RoverDude

[1.3] Sounding Rockets! Start small. Dream big! [0.5.0]

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I just started using this mod and is it just me or is the rotation incorrect on the Avionics Package? 

I build a sounding rocket in what I think should be the default orientation of the parts with a truss in the default orientation it spawns in the VAB with the avionics package centered on the truss. When I launch it the the compass orientation is rotated 90 degrees compared to every other probe core in the game. Is this intentional for some reason I don't understand? It appears the Avionics Package wants to be on the "side" of the rocket instead of the "front"

It bothered me enough that I wrote a patch to rotate it so that placement on the front of a rocket is the correct orientation to align with the compass.

// Adjust the rotation alignment of the USI Sounding Rockets Avionics Package
@PART[SR_ProbeCore]
{
    %MODEL
    {
      %rotation = 0, 90, 0
    } 
    @node_attach = 0,0,0,0,0,-1,0
}

 

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19 minutes ago, Tonka Crash said:

I just started using this mod and is it just me or is the rotation incorrect on the Avionics Package? 

I build a sounding rocket in what I think should be the default orientation of the parts with a truss in the default orientation it spawns in the VAB with the avionics package centered on the truss. When I launch it the the compass orientation is rotated 90 degrees compared to every other probe core in the game. Is this intentional for some reason I don't understand? It appears the Avionics Package wants to be on the "side" of the rocket instead of the "front"

It bothered me enough that I wrote a patch to rotate it so that placement on the front of a rocket is the correct orientation to align with the compass.


// Adjust the rotation alignment of the USI Sounding Rockets Avionics Package
@PART[SR_ProbeCore]
{
    %MODEL
    {
      %rotation = 0, 90, 0
    } 
    @node_attach = 0,0,0,0,0,-1,0
}

 

It's meant to mount sideways inside the truss sections.  A better patch would be to give it alternate orientations similar to the new Mk2 lander can :)

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1 hour ago, RoverDude said:

It's meant to mount sideways inside the truss sections.  A better patch would be to give it alternate orientations similar to the new Mk2 lander can :)

The control point would be another way to do it, that's true. I'm already using a patch to add up/forward/reverse to all command modules. It looks like you could rotate about the vertical axis for the up orientation through this as well.

I use Snark's VABReorienter to build my rockets facing east in the VAB. Taking out my patch and VABReorienter. I can see that you've designed this so that the default build orientation when sent to the pad is already aligned with the compass without needing to be rotated 90° unlike every other command module in the game, so for me at least the patch I included above just makes the Avionics Package behave like every other command module.

I've also written an Indicator Lights Patch for the Sounding Rocket experiments if anyone is interested. I skipped telemetry reports because I haven't wanted to spend the time updating every probe core in the game.

Spoiler

@PART[SR_Payload_0*]:NEEDS[IndicatorLights]
{
    // Set the lights: 1 strip under the logo on each experiment.
    MODEL
    {
        model = IndicatorLights/Meshes/squareLamp2
        scale = 0.4, 0.2, 2.2
        position = -0.130,-0.10, -.01
        rotation = 0, 0, 270
    }

    // Mark the light as controllable
    MODULE {
        name = ModuleControllableEmissive
        target = IndicatorLights/Meshes/squareLamp2
        emissiveName = indicator
    }

    // Link lights to science availability
    MODULE {
        name = ModuleScienceDataIndicator
        emissiveName = indicator
        dataColor = $HighScience
        partialDataColor = $MediumScience
        lowDataColor = $LowScience
        emptyColor = ModuleScienceAvailabilityIndicator
    }
    MODULE {
        name = ModuleScienceAvailabilityIndicator
    }
}

 

 

Edited by Tonka Crash

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I just installed off ckan and the avionics package is not working as a probe core (can't control a sounding rocket once loaded on the pad).

Any thoughts?

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54 minutes ago, rottielover said:

I just installed off ckan and the avionics package is not working as a probe core (can't control a sounding rocket once loaded on the pad).

