Fraz86 Posted June 22, 2014 Share Posted June 22, 2014 RoverDude,Great mod, but I noticed the airbags have "PhysicsSignificance = 1." Is this necessary in order for them to function correctly? If so, that's quite unfortunate, as I prefer not to use magical massless, zero-drag parts. Link to comment Share on other sites More sharing options...
RoverDude Posted June 22, 2014 Author Share Posted June 22, 2014 hm, actually it should not be necessary - let me test that out though first. Link to comment Share on other sites More sharing options...
Helix935 Posted June 26, 2014 Share Posted June 26, 2014 Funny... I already made such parts a while ago but never released them. I'll release them in a short while with a bunch of other things that I made for myself...These parts contain heat shields, inflatable bubbles, inflatable other things. They float. These are actually quite nice for Laythe bases. I made these parts in January... So no plagiarism either. The floating logic is an improved version of firespitter's floating code. It can be deactivated (for inflatables) and allows multiple float points per part.http://imgur.com/a/4OxrfEdit: it does auto inflate on splashdown as well... Funny how similar one's needs and ideas are. If you want, I can share code.I WANT THOSE also do buoys you have in the first two pics, have KAS capability in case of accidental landings in water Link to comment Share on other sites More sharing options...
dlrk Posted June 26, 2014 Share Posted June 26, 2014 dtobi, are those inflatable parts available? Link to comment Share on other sites More sharing options...
velve Posted June 26, 2014 Share Posted June 26, 2014 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! Link to comment Share on other sites More sharing options...
RoverDude Posted June 26, 2014 Author Share Posted June 26, 2014 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 Link to comment Share on other sites More sharing options...
velve Posted June 26, 2014 Share Posted June 26, 2014 They have been getting a ton of tweaks on that front - generally 50ms is safe, 100ms is safe unless you smash perpendicularly 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. Link to comment Share on other sites More sharing options...
Starstrider42 Posted June 26, 2014 Share Posted June 26, 2014 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.RealChutes already offers a materials option, so you could probably borrow some stuff from there.Personally, I'm not too fond of the idea. Three airbag sizes is already plenty of variety (goes with three landing leg sizes, I guess), and while I like choice I'd rather not be overwhelmed with it. Link to comment Share on other sites More sharing options...
RoverDude Posted June 26, 2014 Author Share Posted June 26, 2014 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 Link to comment Share on other sites More sharing options...
Tortoise Posted June 26, 2014 Share Posted June 26, 2014 Mod looks cute, I want it.I'll DL it once it has KAS compatibility. Link to comment Share on other sites More sharing options...
dtobi Posted June 26, 2014 Share Posted June 26, 2014 dtobi, are those inflatable parts available?They are now. So I can stop hijacking this thread. http://forum.kerbalspaceprogram.com/threads/84224-Klockheed-Martian-Special-Parts-27-June-2014-Development-thread@RoverDude: Sorry RoverDude! I did not intend to start a discussion on my parts in your thread. Just wanted to add that I was doing something similar. BWT: love your work! Link to comment Share on other sites More sharing options...
RoverDude Posted June 27, 2014 Author Share Posted June 27, 2014 @dtobi no worries at all! At least I don't have to worry about buoyant airbags now, and can stick to bounciness Link to comment Share on other sites More sharing options...
MrHappyFace Posted July 4, 2014 Share Posted July 4, 2014 Will you ever write a custom plugin and remove the world cup mod dependency? Link to comment Share on other sites More sharing options...
RoverDude Posted July 4, 2014 Author Share Posted July 4, 2014 Will you ever write a custom plugin and remove the world cup mod dependency?Thought about that tbh, but figure Squad already made the DLL and you can dump the soccer balls. But you never know, just not now as the plate is pretty full Link to comment Share on other sites More sharing options...
thekerub Posted July 5, 2014 Share Posted July 5, 2014 This does not work for me. I can attach the airbags in the VAB and can usually inflate/deflate them on assembly, unless they are placed with symmetry. However when launched I can not deploy the airbags. Action groups don't do anything, either. I have the Kerbin Cup Mod installed. Any advice? Known incompatibility to other mods? Link to comment Share on other sites More sharing options...
asdfCYBER Posted July 6, 2014 Share Posted July 6, 2014 Download! +rep!Also, if you allow me, I'll make a ModuleManager config for KAS compability - it's not that hard. Link to comment Share on other sites More sharing options...
RoverDude Posted July 6, 2014 Author Share Posted July 6, 2014 Download! +rep!Also, if you allow me, I'll make a ModuleManager config for KAS compability - it's not that hard.(Edit - was thinking wrong mod of mine)Yes please, KAS goodness would be nice Link to comment Share on other sites More sharing options...
Starstrider42 Posted July 6, 2014 Share Posted July 6, 2014 Sorry to butt in, but I already had one:@PART[USI_Airbag_Single_Small]:AFTER[AirbagTools]:NEEDS[KAS]{ MODULE { name = KASModuleGrab evaPartPos = (0.0, -0.08, -0.16) evaPartDir = (0,0,-1) storable = true storedSize = 20 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False }}I've tested the `evaPartPos` and it looks pretty reasonable.The medium and large airbags are IMO too big for carrying on a Kerbal's back. Link to comment Share on other sites More sharing options...
RoverDude Posted July 6, 2014 Author Share Posted July 6, 2014 This does not work for me. I can attach the airbags in the VAB and can usually inflate/deflate them on assembly, unless they are placed with symmetry. However when launched I can not deploy the airbags. Action groups don't do anything, either. I have the Kerbin Cup Mod installed. Any advice? Known incompatibility to other mods?None that I am aware of - do you have the latest version? Link to comment Share on other sites More sharing options...
thekerub Posted July 6, 2014 Share Posted July 6, 2014 Yes. Just found and installed this mod two days ago. Link to comment Share on other sites More sharing options...
RoverDude Posted July 6, 2014 Author Share Posted July 6, 2014 And you installed the World Cup 2014 mod correct? It's required Link to comment Share on other sites More sharing options...
Tyrador Posted July 6, 2014 Share Posted July 6, 2014 I have the same problem despite having World Cup 2014 mod dll. Link to comment Share on other sites More sharing options...
RoverDude Posted July 6, 2014 Author Share Posted July 6, 2014 I have the same problem despite having World Cup 2014 mod dll.hmm... will fiddle with it and see if I can repro. Link to comment Share on other sites More sharing options...
thekerub Posted July 7, 2014 Share Posted July 7, 2014 I have the same problem despite having World Cup 2014 mod dll.Yes, I had the DLL only at first, then I tried with the full version of the World Cup 2014 mod. Still, nothing. Link to comment Share on other sites More sharing options...
orangewarning Posted July 18, 2014 Share Posted July 18, 2014 Is this working with 0.24? anyone knows? I am currently sorting out my mods... Link to comment Share on other sites More sharing options...
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