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RoverDude

Parts Hero
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Everything posted by RoverDude

  1. Thanks, and yep, it started out as more of a canister life raft carryover (including sealed food), but ended up being a moose-life raft hybrid. And tbh, even with DRE I've landed some terrifyingly fragile things by being pretty careful, most without heat shields.
  2. Ah, cheat is such a strong word. But given balance was one of the items on the to do list, now is as good a time as any to cover it Let's cover life support first. Note that food is very limited - this is because Kerbals won't starve for 30 days. So I used the space for water and oxygen. The basis was the tiny TAC-LS cans, which would easily fit inside the pod even in a deflated state (they would be stowed behind the hatch). Granted, we won't cover fun stuff like lower activity levels and the fact that they'd be drinking their own urine soon enough Fuel wise, I am carrying 18 liquid fuel and 22 oxidizer. I actually agree that that volume is high, and will be tweaking accordingly now that I have it side by side with one of the Oscar cans (probably about half of that). Thrust is at 30, same as a single Roco 48-7s, but that I will be tweaking down to about 10. Still plenty for this, and more in line with the size of a pair of the 'ant' engines for the quad. Vac ISP is 400, will see about keeping it at that range. Monoprop is 10, could stand a slight tweak down to five or so when comparing the quad tanks. FYI I had the same concerns with the model when dealing with reentry, but in the end when dealing with moving colliders and hatches, went with simplicity and figured I could get a pass on that bit of suspension of disbelief. In a do-over I'd probably move the hinges and handle behind/under the overhang of the hatch lid, etc. RE inflatability, etc. I would submit to you the humble moose. If we can propose sending a human back to earth in an inflated bag with a quarter inch flexible heat shield filled with expanding foam, all in a suitcase-sized package, then I don't think having an inflatable reentry vehicle is too much of a stretch Hell, if anything I'd say the Moose was a lot more Kerbal than what I ended up with (though it was the inspiration for the mod).
  3. 1. Incorrect. Delete the TGAs, copy in PNGs, and you're all set. It's in the Readme. I'll drop in TGA's but I have to push then through PartTools as hand editing the TGAs caused horrible problems, and it was a quick gift for the folks that wanted it. 2. Will put it on the features request, but short term I'd say just not use the feature, it's one you have to very explicitly toggle via an action group (it's the only way to get to it, by design). That being said, the evac feature is one that falls pretty squarely in the realm of what this mod will most likely be used for
  4. OK new ZIP up - KAS support (still need to do the whole container bit), fixed the RealChute issue, alternate textures, some bug fixes in evacuation. Enjoy!
  5. Ok so for folks having issues, try deleting the realchute.cfg out of the PodEngine folder.
  6. Going to move out the MM configs from root since that's probably the prob - MM installed but not RealChutes. Doing a new update anyway so I will include it in there.
  7. OK - so some things to check. Make sure if you are using Deadly Reentry or RealChutes you're on the latest versions, just in case one of those two is causing a conflict. Oh.. and of course, are you using the 64 bit hack?
  8. I can (barely) de-orbit Kerbin at 3 million meters. Thrust of 30, ISP of 400 in vac, 18 fuel 22 oxidizer.
  9. Can either of you help me track this down? I do not get this issue on a clean Squad install with the current zip and the LifeBoat folder completely replaced. For some reason something is making it want to play all of the animations (that's why you see the parachute out there). A mod list would be nice so I can find the offending party. FYI - the para is on the engines because of how parachutes, animations, dynamic colliders, etc. work.
  10. Adding in some alternate textures for folks who want a more stock feel. I personally like the high contrast, and bright colors are kinda important for an escape pod. But if you're all good with never being rescued from the Mun because you look like a rock, here ya go. Will add these with the next update.
  11. Oh - and before I forget - make sure you clear out the directory, and definitely make sure you have the lifeboat.dll in there, or evil things will absolutely happen.
  12. hmmmm - normally I see what you're describing when there's a bad module. KSP 0.23.5 correct? Also what is your ZIP version? And I am one of those lucky *******s that only needs about four hours of sleep per day.
  13. Bah, now you have me thinking.... A nice side effect is I can also, since the capsule is going to be a KAS container, give it some capacity (say, 10 or so) so people can toss in a few extra goodies when they make their escape.
  14. Awesome! Did not know about that - I shall be adding this in immediately
  15. Oh - and here's a video of me making a ship out of stuff in KAS containers. Plus shows how to use the Kickstand to avoid having your hatch blocked.
