Jump to content

Gfurst

Members
  • Posts

    515
  • Joined

  • Last visited

Everything posted by Gfurst

  1. XD is that going along with a new version? Looks awesome!
  2. Haha, nice example, thats not what I meant though, its just getting then thiner on the edges. I just went there and checked that it was indeed pretty good, sorry. Like I've said, I both like that they auto decouple (nice feature I didn't know existed), but at the same time also dislike and made a custom patch. Why you ask? Only so I can strap a couple of them radially and placing the nosecone chutes on them, helps get a little more boost and makes the stage recoverable. which not be possible if the whole thing fell apart. Which is really useful not only for sounding rockets, but allows for more flexibility.
  3. Hey guys, thanks for answering about the development being made, I'll patiently wait then, its like I have the resources for lots of probes yet. Have you guys something about the compatibility with KCT is simulations? Or a cheaty option to disable the requirements momentarily? As for the compatible mods: Dmagic orbital science and Scansat are great ones to use with this, giving lot of purpose for probes and satellites, Sounding rockets are a good one for early unmanned rockets to begin with, after a couple of techs unlocked I always go with unmanned first. Having a life support too, makes more importantly to go with probes as they will not perish so easily...
  4. some of the models are quite ok, my concern is mostly with the square fins and the chute issue. hmmm haven't checked that though, but just to be clear, I was only comparing the solid rocket boosters. Answering the orbit one as well. Not only it seems to be quite harder to get sounding rockets very far, but also stock rockets are way harder to get into orbit. Getting a small, more efficient sounding rocket in space to test out, is a good way to get by in the early game without breaching the 18t limit of the launchpad. Right now it seems they can't get very far, not even past the west mountains. This is by no means a SR issue, but rather a whole stock missbalance. Before the 1.0.2 patch I could get into orbit with 3000dV or less, now I can't get it up there even with a 3500dV rocket.
  5. Hey just thought to trown this in here. Seems that stock needs a re-balance again, though given how things are somewhat unpredictable is better to wait if any more patches come out. Could someone direct me to the Ted or other balance mod?
  6. Stupid chris, thanks for the help setting up the realchutes patch. It seems to be all working properly now, except with a visual bug for one of the models, the chute is visually duplicated. Here is the patch if you to add to your compatibility list: @PART[SR_Nosecone_35]:FOR[RealChute] { @category = none @mass = 0.02 !sound_parachute_open !sound_parachute_single !MODULE[ModuleParachute]{} MODULE { name = RealChuteModule caseMass = 0.02 timer = 0 mustGoDown = true cutSpeed = 0.5 spareChutes = 1 PARACHUTE { material = Nylon preDeployedDiameter = 0.8 deployedDiameter = 12 minIsPressure = false minPressure = 0.1 minDeployment = 6000 deploymentAlt = 600 cutAlt = -1 preDeploymentSpeed = 1 deploymentSpeed = 4 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 = 0.04 !sound_parachute_open !sound_parachute_single !MODULE[ModuleParachute]{} MODULE { name = RealChuteModule caseMass = 0.04 timer = 0 mustGoDown = true cutSpeed = 0.5 spareChutes = 1 PARACHUTE { material = Nylon preDeployedDiameter = 1 deployedDiameter = 16 minIsPressure = false minPressure = 0.1 minDeployment = 8000 deploymentAlt = 800 cutAlt = -1 preDeploymentSpeed = 1 deploymentSpeed = 6 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 = 0.02 !sound_parachute_open !sound_parachute_single !MODULE[ModuleParachute]{} MODULE { name = RealChuteModule caseMass = 0.02 timer = 0 mustGoDown = true cutSpeed = 0.5 spareChutes = 1 PARACHUTE { material = Nylon preDeployedDiameter = 0.8 deployedDiameter = 12 minIsPressure = false minPressure = 0.1 minDeployment = 6000 deploymentAlt = 600 cutAlt = -1 preDeploymentSpeed = 1 deploymentSpeed = 4 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 } } } }