Any thoughts?

I did a quick install of Sounding Rockets and I think I recreated what happened to you.

The Avionics Package needs electric power.  I added the small battery included in this mod and it worked like a charm.

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Posted (edited)

How do I prevent a sounding rocket payload from sinking when landing in the ocean?

Payload includes: 

  • Nosecone parachute
  • 0.35m Payload truss
  • Avionics package
  • 2 mini battery pack
  • Aeronomy Package
  • 2HOT Thermometer

Mods:

  • MechJeb2
  • MechJebForAll
  • ModuleManager
  • Chatterer
  • SCANsat
  • DockingPortSoundFX
  • ReentryParticleEffect
  • RoverWheelSounds
  • RCSSounds
  • SafeChute
  • GravityTurnContinued
  • IndicatorLights
  • DMagicOrbitalScience
  • EngineLightRelit
  • ManeuverNodeEvolved
  • ZeroMiniAVC
  • SoundingRockets
  • USITools
Edited by Balrog
Added info on payload and installed mods

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45 minutes ago, Balrog said:

How do I prevent a sounding rocket payload from sinking when landing in the ocean?

should still let you recover it, unless you're wanting it to float around and do more science?

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30 minutes ago, Drew Kerman said:

should still let you recover it, unless you're wanting it to float around and do more science?

As it is sinking, it is considered "in motion." Recover vessel does not work.

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Posted (edited)
4 hours ago, Balrog said:

As it is sinking, it is considered "in motion." Recover vessel does not work.

weird. I could swear I've had things sink but still be recoverable. Can't recall for sure though, but I do think I remember this because I was surprised I was able to recover them (not necessarily sounding rocket payloads, also have landed KerBalloons in the water)

Anyways I built your rocket payload and dropped it into the ocean under chute off the coast of KSC with KSP v1.5.1 and it didn't sink. I've been using sounding rockets for a few years now and I know for sure I never had any troubles recovering them - so if they ever sank that was never an issue for me.

Try reducing your install to stock + Sounding Rockets and see if they still sink

 

Edited by Drew Kerman

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3 minutes ago, Drew Kerman said:

weird. I could swear I've had things sink but still be recoverable. Can't recall for sure though, but I do think I remember this because I was surprised I was able to recover them (not necessarily sounding rocket payloads, also have landed KerBalloons in the water)

You can usually recover them just as they start to sink, or you can wait for them to hit the bottom.  (If they can - depending on the depth, in current versions of KSP some parts may not survive.)

This may be a change in KSP's behavior in recent versions - they improved water/liquid/ocean support quite a bit in the last couple of versions, IIRC.

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8 hours ago, DavefromNZ said:

HiI seem to be encountering a bug where the 0.35m nose cone is 10.3m tall. See screenshots. Pretty relevant to a career mode game where you have a height limit of 20m before upgrading the pad.

It thinks the chute is deployed. There's something wrong with your install but no one will be able to help unless you post a log file. Do a search for "ksp how to get support"

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What is to be done to have plumes and sound in RO with KSP 1.6.1 ?

(Yes, again a plume-and-sound question.) :D

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So, I tricked KSP / RO by using this config (and only this) from RealPlume-Stock:
GameData\RealPlume-Stock\UmbraSpaceIndustries\Sounding_Rockets.cfg

