smart013 Posted July 20, 2014 Share Posted July 20, 2014 The only way to rescue kerbals in orbit with style. Keep up the exeptional work! Link to comment Share on other sites More sharing options...
westamastaflash Posted July 20, 2014 Share Posted July 20, 2014 Hmm. With TAC 0.9 #3 and the latest one of these, when I inflate it, the FOOD resource shows up as having 0 food. Any ideas? Link to comment Share on other sites More sharing options...
RoverDude Posted July 20, 2014 Author Share Posted July 20, 2014 Hmm. With TAC 0.9 #3 and the latest one of these, when I inflate it, the FOOD resource shows up as having 0 food. Any ideas?Yes. By design. You can go 30 days without food, and a DERP only keeps you alive for 15 days. Link to comment Share on other sites More sharing options...
Sutima Posted July 20, 2014 Share Posted July 20, 2014 http://puu.sh/ajsWH/758806a43b.jpg its killing my kerbals xD seriously tho, why is it killing them? Link to comment Share on other sites More sharing options...
RoverDude Posted July 20, 2014 Author Share Posted July 20, 2014 http://puu.sh/ajsWH/758806a43b.jpg its killing my kerbals xD seriously tho, why is it killing them?Oh, not like you've never killed Kerbals before But seriously - it's a collider issue, I'm making a new build now. Link to comment Share on other sites More sharing options...
RoverDude Posted July 20, 2014 Author Share Posted July 20, 2014 New build on DropBox Link to comment Share on other sites More sharing options...
Leemon1 Posted July 20, 2014 Share Posted July 20, 2014 Roverdude, did you determine whether the Evacuate function should be working? I can't get it to do anything in .24 (32 bit version). Thanks again. Link to comment Share on other sites More sharing options...
westamastaflash Posted July 20, 2014 Share Posted July 20, 2014 Yes. By design. You can go 30 days without food, and a DERP only keeps you alive for 15 days.Ah, makes sense. Could the food resource be removed or hidden? Or did you want it so food could be transferred to it? Link to comment Share on other sites More sharing options...
RoverDude Posted July 20, 2014 Author Share Posted July 20, 2014 Ah, makes sense. Could the food resource be removed or hidden? Or did you want it so food could be transferred to it?It's more a holdover from when TAC aggressively added stuff to command pods Link to comment Share on other sites More sharing options...
Xeno87 Posted July 21, 2014 Share Posted July 21, 2014 (edited) ̶w̶̶h̶̶e̶̶n̶̶ ̶̶r̶̶i̶̶g̶̶h̶̶t̶-̶c̶̶l̶̶i̶̶c̶̶k̶̶i̶̶n̶̶g̶̶ ̶̶o̶̶n̶̶t̶̶o̶̶ ̶̶t̶̶h̶̶e̶̶ ̶̶d̶̶e̶̶r̶̶p̶̶,̶̶ ̶̶i̶̶ ̶̶o̶̶n̶̶l̶̶y̶̶ ̶̶c̶̶a̶̶n̶̶ ̶̶c̶̶h̶̶o̶̶s̶̶e̶̶ ̶̶b̶̶e̶̶t̶̶w̶̶e̶̶e̶̶n̶̶ ̶̶d̶̶i̶̶s̶̶c̶̶o̶̶n̶̶n̶̶e̶̶c̶̶t̶̶i̶̶n̶̶g̶̶,̶̶ ̶̶i̶̶n̶̶f̶̶l̶̶a̶̶t̶̶i̶̶n̶̶g̶̶ ̶̶a̶̶n̶̶d̶̶ ̶̶k̶̶i̶̶c̶̶k̶̶s̶̶t̶̶a̶̶n̶̶d̶̶,̶̶ ̶̶b̶̶u̶̶t̶̶ ̶̶n̶̶o̶̶t̶̶ ̶̶t̶̶o̶̶ ̶̶s̶̶t̶̶a̶̶r̶̶t̶̶ ̶̶t̶̶h̶̶e̶̶ ̶̶b̶̶u̶̶i̶̶l̶̶t̶-̶i̶̶n̶̶ ̶̶e̶̶n̶̶g̶̶i̶̶n̶̶e̶̶.̶̶ ̶̶i̶̶s̶̶ ̶̶t̶̶h̶̶i̶̶s̶̶ ̶̶i̶̶n̶̶t̶̶e̶̶n̶̶d̶̶e̶̶d̶̶?̶̶ ̶̶i̶̶ ̶̶s̶̶t̶̶i̶̶l̶̶l̶̶ ̶̶c̶̶a̶̶n̶̶ ̶̶s̶̶e̶̶t̶̶ ̶̶a̶̶c̶̶t̶̶i̶̶o̶̶n̶̶g̶̶r̶̶o̶̶u̶̶p̶̶s̶̶.̶Nevermind, I'm an Idiot. Edited July 21, 2014 by Xeno87 I'm sleepy Link to comment Share on other sites More sharing options...
IceDeep Posted July 21, 2014 Share Posted July 21, 2014 I am about to go to bed, but I wanted to let you know it seems you have your crash tolerance to high as I was able to land without activating my parachute into water without being destroyed, unless you want it to be possible to land without a chute . I am sleepy so maybe I missed something but I didn't activate the chute so unless you somehow programmed it to auto-chute it landed fine in water at several hundred m/s I imagine. Maybe take a look and see if I am not mistaken. Link to comment Share on other sites More sharing options...