  7. A couple of observations: - some of the models could use a re-work, fins better shaped, parachute and whatnots - it seems now to be reallly harder to get into orbit, lower atmosphere is really adding up, and it took a real big rocket to get sub-orbital, I still didn't get orbital. - the boosters seem to be way more efficient than stock ones, at the same time I think those have been heavily nerfed, making then even more obsolete... - there's an auto-decouple feature in the boosters, at the same time I like this for its usefulness, I also dislike when trying to keep things together. - I think there should be a re-word of the part parameters, I've saw a couple parts only and there were duplicated entries - are we sure the aerodynamics are working properly, for example, is the nose cone properly efficient? How are you guys dealing with the aero-thermo changes? I'm struggling to get into orbit and that's with the VAB already upgraded, now I have to upgrade the Launchpad too, which is crazy without the ability to complete contracts... I've made a patch for Realchute compatibility, Seems to be all working properly now, with some help of stupid chris. Just copy the text below and apply to a custom .cfg file. All seems to be working except the model for the .350 nosecone, the chute get visually duplicated, the real one moving, and another one static to the craft, mirroring the real one. @PART[SR_Nosecone_35]:FOR[RealChute] { @category = none @mass = 0.02 !sound_parachute_open !sound_parachute_single !MODULE[ModuleParachute]{} MODULE { name = RealChuteModule caseMass = 0.02 timer = 0 mustGoDown = true cutSpeed = 0.5 spareChutes = 1 PARACHUTE { material = Nylon preDeployedDiameter = 0.8 deployedDiameter = 14 minIsPressure = false minPressure = 6000 deploymentAlt = 600 cutAlt = -1 preDeploymentSpeed = 1 deploymentSpeed = 4 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 = 0.04 !sound_parachute_open !sound_parachute_single !MODULE[ModuleParachute]{} MODULE { name = RealChuteModule caseMass = 0.04 timer = 0 mustGoDown = true cutSpeed = 0.5 spareChutes = 1 PARACHUTE { material = Nylon preDeployedDiameter = 1 deployedDiameter = 18 minIsPressure = false minPressure = 8000 deploymentAlt = 600 cutAlt = -1 preDeploymentSpeed = 1 deploymentSpeed = 6 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 = 0.02 !sound_parachute_open !sound_parachute_single !MODULE[ModuleParachute]{} MODULE { name = RealChuteModule caseMass = 0.02 timer = 0 mustGoDown = true cutSpeed = 0.5 spareChutes = 1 PARACHUTE { material = Nylon preDeployedDiameter = 0.8 deployedDiameter = 14 minIsPressure = false minPressure = 6000 deploymentAlt = 600 cutAlt = -1 preDeploymentSpeed = 1 deploymentSpeed = 4 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 } } } }
  8. Key mappings As mentioned above, some key mappings are mixed, staging vs docking mode, space key conflict and etc. As my suspections you do have to re-assign most of the keys to your liking. Click to assign key, choose the relevant flight situation and then press the key. Even if its already the same key, you need press to update for the situation. I had to do this will all keys to make sure, and now its working properly.
  9. Good to see, people are still working on this project, this mod is just one of the essentials for better visuals in KSP.
  10. Yeah, seem pretty significant changes indeed. It would be nice to mention it in the changelog. The lower atmosphere seem heavier than ever, while flying a sausage with fins, regular reaction wheels barely wobble the ship. We need additional helpful observations.
  11. I think I've found an weird bug.... brace yourself. After extensively testing one craft of mine that just won't get into orbit (having a hard time), I've noticed that the weight on the Enginer Redux is actually lower than the one reported at the stock engineer, a whole lot lower. The stock was reporting above 18t, while the actual weight was ~15t, not allowing me to launch or test. After a while a tracked down the faulty parts, a couple of booster scale down with tweakscale, replacing them solves the issue. Getting out and back, seems to solve too, even loading the craft. The issue only appears after several simulations and it seemed reproducible. Don't think there was any other effect other than not allowing me to click the launch button. So, weird combination of KSC simulation with a tweaked scaled part.
  12. Question: the auto add to containers option is only for mod compatibility with such science containers mods? Or is it any crewed capsule or something?
  13. So guys, a lot of activity on the thread, but haven't heard anyone comment about an possible update. Are the devs hanging around? Is there a development version somewhere?
  14. Thanks for both stuff I feel I can start using the mod then , thanks for both notes. A side comment about the supply bags. Aside from those mentioned in TACLS, there is also the very convenient Universal Storage, it already provide support for like three different LS support mods. If anybody wants, a simple patch to use one of its parts, shouldn't be too hard.