//Sounding Rocket Configs by forum user Drew Kerman

// LF/O Engine
@PART[SR_Aerospike]:FOR[zFinal]
{
  %EFFECTS
  {
    Kerolox-Upper
    {
      MODEL_MULTI_SHURIKEN_PERSIST
      {
        transformName = ThrustTransform
        localRotation = 0,0,0
        localPosition = 0,0,-0.2
        fixedScale = 0.3
        name = flare
        modelName = RealPlume/MP_Nazari_FX/KWbooster
        emission = 0.0 0
        emission = 0.01 0.2
        emission = 1.0 1
        speed = 0.0 1
        speed = 1.0 1
        offset = 0
        energy = 0.0 0.1
        energy = 1.0 0.1
        size = 0.0 0.6
        size = 1.0 0.6
        fixedEmissions = false
        randomInitalVelocityOffsetMaxRadius = 0.2
      }
      MODEL_MULTI_SHURIKEN_PERSIST
      {
        transformName = ThrustTransform
        localRotation = 0,0,0
        localPosition = 0,0,-0.2
        fixedScale = 0.3
        energy = 0.5
        speed = 0.75
        emissionMult = 0.35
        name = plume
        modelName = RealPlume/MP_Nazari_FX/KWbooster
        fixedEmissions = false
        sizeClamp = 50
        randomInitalVelocityOffsetMaxRadius = 2
        randConeEmit
        {
          density = 1.0 0
          density = 0.25 1
          density = 0.06 1.4
          density = 0 1.6
        }
        logGrow
        {
          density = 1.0 1
          density = 0.2 1
          density = 0.1 7
          density = 0.0 2
        }
        logGrowScale
        {
          density = 1.0 1
          density = 0.8 1
          density = 0.46 1.3
          density = 0.2 2
          density = 0.1 4
          density = 0.0 5
        }
        linGrow
        {
          density = 1.0 -0.2
          density = 0.25 0
          density = 0.07 4
          density = 0.035 12
          density = 0.0 25
        }
        speed
        {
          density = 1.0 5
          density = 0.46 5
          density = 0.2 5
          density = 0.1 8
          density = 0.05 8
          density = 0.01 6
          density = 0.0 4
        }
        xyForce
        {
          density = 1 0.4
          density = 0.25 0.6
          density = 0.06 0.75
          density = 0.01 0.85
          density = 0 1
        }
        zForce
        {
          density = 1 1
          density = 0.2 1.02
          density = 0 1.033
        }
        emission
        {
          density = 1.0 10
          density = 0.5 10
          density = 0.2 12
          density = 0.1 9
          density = 0.07 7
          density = 0.035 15
          density = 0.01 15
          density = 0.0  13
          power = 1 1
          power = 0.01 0.2
          power = 0 0
        }
        energy
        {
          density = 1.0 0.75
          density = 0.3 0.75