  16. Ask and ye shall receive. New version up has KAS integration, DRE integration, a RealChutes MM config, and some minor tweaks to the config (desription, some model tweaks to the kickstand, etc.) Note: For DRE it goes NOSE FIRST. This is by design, and the pod will naturally swing that direction (need to confirm how this behaves with FAR). This way the engine and chute midule is protracted by the ablative material on the capsule.
  17. They already have support for these things (I make extensive use of them in my mod, and subclass them). I'd hardly see it as a problem, more a design choice to keep us all from lagging to death. It's something you get used to with TAC, but also why their generators are rock solid, even with multiple steps in a generator chain.
  18. It's a part module on the pod itself - so no need to mod any other parts.
  19. I'll take a look, I use RealChute myself and totally hear ya on the excessive G-force bit
  20. Why yes. Yes it will. Currently testing out DRE, then making sure I can stuff one of these in a large KAS container (figure each half can fit in one of the smaller ones, or both in one for KAS-y balance). Also did some minor tweaks to how the pod can be surface attached on it's own (there are cases where you just want the lifeboat, not the engines, etc.) In theory (and I may have to do a video for this) I expect you could, with the right KAS'y goodness, build a runabout from scratch... May have to try that in my main save just for fun.
  21. No idea on RSS tbh. As for returning - as long as you can de-orbit you'll be fine (there should be enough RCS to point retrograde and enough fuel to do a short deorbit burn). Granted, if you're stuck around Tylo you're probably screwed - at that point best bet is to get a stable orbit and eat snacks for a couple of weeks while you mount some serious rescue efforts (though at some point, unless you pack extra supplies, you're pretty much toast if you use a LS mod).
  22. Why yes. Yes it can. Custom plugin - the especially fun bit was making sure I could animate the hatch moving out along with the inflation. Source code on the Githubs (be gentle, knocked this out over a few days). Probably no use case for CLS with this as you cannot inhabit it when stowed, and if you end up deploying it odds are good you're going to be running solo for a while while you wait for rescue
  23. Download via the [obsolete link removed to prevent confusion; see the last page of the thread] If you've ever been stuck on the mun with ten hours of oxygen left, or had an unplanned decoupling event leave your ship crippled in an eccentric orbit with no means of escape, then the D.E.R.P is for you! The D.E.R.P includes a series of parts, ranging from small monopropellant engines through various containers and tanks, allowing you to customize your escape craft. The core pod includes a parachute (capable of safely landing the D.E.R.P on Duna). A secondary service ring includes RCS thrusters and landing gear. SAS is achieved by slamming yourself really really hard against the pod walls. Features: 15 days Life Support Tiny power generation slug Monoprop-fueled forward thrusters RCS and a monoprop supply SAS IVA (reuses the small lander can) Parachute EVA-assembleable with KAS Resources are sealed prior to deployment to prevent accidental use Now includes airbags and floaties! LICENSE Configuration files and code are licensed under the GPL v3 license. Assets, including Models (*.mu) and Textures *.png/*.dds) are All Rights Reserved. If you wish to use any of these assets in your project, just ask nicely Additional Modules: This package redistributes FireSpitter This package redistribures Module Manager CHANGE LOG 0.1.3 - 2014.11.01 [LIST] [*]KAS tweaks [*]Folder reorg to support package management [*]Science storage added to DERP pods [*]CRP/ORSX/DLL refreshes [*]Brought back the legacy DERP texture (you can still swap to orange or gray) [*]Changed COM/Drag properties back to defaults [*]Updated FireSpitter DLL [/LIST] 0.1.1 - 2014.09.28 [LIST] [*]The DERP, Airbags, and Floaties! What more could one ask for? [*]Derp evac fixed. [*]Derp now has two color schemes - safety orange and stock gray [*]Tweaked floaties and enabled tweaking buoyancy [*]Synced up CRP/ORSX/USI Tools [/LIST] [B]v0.1.5[/B] [LIST] [*]Fixed deflation issue on switching [*]Collider update [*]FAR MM Config [/LIST] [B]v0.1.4[/B] [LIST] [*]Converted engine to use monoprop vs lf/ox [*]added KAS support to assemble the DERP in-situ [*]Fixed an issue where returning to a previously inflated pod caused it to start deflated [*]Added a 5-unit KAS container to the capsule [*]Mass now properly updates when resources are unsealed [/LIST]
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