  15. Has anybody been having difficulties getting rocket in orbit in the latest patch? In the previous version I had some rockets with optimal ascent, going ~2700 to ~3000 dV needed, and for 100k or more orbits. (as mentioned in previous posts) Right now on my career I'm struggling to get my first orbit with a 3500 dV rocket. Also small variations in the ascent curve, means all or nothing huge differences in distance and altitude achieved. Also noticing some weird behavior using fins, in the editor, if you tilt your rocket, the aero indicator shows a directional vector to the sides, makes sense if considering angle of attack with the up axis. Anyway, sometimes with fins my craft tends to point to 45° angle, when the velocity vector catches up it flips another 45° again, really weird, half flipping but with fins.
  16. I too would like some clearance on this, having start using docking mode yet so I wouldn't know. Hint hint: I went through all the keys mapping, setting some of my favorite tweaks, and for everykey you have to set in which mode they're valid. So its possible your keys didn't get assigned/update to the way mapping works.
  17. Plus one on that, two awesome mods I've been using
  18. Yeah, this is looking like the best mod so far, for those wanting a small supply, maybe we can come up with MM config to add small sensible amount to crewed parts. I still like the idea to have those bags someone made for TACLS, use them in utility pods and cargo holds, specially if additional KIS support to mode around. I also hope to have configuration so can have Kerbals going immediately on strike. Anyway, why isn't this on CKAN yet?
  19. I was about to ask for this, but just looked over cKAN and found it. Good job
  20. Just wondering, while playing my game, a window appeared to rebuild the MM database or something. What is that supposed to mean?
  21. Hey there, as mentioned above, I don't think its working with probes, at least I'm not getting anything. Does the green gears toggle show that its active? Here are some exceptions thrown which I think are related: [EXC 21:10:49.056] MissingFieldException: Field '.GameEvents.OnScienceRecieved' not found. [EXC 21:10:49.056] MissingFieldException: Field '.GameEvents.OnScienceRecieved' not found. [EXC 21:14:28.010] ArgumentOutOfRangeException: Argument is out of range. Parameter name: index System.Collections.Generic.List`1[ModuleScienceContainer].get_Item (Int32 index) KerboKatz.ForScienceContinued.UpdateCurrent () KerboKatz.ForScienceContinued.FixedUpdate () [EXC 21:14:47.813] ArgumentOutOfRangeException: Argument is out of range. Parameter name: index System.Collections.Generic.List`1[ModuleScienceContainer].get_Item (Int32 index) KerboKatz.ForScienceContinued.UpdateCurrent () KerboKatz.ForScienceContinued.FixedUpdate () [EXC 21:14:48.834] ArgumentOutOfRangeException: Argument is out of range. Parameter name: index System.Collections.Generic.List`1[ModuleScienceContainer].get_Item (Int32 index) KerboKatz.ForScienceContinued.UpdateCurrent () KerboKatz.ForScienceContinued.FixedUpdate () [EXC 21:16:19.287] ArgumentOutOfRangeException: Argument is out of range. Parameter name: index System.Collections.Generic.List`1[ModuleScienceContainer].get_Item (Int32 index) KerboKatz.ForScienceContinued.MainWindow (Int32 windowID) UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [EXC 21:16:23.833] ArgumentOutOfRangeException: Argument is out of range. Parameter name: index System.Collections.Generic.List`1[ModuleScienceContainer].get_Item (Int32 index) KerboKatz.ForScienceContinued.UpdateCurrent () KerboKatz.ForScienceContinued.FixedUpdate () [EXC 21:16:25.104] ArgumentOutOfRangeException: Argument is out of range. Parameter name: index System.Collections.Generic.List`1[ModuleScienceContainer].get_Item (Int32 index) KerboKatz.ForScienceContinued.UpdateCurrent () KerboKatz.ForScienceContinued.FixedUpdate ()