          density = 0.2 0.7
          density = 0.07 0.65
          density = 0.035 0.25
          density = 0.0 0.2
        }
        size
        {
          density = 1.0 1
          density = 0.8 0.9
          density = 0.2 0.85
          density = 0.06 0.7
          density = 0.01 0.6
          density = 0.0 0.4
        }
      }
      MODEL_MULTI_SHURIKEN_PERSIST
      {
        transformName = ThrustTransform
        localRotation = 0,0,0
        localPosition = 0,0,-0.2
        fixedScale = 0.3
        emissionMult = 0.35
        name = plumeboundary
        modelName = RealPlume/Hoojiwana_FX/MPspike
        fixedEmissions = false
        sizeClamp = 50
        randomInitalVelocityOffsetMaxRadius = 5
        randConeEmit
        {
          density = 1.0 0
          density = 0.25 1
          density = 0.06 1.7
          density = 0 2
        }
        grow
        {
          density = 1.0 -0.99
          density = 0.8 0.0
          density = 0.2 0
          density = 0.1 0
          density = 0 0
        }
        xyForce
        {
          density = 1 0.05
          density = 0.25 0.1
          density = 0.06 0.45
          density = 0.01 0.75
          density = 0 1
        }
        logGrow
        {
          density = 1.0 1
          density = 0.2 2
          density = 0.1 7
          density = 0.0 10
        }
        logGrowScale
        {
          density = 1.0 1
          density = 0.8 1.5
          density = 0.46 2
          density = 0.2 3
          density = 0.1 4
          density = 0.0 6
        }
        linGrow
        {
          density = 1.0 -5
          density = 0.46 0.0
          density = 0.2 3
          density = 0.035 20
          density = 0.0 25
        }
        speed
        {
          density = 1.0 2
          density = 0.25 2.5
          density = 0.1 4
          density = 0.05 4.5
          density = 0.0 4
        }
        zForce
        {
          density = 1 1
          density = 0.2 1.02
          density = 0 1.04
        }
        emission
        {
          density = 1.0 2.0
          density = 0.8 2
          density = 0.5 3
          density = 0.2 4
          density = 0.1 4
          density = 0.05
          density = 0.01 6
          density = 0.0 7
          power = 1 1
          power = 0.01 0.2
          power = 0 0
        }
        energy
        {
          density = 1.0 2
          density = 0.3 2
          density = 0.2 1.7
          density = 0.05 1.6
          density = 0.01 1
          density = 0.0 0.4
        }
        size
        {
          density = 1.0 1
          density = 0.8 0.85
          density = 0.2 0.8
          density = 0.06 0.55
          density = 0.0 0.4
        }
      }
    }
  }

