RoverDude Posted June 26, 2015 Author Share Posted June 26, 2015 I will do a re-eval now that we have the 1.0.4 update Link to comment Share on other sites More sharing options...
drtedastro Posted June 30, 2015 Share Posted June 30, 2015 Looking forward to the refresh.thanks for all of the great work and mods.cheers. Link to comment Share on other sites More sharing options...
sober667 Posted July 1, 2015 Share Posted July 1, 2015 I will do a re-eval now that we have the 1.0.4 updateWaiting for itAnd for lifeboat to be usable with far(now is falling like a rock) Link to comment Share on other sites More sharing options...
RoverDude Posted July 1, 2015 Author Share Posted July 1, 2015 Sorry, all of these will be optimized for stock aero. I'll take pull requests if someone wants to make a FAR config, but given I no longer use it, I just don't have the time to devote in making sure these parts work in both. Link to comment Share on other sites More sharing options...
jonhwoods Posted July 2, 2015 Share Posted July 2, 2015 (edited) Just registered on the forums because I like this mod very much About the survivability of the new DERP lifeboat design with wings: I've spent the last few hour test piloting it with stock aerodynamics in 1.04. The craft can survive no problem by landing in water or on ground. On ground, you need the "Kickstand" stick pointed at the ground. Wings can slow you down to 50-70 m/s and the craft will only explode with impacts over 80 m/s. It's a bit tricky, but with practice it's no harder then doing a gravity turn. I don't know how it compares to the parachute design, this is the first time I try the mod. Also, you dont need mobile wings for control surfaces, reaction wheels do the job.About balance of the DERP lifeboat:-What is 200kg of ablator for on a 450kg craft? With current temperature tolerances, the craft doesn't need any. Even when you enter atmosphere facing retrograde (to properly use the ablator) it still only uses a very small fraction of it. I think 450 kg is a good weight for this module, about half as heavy as Mk1+Chute, but harder to use and cannot be the principal astronaut module, however 250 kg sounds very light. I guess right now it allows users to customize the weight without going it config files, but it's open to abuse, especially when the craft is that good at entering the atmosphere are any speed. Temperature resistance at 3400 might be lowered to 2400-2800, similar to other parts.-The Propulsion Module seems a bit useless. I guess it's good at getting away from a crashing craft, but that's rarely needed. With only 50 m/s of delta v it can't help you from anywhere but very low Kerbin orbit. I prefer to use stock very small tanks and engine to get about 1000 m/s of delta v, which can save you from a lunar orbit or something like that. Also, it seems the engine isn't made to use in atmosphere (too heavy to stabilize) and that you should detach it before then, that got me confused a bit.-Floating devices all weight 150 kg for all sizes, which is odd and heavy. 150, 100 and 50 would make more sense.-Airbags are really nice on Kerbin, but don't work very well on Mun, I'm not sure why. Are they intended to replace parachutes? Also, I heard it was intended at some point that resetting them needed Engi and some Mono-Prop, has that been scrapped?Also, saves in DERP are bugged (freeze on load) and it seems I cannot detach airbags without control groups. That might be due to 1.04 Edited July 2, 2015 by jonhwoods corrected delta v and added float and airbag comment Link to comment Share on other sites More sharing options...
Sunclover Posted July 5, 2015 Share Posted July 5, 2015 Hello. I had been messing with this mod in 1.02, and I had a couple of questions. First, the description says that the propulsion pod should be surface / radial attachement possible? I managed to build one test ship where it allowed me to stick the combined DERP / propulsion pod to the side of an inline cockpit, but when I tried to add DERP units to a space station in the VAB later, I couldn't get the propulsion pods to surface attach. At all. I think I had possibly updated one of the other USI mods (maybe UKS with the version before the one that broke save games, I'm not certain.) Is it possible I broke / overwrote something, or is this a bug with KSP? Is there a config / version file I could check to make sure the propulsion pod is working properly?Second: Is it working as intended that tourists can't use the DERP to evacuate? They can enter it and be launched, but they don't count as crew for the purpose of actually landing it. And with the current winged version, an uncontrolled landing on Kerbin is more or less the same result as pushing them out the airlock. (Well, the same end result, an ex-tourist. The DERP does result in a fiery crater, where the airlock would be more burning and less splat.)I was also curious about the floatation devices - they seem to have the same buoyancy regardless of whether or not they are deployed? I tried to use the floatation ring on a Mk 1 capsule with a probe core on top (for juggling tourists who only wanted a sub orbital flight) and the resulting pod would almost always flip more or less upside down, regardless of whether the float was deployed. In fact, inflating it seemed to push the cockpit farther underwater, presumably because the edges of the float were farther from the center of mass and had more leverage. Is this just a result of how KSP handles the buoyancy of parts in general? I'm mostly just curious how the parts work, since I'd really only added the float for looks anyway. Rocket parts in KSP seem to be made of styrofoam anyway, so it's not like I needed to worry about drowning my tourist if the pod didn't self destruct as soon as it hit the water. Link to comment Share on other sites More sharing options...