Kerbil Posted July 21, 2014 Share Posted July 21, 2014 Hiya!I love the mod, the aesthetics are incredible. I'm playing with it, and almost everything works - but when I try to use the "evacuate" option assigned via action group, nothing happens. I also get an error referencing "ProtoCrewMember.rosterStatus" not being defined in the debug log whenever I try to trigger the action group with "evacuate" in it. :< Link to comment Share on other sites More sharing options...
RoverDude Posted July 21, 2014 Author Share Posted July 21, 2014 I am about to go to bed, but I wanted to let you know it seems you have your crash tolerance to high as I was able to land without activating my parachute into water without being destroyed, unless you want it to be possible to land without a chute . I am sleepy so maybe I missed something but I didn't activate the chute so unless you somehow programmed it to auto-chute it landed fine in water at several hundred m/s I imagine. Maybe take a look and see if I am not mistaken.You were lucky Crash tolerance is 45m/s (comparable to some stock pods).Hiya!I love the mod, the aesthetics are incredible. I'm playing with it, and almost everything works - but when I try to use the "evacuate" option assigned via action group, nothing happens. I also get an error referencing "ProtoCrewMember.rosterStatus" not being defined in the debug log whenever I try to trigger the action group with "evacuate" in it. :<Turned off I believe, need to dig back in, there was probably a reason This will get another refresh since I need to add in the HERP, and bundle all of this stuff into a single project/parts pack Link to comment Share on other sites More sharing options...
rottielover Posted July 21, 2014 Share Posted July 21, 2014 Did I mention that you saved my space agency's reputation in my new save? Yep, you did. Was able to recover Jeb rather than watch him die... THANK YOU UMBRA SPACE INDUSTRIES! Link to comment Share on other sites More sharing options...
RoverDude Posted July 21, 2014 Author Share Posted July 21, 2014 Did I mention that you saved my space agency's reputation in my new save? Yep, you did. Was able to recover Jeb rather than watch him die... THANK YOU UMBRA SPACE INDUSTRIES! Anytime It's pretty sweet how these played into the rescue contracts in 0.24 as well Link to comment Share on other sites More sharing options...
IceDeep Posted July 21, 2014 Share Posted July 21, 2014 No problem, really like the mod and how it seems fairly well balanced compared to some of the pods I have seen. Thanks! Link to comment Share on other sites More sharing options...
Boamere Posted July 21, 2014 Share Posted July 21, 2014 Ooooh 0.2, but dropbox isn't working... WHAT SHALL I DO WITH MU LIFE? Link to comment Share on other sites More sharing options...
HeadHunter67 Posted July 22, 2014 Share Posted July 22, 2014 Wonderful idea and rep-worthy! Link to comment Share on other sites More sharing options...
Pigbear Posted July 22, 2014 Share Posted July 22, 2014 Hmm, all I can do with the things is inflate and decouple them, I can't do anything else, What am I doing wrong Link to comment Share on other sites More sharing options...
invultri Posted July 22, 2014 Share Posted July 22, 2014 Hello RoverDude,Thanks for yet another fun mod. There is however a small typo in the zip file. You are using Gamedata instead of GameData as the base pad. This is not a big problem, but us linux users have these silly case sensitive paths and will therefor need to move the mod to its proper place Link to comment Share on other sites More sharing options...
RoverDude Posted July 22, 2014 Author Share Posted July 22, 2014 Hello RoverDude,Thanks for yet another fun mod. There is however a small typo in the zip file. You are using Gamedata instead of GameData as the base pad. This is not a big problem, but us linux users have these silly case sensitive paths and will therefor need to move the mod to its proper place Let me see what I can do about that Link to comment Share on other sites More sharing options...
herrozerro Posted July 22, 2014 Share Posted July 22, 2014 I just wanted to say, awesome job! I love this mod and cant wait to see where further development goes. It might be one of my favorite part mods. Link to comment Share on other sites More sharing options...
PaladinVito Posted July 23, 2014 Share Posted July 23, 2014 As with MKS, another great mod!I seem to be having an issue with the life pod though. When it inflates, it doesn't have any food, and can't get any for some reason. Not a huge deal at the moment, as all I'm using it for is rescuing star-born kerbals from orbit, but I figured it needed mentioning. Link to comment Share on other sites More sharing options...
Boomerang Posted July 23, 2014 Share Posted July 23, 2014 As with MKS, another great mod!I seem to be having an issue with the life pod though. When it inflates, it doesn't have any food, and can't get any for some reason. Not a huge deal at the moment, as all I'm using it for is rescuing star-born kerbals from orbit, but I figured it needed mentioning.Pretty sure that's intentional. I've edited the LS resources on my own save to fit my own needs so I can't check, but I believe it comes set up with the bare minimum to survive for 15 days. So that's no food, and however much water and oxygen is needed to survive for 15 days minus the time a Kerbal can go without those resources. Link to comment Share on other sites More sharing options...
Net-burst Posted July 23, 2014 Share Posted July 23, 2014 (edited) It seems I can't put any kerbals in DERP pod and evacuate action don't do anything. What am I doing wrong?Edit: Managed to put kerbal in it, but right after that lost control of it. Evacuate action still don't do anything. Edited July 23, 2014 by Net-burst Link to comment Share on other sites More sharing options...
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