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RoverDude

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Posts posted by RoverDude

  1. For what it's worth, I had the same problem (parachute pre-deployed), and when I checked, found that I didn't have Realchute itself installed on my test save of KSP. Grabbing the newest version did the trick.

    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.

  2. Yes, KSP 0.23.5, Lifeboat-0.1.1.

    hmmm... Try doing a clean install from the ZIP? Also make sure you delete any old versions since that can cause weirdness as models did change early on. I just cleared out all of my stuff in my Dev build other than Squad, NASAmission, and the single USI directory that I copied in fresh from the Zip on Dropbox.

    Hey, when I try to use this mod, the parachute is already deployed in the VAB and in flight. I don't think it does anything, but it's just there.

    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.

  3. 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.

    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.

  4. RoverDude, do you ever sleep? Seriously, I've been playing KSP again for the last few weeks and in every one of them you came up with something great that's exactly what I was looking for.

    Anyway, the pod seems to work fine, but as soon as I pick up the propulsion module from the VAB menu, it's animated as if it had engines and RCS at full throttle. That remains in the launchpad and during normal gameplay. The thrusters and RCS work, but the animation is always on.

    Also, after I crash the pod, I can still quickswitch to it, but I get an empty screen.

    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.

  5. That's how KAS containers snap into container bays. Since for snapping, bayType/type must match (there can be more than one type per bay, but one ModuleGrab can only fit one bayType or no bayType, AFAIR) you can make pretty complex EVA-assembling structures this way that will always assemble correctly. I keep trying to get someone to make a decent packed rover using that principle, but while helldiver's saying he wants to make one, it's very far ahead in his schedule. :)

    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.

  6. There's a slightly better way to do it.

    Make one of the components a


    MODULE
    {
    name = KASModuleGrab
    ...
    bayType = DERPConnector
    bayNode = top (or bottom)
    }

    While another is


    MODULE
    {
    name = KASModulePartBay
    attachNode = top (or bottom)
    type = DEPRConnector
    }

    This way they will always snap directly into each other without painstaking positioning.

    Awesome! Did not know about that - I shall be adding this in immediately

  7. 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.

  8. Thank you for your deep explanation, so it's TAC LS problem. I hope they will somehow overcome this, and adapt their code for such things as greenhouses or recyclers.

    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.

  9. If this will be KAS attachable, you sold me!

    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.

  10. sorry I miss typed, I mint RSS compatibility. sorry about that

    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).

  11. This looks very cool, but can it be inflated by an EVA'd kerbal?

    Why yes. Yes it can.

    This is cool! Can you please tell me how you made the inflation animation?

    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).

    Great!!

    Fantastic evacuate feature, I think I'll have a look!

    And will it be CLS compatible, in future releases?

    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 ;)

  12. Download via the [obsolete link removed to prevent confusion; see the last page of the thread]

    dYuHoTg.png

    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!

    BxHnxeJ.png

    Q9MhqfJ.png?1

    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]
    
    

     

  13. Awesome that its being worked on :)

    When they can safely land at anything between 20-30 m/s I will have to have this mod, at the moment its going to make things a bit easy at 50-100. Will keep track of this thread.

    If you don't mind me suggesting something, perhaps in the VAB/SPH we could have a tweakable option to use different materials? Perhaps the materials with additional strength would have the drawback of carrying extra weight. The strength being related to the amount of m/s the object can withstand. This would allow us to use varying options for specific deployment of different sized vessels and missions. A bit of strategic implementation you could say. They wouldn't really need additional texturing, because those that you have done are indeed awesome.

    I try to stick to realism as much as possible so I hope I'm not coming across as mean. Just that sort of player.

    Nope totally get it - It's just a fun balance between making them not overpowered, and also making sure they don't randomly smash things to bits at 10m/s ;)

  14. This looks so cool, is there a way to reduce their effectiveness though?

    I'm not particularly fond of the speeds they are able to safely land at. Although I'm judging this from your first video, If that is adjustable I will definitely use this in my Duna mission!

    They have been getting a ton of tweaks on that front - generally 50ms is safe, 100ms is safe unless you smash perpendicularly ;)

  15. Well, I did manange to get my mods down to a level where I can use this properly (it looks promising. Colonisation is something we've needed for a while.). However, could you add ORS compatability for the PlanetFactory planets?

    Which ones? ;) Alternatively, I happily take pull requests for the ORS stuff - all I need are resource PNGs and I can update the configs I automatically generate for my build process accordingly.

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