  @MODULE[ModuleEngines*]
  {
    @name = ModuleEnginesFX
    %powerEffectName = Kerolox-Upper
  }
}

// SRM-L
@PART[SR_Rocket_35_02]:FOR[zFinal]
{
  %EFFECTS
  {
    %Solid-Lower
    {
      MODEL_MULTI_SHURIKEN_PERSIST
      {
        //Get the inputs from the other config.
        transformName = ThrustTransform
        localRotation = 0,0,0
        localPosition = 0,0,-0.05
        fixedScale    = 0.25
        name = flare
        modelName = RealPlume/MP_Nazari_FX/KWbooster
        emission = 0.0 0
        emission = 0.01 0.2
        emission = 1.0 2
        speed = 0.0 1
        speed = 1.0 1.5
        offset = 0
        energy = 0.0 0.1
        energy = 1.0 0.1
        size = 0.0 0.6
        size = 1.0 0.6
        fixedEmissions = false
        randomInitalVelocityOffsetMaxRadius = 0.2
      }
      MODEL_MULTI_SHURIKEN_PERSIST
      {
        //Get the inputs from the other config.
        transformName = ThrustTransform
        localRotation = 0,0,0
        localPosition = 0,0,-.05
        fixedScale    = .2
        energy        = 0.65
        speed         = 1.25
        name = plume
        modelName = RealPlume/MP_Nazari_FX/KWbooster
        fixedEmissions = false
        sizeClamp = 50
        randomInitalVelocityOffsetMaxRadius = 0.2
        randConeEmit
        {
          density = 1 0.1
          density = 0 1
        }
        logGrow
        {
          density = 1.0 1
          density = 0.1 3
          density = 0.0 2
        }
        logGrowScale
        {
          density = 1.0 0.0
          density = 0.8 0.5
          density = 0.46 0.75
          density = 0.2 1
          density = 0.1 2
          density = 0.0 3
        }
        linGrow
        {
          density = 1.0 1
          density = 0.46 1
          density = 0.2 3
          density = 0.05 7
          density = 0.0 7
        }
        speed
        {
          density = 1.0 2
          density = 0.46 2.5
          density = 0.2 2.5
          density = 0.05 3
          density = 0.0 3
        }
        xyForce
        {
          density = 1 0.95
          density = 0.24 0.9
          density = 0.0 1
        }
        emission
        {
          density = 1.0 4.0
          density = 0.8 3.5
          density = 0.2 3.5
          density = 0.1 2.9
          density = 0.05 2.3
          density = 0.0 2.25
          power = 1 1
          power = 0.01 0.2
          power = 0 0
        }
        energy
        {
          density = 1.0 2
          density = 0.3 2
          density = 0.05 0.5
          density = 0.0 0.5
        }
        size
        {
          density = 1.0 0.8
          density = 0.8 0.65
          density = 0.2 0.55
        }
      }
      MODEL_MULTI_SHURIKEN_PERSIST
      {
        transformName = ThrustTransform
        localRotation = 0,0,0
        localPosition = 0,0,2
        fixedScale    = 0.25
        name = smoke
        modelName = RealPlume/MP_Nazari_FX/smokebooster
        speed = 0.5
        grow = 0.0 0
        grow = 1.0 0.1
        renderMode = "Billboard"
        collide = true
        physical = true
        collideRatio = 0
        stickiness = 0.5
        sizeClamp = 100
        angle = 0.0 1.0
        angle = 45.0 1.0
        angle = 50.0 1.0
        distance = 0.0 1.0
        distance = 100.0 1.0
        distance = 110.0 1.0
        logGrow
        {
          density = 1.0 20
          density = 0.1 25
          density = 0.0 2
        }
        logGrowScale
        {
          density = 1.0 2
          density = 0.8 2.5
          density = 0.46 3
          density = 0.2 3
          density = 0.1 3
          density = 0.0 5
        }
        linGrow
        {
          density = 1.0 0
          density = 0.46 0
          density = 0.2 0
          density = 0.05 5
          density = 0.0 10
        }
        emission
        {
          density = 1.0 5.0
          density = 0.05 4
          density = 0.0 0
          power = 1 1
          power = 0.01 0.2
          power = 0 0
        }
        energy
        {
          density = 1.0 3
          density = 0.3 3
          density = 0.05 0.1
          density = 0.0 0.0
        }
        size
        {
          density = 1.0 1
          density = 0.8 1.2
          density = 0.6 2
          density = 0.2 3
          density = 0.0 7
        }
      }
      MODEL_MULTI_SHURIKEN_PERSIST
      {
        transformName = ThrustTransform
        localRotation = 0,0,0
        localPosition = 0,0,-0.5
        fixedScale    = 0.1
        name = slag
        modelName = Squad/FX/SRB_Large
        emission = 0.0 0
        emission = 0.01 0.05
        emission = 1.0 0.2
        speed = 0.0 1
        speed = 1.0 1
        offset = 1
        size = 0.0 0.2
        size = 1.0 0.2
        fixedEmissions = false
        randomInitalVelocityOffsetMaxRadius = 0.2
        randConeEmit
        {
          density = 1 0.4
          density = 0.5 0.8
          density = 0.1 1
          density = 0 1
        }
        xyForce
        {
          density = 1 0.9
          density = 0.35 0.93
          density = 0.0 1
        }
        energy
        {
          density = 1.0 6
          density = 0.3 5
          density = 0.05 2
          density = 0.0 1.5
        }
      }
    }
  }
  
