Request!

Edited by blnk2007
addition
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10 hours ago, UnanimousCoward said:

I've been away for a while, so no idea what's changed, but like a year ago I cobbled together an MM config to get them working with RealChute and FAR. If I remember right, they were still pretty tricky to get flying with FAR. I needed to put 4 fins on the rockets in 2 pairs; one pair straight and the other pair tilted at 5 degrees. With no tilt (meaning no spin), they were totally unstable. If all 4 fins were tilted, they would spin like crazy and look like they were tearing themselves to pieces. And the TWR had to be pretty low at launch as well.

I saw my rockets flip when drag on the nose became extreme a few seconds into launch and posted about it on the FAR thread. According to Ferram, the TWR actually needs to be a lot higher to overcome the drag at the nose that will flip the rocket no matter how many fins you put at the bottom. If you watch a real sounding rocket launch or even the small rockets built by high school students (still as tall as a person) they shoot up quick and the first booster stage lasts like less than 10 seconds. I'll be working to adjust the engine thrust and fuel capacities to try and make them compatible with FAR

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On 4/23/2016 at 2:42 AM, Gaiiden said:

I saw my rockets flip when drag on the nose became extreme a few seconds into launch and posted about it on the FAR thread. According to Ferram, the TWR actually needs to be a lot higher to overcome the drag at the nose that will flip the rocket no matter how many fins you put at the bottom. If you watch a real sounding rocket launch or even the small rockets built by high school students (still as tall as a person) they shoot up quick and the first booster stage lasts like less than 10 seconds. I'll be working to adjust the engine thrust and fuel capacities to try and make them compatible with FAR

If you have any suggestions RE engine configs, I'm very open to adding those to the main pack (i.e. if that entails switching the SR SRBs to be lower ISP, but higher thrust I am totally ok with that)

1 hour ago, Noobton said:

is there a very small antenna I can use with this? I don't mind if it belongs to a different mod. The initial antenna from remote tech looks huge and makes no sense.

Nope, no antenna, sorry

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9 hours ago, RoverDude said:

If you have any suggestions RE engine configs, I'm very open to adding those to the main pack (i.e. if that entails switching the SR SRBs to be lower ISP, but higher thrust I am totally ok with that)

I'll be sharing the results of my testing here, expect something over the next month or so - lots of other stuff to do before I can begin with that. Hopefully I end up with configs you can pull in

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On 4/24/2016 at 9:23 AM, RoverDude said:

Nope, no antenna, sorry

I missed putting an antenna by mistake and I was able to control my rocket anyway, I'm not sure if is a bug on remote tech or some weird interaction, is the avionics pack supposed to give some kind of control?

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