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Petrucio

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  1. I figured it was a limitation and nothing you could do about it. The simple fix is to have dedicated drogue chutes. Coming in fast on Duna or Eve is when I want to have an automated drogue chute deploy and just need the safe state on that. Once the drogue chute does it's thing and is cut away, the main chute is safe to deploy. So I just need to have separate chutes for the drogue and main.
  2. kOS works now, thanks! For the kOS users, it's under the field called "is safe to deploy?" under the REALCHUTEMODULE. It returns a value of 0 (safe), 1 (risky), and 2 (dangerous). Unfortunately, the parachutes with a main and secondary chute return the safestate of the main chute only. So if you're using this to deploy a drogue chute you'll need to use a single chute (not a combo chute).
  3. I appreciate the response. Here's what kOS lists under the the RealChuteModule: "spare chutes" (which is the only field "Int 32", the others are all events or actions) "deploy chute" (event) "toggle info" (event) "deploy chute" (listed again, this time as an action) "cut main chute" (action) "arm parachute" (action) "disarm parachute" (action) Thanks.
  4. I got the update installed (thank you!!!). But how do I get the “deployment safe state” in KOS? I'm not seeing it as a field in the "RealChuteModule" or any of the other part modules.
  5. Absolutely, please do. I'd love to see this added to this or another mod.
  6. This is a must have Mod for me to get a satellite network in a synchronous orbit with the satellites equally spaced apart. Thanks for this great tool! The one thing that I couldn’t figure out is how to get at least 1 satellite in a stationary orbit directly over the KCS (or any other spot above any planet or moon). To do that I created a KOS script to create a burn node at the right time and the right dV. Using your mod with the KOS script makes this process very easy. Hope this helps anyone trying to do the same thing. https://github.com/Petruchio96/KOS-Scripts/blob/master/SyncLong.ks
  7. I really enjoy this mod and I appreciate your work on it. I think the current version is "breaking" remote probe control in KSP version 1.2. I uninstalled all my mods and remote probe control worked. I then added all the mods back 1 at a time and when I added this mod it stopped working. I then deleted AmpYear and it worked again. FYI
  8. Ok, I'm a noob... what do I do with the extra texture sets file? (Current "SSTU-0.4.31.119-TExtureSets.Zip")? I copied the contents to the main KSP Gamedata folder and I also added the contents to the "GameData/SSTU/TextureSets" folder. Neither seemed to do anything.
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