  @MODULE[ModuleEngines*]
  {
    @name = ModuleEnginesFX
    %powerEffectName = Solid-Lower
  }
}

// SRM-S
@PART[SR_Rocket_35_01]:FOR[zFinal]
{
  %EFFECTS
  {
    %Solid-Upper
    {
      MODEL_MULTI_SHURIKEN_PERSIST
      {
        transformName = ThrustTransform
        localRotation = 0,0,0
        localPosition = 0,0,-0.05
        fixedScale    = 0.23
        name = flare
        modelName = RealPlume/MP_Nazari_FX/KWbooster
        emission = 0.0 0
        emission = 0.01 0.2
        emission = 1.0 2
        speed = 0.0 1
        speed = 1.0 1
        offset = 0
        energy = 0.0 0.1
        energy = 1.0 0.1
        size = 0.0 0.6
        size = 1.0 0.6
        fixedEmissions = false
        randomInitalVelocityOffsetMaxRadius = 0.2
      }
      MODEL_MULTI_SHURIKEN_PERSIST
      {
        transformName = ThrustTransform
        localRotation = 0,0,0
        localPosition = 0,0,0
        fixedScale    = 0.2
        energy        = 0.35
        speed         = 1.25
        name = plume
        modelName = RealPlume/MP_Nazari_FX/KWbooster
        fixedEmissions = false
        sizeClamp = 50
        randomInitalVelocityOffsetMaxRadius = 0.2
        randConeEmit
        {
          density = 1 0.4
          density = 0 1
        }
        logGrow
        {
          density = 1.0 2
          density = 0.1 3
          density = 0.0 2
        }
        logGrowScale
        {
          density = 1.0 0.0
          density = 0.8 1.5
          density = 0.46 2
          density = 0.2 2
          density = 0.1 2
          density = 0.0 5
        }
        linGrow
        {
          density = 1.0 1
          density = 0.46 1
          density = 0.2 3
          density = 0.05 7
          density = 0.0 7
        }
        speed
        {
          density = 1.0 2
          density = 0.46 2.5
          density = 0.2 2.5
          density = 0.05 3
          density = 0.0 3
        }
        xyForce
        {
          density = 1 0.95
          density = 0.24 0.9
          density = 0.0 1
        }
        emission
        {
          density = 1.0 4.0
          density = 0.8 3.5
          density = 0.2 3.5
          density = 0.1 2.9
          density = 0.05 2.3
          density = 0.0 2.25
          power = 1 1
          power = 0.01 0.2
          power = 0 0
        }
        energy
        {
          density = 1.0 2
          density = 0.3 2
          density = 0.05 0.5
          density = 0.0 0.5
        }
        size
        {
          density = 1.0 0.8
          density = 0.8 0.65
          density = 0.2 0.55
        }
      }
      MODEL_MULTI_SHURIKEN_PERSIST
      {
        transformName = ThrustTransform
        localRotation = 0,0,0
        localPosition = 0,0,0.5
        fixedScale    = 0.13
        name = smoke
        modelName = RealPlume/MP_Nazari_FX/smokebooster
        speed = 0.25
        grow = 0.0 0
        grow = 1.0 0.1
        renderMode = "Billboard"
        collide = true
        physical = true
        collideRatio = 0
        stickiness = 0.5
        sizeClamp = 100
        angle = 0.0 1.0
        angle = 45.0 1.0
        angle = 50.0 1.0
        distance = 0.0 1.0
        distance = 100.0 1.0
        distance = 110.0 1.0
        logGrow
        {
          density = 1.0 10
          density = 0.1 15
          density = 0.0 2
        }
        logGrowScale
        {
          density = 1.0 2
          density = 0.8 2.5
          density = 0.46 3
          density = 0.2 3
          density = 0.1 3
          density = 0.0 5
        }
        linGrow
        {
          density = 1.0 0
          density = 0.46 0
          density = 0.2 0
          density = 0.05 5
          density = 0.0 10
        }
        emission
        {
          density = 1.0 5.0
          density = 0.05 4
          density = 0.0 0
          power = 1 1
          power = 0.01 0.2
          power = 0 0
        }
        energy
        {
          density = 1.0 3
          density = 0.3 3
          density = 0.05 0.1
          density = 0.0 0.0
        }
        size
        {
          density = 1.0 1
          density = 0.8 1.2
          density = 0.6 2
          density = 0.2 3
          density = 0.0 7
        }
      }
      MODEL_MULTI_SHURIKEN_PERSIST
      {
        //Get the inputs from the other config.
        transformName = ThrustTransform
        localRotation = 0,0,0
        localPosition = 0,0,-0.1
        fixedScale    = 0.1
        name = slag
        modelName = Squad/FX/SRB_Large
        emission = 0.0 0
        emission = 0.01 0.05
        emission = 1.0 0.2
        speed = 0.0 1
        speed = 1.0 1
        offset = 1
        size = 0.0 0.2
        size = 1.0 0.2
        fixedEmissions = false
        randomInitalVelocityOffsetMaxRadius = 0.2
        randConeEmit
        {
          density = 1 0.4
          density = 0.5 0.8
          density = 0.1 1
          density = 0 1
        }
        xyForce
        {
          density = 1 0.9
          density = 0.35 0.93
          density = 0.0 1
        }
        energy
        {
          density = 1.0 6
          density = 0.3 5
          density = 0.05 2
          density = 0.0 1.5
        }
      }
    }
  }
  