  22. Thanks, I was thinking the part just used regular stock, and replacing just as regular stock would work too. Help me out here: PART { // --- general parameters --- name = SR_Nosecone_35 module = Part author = RoverDude // --- asset parameters --- MODEL { model = UmbraSpaceIndustries/SoundingRockets/Assets/SR_NoseCone_35 } MODEL { model = UmbraSpaceIndustries/SoundingRockets/Assets/PackChute } rescaleFactor = 1 node_stack_bottom = 0.0, -0.192, 0.0, 0.0, -1.0, 0.0, 0 // --- FX definitions --- sound_parachute_open = activate sound_parachute_single = deploy // --- editor parameters --- TechRequired = start entryCost = 0 cost = 250 category = Utility subcategory = 0 title = Nosecone Parachute (0.35m) manufacturer = Umbra Space Industries description = A cardboard cone stuffed with a spare parachute. A handy, aerodynamic topper for your sounding rocket. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,0,0,0 // --- standard part parameters --- mass = 0.05 dragModelType = default angularDrag = 3 crashTolerance = 12 maxTemp = 2000 //breakingForce = 100 //breakingTorque = 50 bodyLiftMultiplier = 0 stageOffset = -1 bulkheadProfiles = size1, srf MODULE { name = ModuleParachute invertCanopy = true autoCutSpeed = 0.5 capName = Cap canopyName = String semiDeployedAnimation = PreDeploy fullyDeployedAnimation = Deploy stowedDrag = 0.22 semiDeployedDrag = 1 fullyDeployedDrag = 500 minAirPressureToOpen = 0.01 deployAltitude = 500 deploymentSpeed = 1 semiDeploymentSpeed = 1 } MODULE { name = ModuleDragModifier dragCubeName = SEMIDEPLOYED dragModifier = 5 } MODULE { name = ModuleDragModifier dragCubeName = DEPLOYED dragModifier = 10 } } This is the part's original cfg, It does mostly seems like stock. except the deploy animation. Here is what I have with what you told me: MODULE { name = RealChuteModule caseMass = 0.04 timer = 0 mustGoDown = false cutSpeed = 0.5 spareChutes = 5 PARACHUTE { material = Nylon preDeployedDiameter = 1 deployedDiameter = 25 minIsPressure = true minPressure = 0.01 deploymentAlt = 700 cutAlt = -1 preDeploymentSpeed = 2 deploymentSpeed = 6 preDeploymentAnimation = preDeploy deploymentAnimation = Deploy parachuteName = String capName = cap } } MODULE { name = ProceduralChute } Changed the animation names, parachuteName I figured its canopy name, capname the same. Procedural chute is empty. Testing it out.... and nooo it didn't work yet.
  23. Currently I didn't go that far, but putting additional fins in the upper stage I think will help. Don't know if spinning should really help a lot though, maybe try to keep the straight first. Do you have control on the rocket? With new aero, you should never go to far from your speed vector. ---------------- About the real chute, I've properly added the module manager config, and it seems ok, even completely copying over from what stock is. However I can't get it to work, For some reason its throwing and exceptions of SR chutes, the gui doesn't show up properly and the chute doesn't appear on the stage list. Exception: [EXC 15:09:18.376] NullReferenceException: Object reference not set to an instance of an object RealChute.Parachute.Initialize () RealChute.RealChuteModule.<OnStart>b__26 (RealChute.Parachute p) System.Collections.Generic.List`1[RealChute.Parachute].ForEach (System.Action`1 action) RealChute.RealChuteModule.OnStart (StartState state) Part.ModulesOnStart () Part+.MoveNext () [LOG 15:09:19.613] SR.Nosecone.625 added to ship - part count: 2 [LOG 15:09:21.659] deleting part SR.Nosecone.625 [EXC 15:09:22.328] NullReferenceException: Object reference not set to an instance of an object RealChute.Parachute.Initialize () RealChute.RealChuteModule.<OnStart>b__26 (RealChute.Parachute p) System.Collections.Generic.List`1[RealChute.Parachute].ForEach (System.Action`1 action) RealChute.RealChuteModule.OnStart (StartState state) Part.ModulesOnStart () Part+.MoveNext () [EXC 15:09:22.350] NullReferenceException: Object reference not set to an instance of an object RealChute.EditorGUI.RenderGUI () RealChute.ProceduralChute.OnGUI () the MM cfg: @PART[SR_Nosecone_35]:FOR[RealChute] { maximum_drag = 0.32 @category = none @mass = 0.04 !sound_parachute_open !sound_parachute_single !MODULE[ModuleParachute]{} MODULE { name = RealChuteModule caseMass = 0.04 timer = 0 mustGoDown = false cutSpeed = 0.5 spareChutes = 5 PARACHUTE { material = Nylon preDeployedDiameter = 1 deployedDiameter = 25 minIsPressure = true minPressure = 0.01 deploymentAlt = 700 cutAlt = -1 preDeploymentSpeed = 2 deploymentSpeed = 6 preDeploymentAnimation = semiDeploySmall deploymentAnimation = fullyDeploySmall parachuteName = canopy capName = cap } } MODULE { name = ProceduralChute textureLibrary = StockReplacement currentCanopies = Main chute } 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 } } } }
  24. But it is a parachute part, the name is misleading, it a small nosecone with stock parachute (I think) mechanics.
×
×
  • Create New...