RoverDude Posted June 28, 2014 Share Posted June 28, 2014 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] Link to comment Share on other sites More sharing options...
PlonioFludrasco Posted June 28, 2014 Share Posted June 28, 2014 Great!!Fantastic evacuate feature, I think I'll have a look!And will it be CLS compatible, in future releases? Link to comment Share on other sites More sharing options...
vardicd Posted June 28, 2014 Share Posted June 28, 2014 Beautiful-rific! Link to comment Share on other sites More sharing options...
mike9606 Posted June 28, 2014 Share Posted June 28, 2014 This looks very cool, but can it be inflated by an EVA'd kerbal? Link to comment Share on other sites More sharing options...
Tcy16 Posted June 28, 2014 Share Posted June 28, 2014 This is cool! Can you please tell me how you made the inflation animation? Link to comment Share on other sites More sharing options...
RoverDude Posted June 28, 2014 Author Share Posted June 28, 2014 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 Link to comment Share on other sites More sharing options...
nli2work Posted June 28, 2014 Share Posted June 28, 2014 Very cool! is this using the new animator component from unity? or the older animation component? Link to comment Share on other sites More sharing options...
PlonioFludrasco Posted June 28, 2014 Share Posted June 28, 2014 It is the evacuate/move crew here feature extendable to every stock pod? Would be cool for a plugin. Link to comment Share on other sites More sharing options...
montyben101 Posted June 28, 2014 Share Posted June 28, 2014 (edited) MEH GUSTADERP is the best name i have every seen for a ksp mod XDEdit: could you add or make a different version with real chute since the neck breaking stock ones are just stupid? Edited June 28, 2014 by montyben101 Link to comment Share on other sites More sharing options...
tmikesecrist3 Posted June 28, 2014 Share Posted June 28, 2014 Interesting. I wounder can it safely return to kerban/ earth and what about EVA compatibly? Link to comment Share on other sites More sharing options...
montyben101 Posted June 28, 2014 Share Posted June 28, 2014 ? what do you mean EVA compatibility? I think its got a hatch if thats what you mean Link to comment Share on other sites More sharing options...
tmikesecrist3 Posted June 28, 2014 Share Posted June 28, 2014 sorry I miss typed, I mint RSS compatibility. sorry about that Link to comment Share on other sites More sharing options...
RoverDude Posted June 28, 2014 Author Share Posted June 28, 2014 sorry I miss typed, I mint RSS compatibility. sorry about thatNo 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). Link to comment Share on other sites More sharing options...
DeepOdyssey Posted June 28, 2014 Share Posted June 28, 2014 If this will be KAS attachable, you sold me! Link to comment Share on other sites More sharing options...
Kerb-fu Posted June 28, 2014 Share Posted June 28, 2014 I salute you and your D.E.R.P. !!! Link to comment Share on other sites More sharing options...
montyben101 Posted June 28, 2014 Share Posted June 28, 2014 I salute you and your D.E.R.P. !!!Yay i have a new sig XD Link to comment Share on other sites More sharing options...
RoverDude Posted June 28, 2014 Author Share Posted June 28, 2014 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. Link to comment Share on other sites More sharing options...
RoverDude Posted June 28, 2014 Author Share Posted June 28, 2014 MEH GUSTADERP is the best name i have every seen for a ksp mod XDEdit: could you add or make a different version with real chute since the neck breaking stock ones are just stupid?I'll take a look, I use RealChute myself and totally hear ya on the excessive G-force bit Link to comment Share on other sites More sharing options...
RoverDude Posted June 28, 2014 Author Share Posted June 28, 2014 It is the evacuate/move crew here feature extendable to every stock pod? Would be cool for a plugin.It's a part module on the pod itself - so no need to mod any other parts. Link to comment Share on other sites More sharing options...
Mihara Posted June 28, 2014 Share Posted June 28, 2014 ...Speaking of RealChutes, you can always@PART[USI_PodEngine]:FOR[RealChute]{ -MODULE[ModuleParachute] {} MODULE { name = RealChuteModule .... }}Anyone who has RealChutes can be expected to have ModuleManager and there's no need for an extra part. Link to comment Share on other sites More sharing options...
Kitworks Posted June 28, 2014 Share Posted June 28, 2014 I like it. Does what it says on the tin, right below the clever name. Bravo.Will check back to see about that RealChute integration, which would be nice. Link to comment Share on other sites More sharing options...
RoverDude Posted June 28, 2014 Author Share Posted June 28, 2014 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. Link to comment Share on other sites More sharing options...
RoverDude Posted June 28, 2014 Author Share Posted June 28, 2014 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. Link to comment Share on other sites More sharing options...
Mihara Posted June 28, 2014 Share Posted June 28, 2014 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. Link to comment Share on other sites More sharing options...
RoverDude Posted June 28, 2014 Author Share Posted June 28, 2014 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 Link to comment Share on other sites More sharing options...
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