  @MODULE[ModuleEngines*]
  {
    @name = ModuleEnginesFX
    %powerEffectName = Solid-Upper
  }
}

// SRM-XL
@PART[SR_Rocket_625_01]:FOR[zFinal]
{
  %EFFECTS
  {
    %Solid-Lower
    {
      MODEL_MULTI_SHURIKEN_PERSIST
      {
        //Get the inputs from the other config.
        transformName = ThrustTransform
        localRotation = 0,0,0
        localPosition = 0,0,-0.2
        fixedScale    = 0.4
        name = flare
        modelName = RealPlume/MP_Nazari_FX/KWbooster
        emission = 0.0 0
        emission = 0.01 0.2
        emission = 1.0 2
        speed = 0.0 1
        speed = 1.0 1.5
        offset = 0
        energy = 0.0 0.1
        energy = 1.0 0.1
        size = 0.0 0.6
        size = 1.0 0.6
        fixedEmissions = false
        randomInitalVelocityOffsetMaxRadius = 0.2
      }
      MODEL_MULTI_SHURIKEN_PERSIST
      {
        //Get the inputs from the other config.
        transformName = ThrustTransform
        localRotation = 0,0,0
        localPosition = 0,0,-0.1
        fixedScale    = .45
        energy        = 0.8
        speed         = 1.5
        name = plume
        modelName = RealPlume/MP_Nazari_FX/KWbooster
        fixedEmissions = false
        sizeClamp = 50
        randomInitalVelocityOffsetMaxRadius = 0.2
        randConeEmit
        {
          density = 1 0.1
          density = 0 1
        }
        logGrow
        {
          density = 1.0 1
          density = 0.1 3
          density = 0.0 2
        }
        logGrowScale
        {
          density = 1.0 0.0
          density = 0.8 0.5
          density = 0.46 0.75
          density = 0.2 1
          density = 0.1 2
          density = 0.0 3
        }
        linGrow
        {
          density = 1.0 1
          density = 0.46 1
          density = 0.2 3
          density = 0.05 7
          density = 0.0 7
        }
        speed
        {
          density = 1.0 2
          density = 0.46 2.5
          density = 0.2 2.5
          density = 0.05 3
          density = 0.0 3
        }
        xyForce
        {
          density = 1 0.95
          density = 0.24 0.9
          density = 0.0 1
        }
        emission
        {
          density = 1.0 4.0
          density = 0.8 3.5
          density = 0.2 3.5
          density = 0.1 2.9
          density = 0.05 2.3
          density = 0.0 2.25
          power = 1 1
          power = 0.01 0.2
          power = 0 0
        }
        energy
        {
          density = 1.0 2
          density = 0.3 2
          density = 0.05 0.5
          density = 0.0 0.5
        }
        size
        {
          density = 1.0 0.8
          density = 0.8 0.65
          density = 0.2 0.55
        }
      }
      MODEL_MULTI_SHURIKEN_PERSIST
      {
        transformName = ThrustTransform
        localRotation = 0,0,0
        localPosition = 0,0,8
        fixedScale    = 0.35
        name = smoke
        modelName = RealPlume/MP_Nazari_FX/smokebooster
        speed = 1.75
        grow = 0.0 0
        grow = 1.0 0.1
        renderMode = "Billboard"
        collide = true
        physical = true
        collideRatio = 0
        stickiness = 0.5
        sizeClamp = 100
        angle = 0.0 1.0
        angle = 45.0 1.0
        angle = 50.0 1.0
        distance = 0.0 1.0
        distance = 100.0 1.0
        distance = 110.0 1.0
        logGrow
        {
          density = 1.0 20
          density = 0.1 25
          density = 0.0 2
        }
        logGrowScale
        {
          density = 1.0 2
          density = 0.8 2.5
          density = 0.46 3
          density = 0.2 3
          density = 0.1 3
          density = 0.0 5
        }
        linGrow
        {
          density = 1.0 0
          density = 0.46 0
          density = 0.2 0
          density = 0.05 5
          density = 0.0 10
        }
        emission
        {
          density = 1.0 5.0
          density = 0.05 4
          density = 0.0 0
          power = 1 1
          power = 0.01 0.2
          power = 0 0
        }
        energy
        {
          density = 1.0 3
          density = 0.3 3
          density = 0.05 0.1
          density = 0.0 0.0
        }
        size
        {
          density = 1.0 1
          density = 0.8 1.2
          density = 0.6 2
          density = 0.2 3
          density = 0.0 7
        }
      }
      MODEL_MULTI_SHURIKEN_PERSIST
      {
        transformName = ThrustTransform
        localRotation = 0,0,0
        localPosition = 0,0,-0.5
        fixedScale    = 0.1
        name = slag
        modelName = Squad/FX/SRB_Large
        emission = 0.0 0
        emission = 0.01 0.05
        emission = 1.0 0.2
        speed = 0.0 1
        speed = 1.0 1
        offset = 1
        size = 0.0 0.2
        size = 1.0 0.2
        fixedEmissions = false
        randomInitalVelocityOffsetMaxRadius = 0.2
        randConeEmit
        {
          density = 1 0.4
          density = 0.5 0.8
          density = 0.1 1
          density = 0 1
        }
        xyForce
        {
          density = 1 0.9
          density = 0.35 0.93
          density = 0.0 1
        }
        energy
        {
          density = 1.0 6
          density = 0.3 5
          density = 0.05 2
          density = 0.0 1.5
        }
      }
    }
  }
}

 

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Does the module USI_Falloff have issues with KJR regarding not (quickly enough) falling off launch sticks at launch?

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Testing this mod in KSP 1.7.1 the solids seem not to decouple automaticly when burned out. Anyone having this problem, too?

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@New Horizons Your problem might be that you have one of the SRBs as your root part. They seem not to decouple when this is the case.

 

I'm having some trouble recovering my mini payloads from this mod. If they land in the sea, they sink, and if they're on land the truss & everything on it explodes on impact, even at  <5m/s. Seems like it's just the sounding rocket parts, nothing else has this problem. The payload i'm using consists of the truss, nosecone parachute, avionics package and two of the SR experiment packages.

I've also noticed that the fairings don't eject with any force, and when they do manage to break free of my craft they seem kind of weightless and fly around on their own. Don't know if it's normal/related.

 

IuvpSRv.png

Anyone got some ideas?

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3 hours ago, Homozygote said:

and if they're on land the truss & everything on it explodes on impact, even at  <5m/s. Seems like it's just the sounding rocket parts, nothing else has this problem

I've noticed this too.  I've been using a decoupler Tweakscaled to match the sounding rocket size mounted underneath the truss with decoupler staging turned off as a work-around.  This isn't the only mod I've encountered this behavior in either - ProbesPlus has a lander based on the Soviet Venera landers.  Their listed impact tolerance is 50 m/s IIRC but I've had them explode on landing with <5 m/s as well.  And I've used basically the same work-around for that one too.

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Slight update if anyone's interested, I've found that this only occurs if the truss part hits flat ground while completely vertical. If there's any sideways oscillation at all, it doesn't seem to get destroyed. So, deploying the parachute within ~200m of the ground seems to avoid this problem 100% of the time as the payload is still swinging when it lands.

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4 minutes ago, bobjonesisthebest:D said:

if I make a sounding rocket, after I recover it bugs out the vab/sph so I cant build anymore.

That sounds like fun.

 

 

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