Sunclover Posted July 6, 2015 Share Posted July 6, 2015 Additional info: After building the test ship, I added a handful of other mods, including the Stock Bugfix mod and Kerbal Joint Reinforcement. It's possible one of those changed something that affected the propulsion unit. I just tested it in my current game however, and it's not possible to attach the DERP engine pod in any configuration except inline with an actual connection node. I will provide a list of all the mods I currently have installed if that might be relevant. Link to comment Share on other sites More sharing options...
Messelink Posted July 8, 2015 Share Posted July 8, 2015 I love this mod but I am having trouble deploying the parachute. When I right-click either the propulsion or lifeboat parts there is no option to deploy the parachute. There is also no parachute in the staging. When I check the action groups the two parts don't have any parachute options. I'm on a reasonably fresh career mode game and I haven't yet unlocked the Mk16-XL, I don't know if that is a problem.I am using RealChutes, but I'm having the same issue if I remove it.I have also a few other mods installed, see below:ââ€Å“ââ€â‚¬Ã¢â€â‚¬ 000_Toolbarââ€Å“ââ€â‚¬Ã¢â€â‚¬ 000_USIToolsââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Agencyââ€â€š.. ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ Flagsââ€Å“ââ€â‚¬Ã¢â€â‚¬ AnimatedDecouplersââ€â€š.. ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ Pluginsââ€Å“ââ€â‚¬Ã¢â€â‚¬ BahaSPââ€â€š.. ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ Pluginsââ€Å“ââ€â‚¬Ã¢â€â‚¬ CommunityResourcePackââ€â€š.. ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ ResourceConfigsââ€Å“ââ€â‚¬Ã¢â€â‚¬ CommunityTechTreeââ€â€š.. ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ Treeââ€Å“ââ€â‚¬Ã¢â€â‚¬ ConnectedLivingSpaceââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ assetsââ€â€š.. ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ Pluginsââ€Å“ââ€â‚¬Ã¢â€â‚¬ ContractConfiguratorââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ iconsââ€â€š.. ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ scienceââ€Å“ââ€â‚¬Ã¢â€â‚¬ ContractPacksââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ CC-CP-SCANSatââ€â€š.. ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ RemoteTechââ€Å“ââ€â‚¬Ã¢â€â‚¬ ContractsWindowââ€â€š.. ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ Texturesââ€Å“ââ€â‚¬Ã¢â€â‚¬ DMagicOrbitalScienceââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Flagsââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Iconsââ€â€š.. ââ€â€š.. ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ Waypointsââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Pluginsââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ ProbeScienceââ€â€š.. ââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ ASERTââ€â€š.. ââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ GoreSatââ€â€š.. ââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ ImagingPlatformââ€â€š.. ââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ MagBoomââ€â€š.. ââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ RPWSââ€â€š.. ââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Scopeââ€â€š.. ââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ SoilMoistureââ€â€š.. ââ€â€š.. ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ SolarParticleCollectorââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Resourcesââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ RoverScienceââ€â€š.. ââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ AnomSensorââ€â€š.. ââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ BioDrillââ€â€š.. ââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ DANââ€â€š.. ââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Laserââ€â€š.. ââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ RoverGooââ€â€š.. ââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ RoverMatââ€â€š.. ââ€â€š.. ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ XRayââ€â€š.. ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ UniversalStorageââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ USASERTââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ USGooMatââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ USGoreSatââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ USImagingPlatformââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ USProbeSciââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ USScopeââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ USSoilMoistureââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ USSolarParticlesââ€â€š.. ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ USStockââ€Å“ââ€â‚¬Ã¢â€â‚¬ EnhancedNavBallââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Pluginsââ€â€š.. ââ€â€š.. ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ PluginDataââ€â€š.. ââ€â€š.. ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ EnhancedNavBallââ€â€š.. ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ Resourcesââ€Å“ââ€â‚¬Ã¢â€â‚¬ Firespitterââ€â€š.. ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ Pluginsââ€Å“ââ€â‚¬Ã¢â€â‚¬ FogOfTechââ€Å“ââ€â‚¬Ã¢â€â‚¬ Fuseboxââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ MFDââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Pluginsââ€â€š.. ââ€â€š.. ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ PluginDataââ€â€š.. ââ€â€š.. ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ Fuseboxââ€â€š.. ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ TB_iconsââ€Å“ââ€â‚¬Ã¢â€â‚¬ HullCameraVDSââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Partsââ€â€š.. ââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ aerocamââ€â€š.. ââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ hc_boosterââ€â€š.. ââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ hc_launchcamââ€â€š.. ââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ hc_navcamââ€â€š.. ââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ hc_scicamââ€â€š.. ââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ hc_wideangleââ€â€š.. ââ€â€š.. ââ€â€š.. ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ Texturesââ€â€š.. ââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ hullcam_hubbazootââ€â€š.. ââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ MSIKerbProââ€â€š.. ââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Telescopeââ€â€š.. ââ€â€š.. ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ TelescopeLargeââ€â€š.. ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ Pluginsââ€Å“ââ€â‚¬Ã¢â€â‚¬ JSIââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Agenciesââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ RasterPropMonitorââ€â€š.. ââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Libraryââ€â€š.. ââ€â€š.. ââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Componentsââ€â€š.. ââ€â€š.. ââ€â€š.. ââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ HUDââ€â€š.. ââ€â€š.. ââ€â€š.. ââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ MFD40x20v2ââ€â€š.. ââ€â€š.. ââ€â€š.. ââ€â€š.. ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ NavBallââ€â€š.. ââ€â€š.. ââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Fontsââ€â€š.. ââ€â€š.. ââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Partsââ€â€š.. ââ€â€š.. ââ€â€š.. ââ€â€š.. ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ ExternalCameraPartââ€â€š.. ââ€â€š.. ââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Propsââ€â€š.. ââ€â€š.. ââ€â€š.. ââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ CockpitHandleââ€â€š.. ââ€â€š.. ââ€â€š.. ââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ IndicatorPanelReplacementââ€â€š.. ââ€â€š.. ââ€â€š.. ââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ InternalAirlockââ€â€š.. ââ€â€š.. ââ€â€š.. ââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ InternalFlagPlateââ€â€š.. ââ€â€š.. ââ€â€š.. ââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ InternalHatchââ€â€š.. ââ€â€š.. ââ€â€š.. ââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ SimplePropsââ€â€š.. ââ€â€š.. ââ€â€š.. ââ€â€š.. ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ SwitchWCoverââ€â€š.. ââ€â€š.. ââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Soundsââ€â€š.. ââ€â€š.. ââ€â€š.. ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ Texturesââ€â€š.. ââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Pluginsââ€â€š.. ââ€â€š.. ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ ThirdPartySupportââ€â€š.. ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ RPMPodPatchesââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ BasicMFDââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ PatchesModââ€â€š.. ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ PatchesStockââ€Å“ââ€â‚¬Ã¢â€â‚¬ KASââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Partsââ€â€š.. ââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ cPort1ââ€â€š.. ââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ hook_anchorââ€â€š.. ââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ hook_grapplingHookââ€â€š.. ââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ hook_harpoonââ€â€š.. ââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ hook_magnetââ€â€š.. ââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ pylon1ââ€â€š.. ââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ strut1ââ€â€š.. ââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ winch1ââ€â€š.. ââ€â€š.. ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ winch2ââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Pluginsââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Soundsââ€â€š.. ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ Texturesââ€Å“ââ€â‚¬Ã¢â€â‚¬ KerbalEngineerââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Partsââ€â€š.. ââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Engineer7500ââ€â€š.. ââ€â€š.. ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ EngineerChipââ€â€š.. ââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ meshââ€â€š.. ââ€â€š.. ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ texturesââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Presetsââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ 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ââ€â€š.. ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ PluginDataââ€â€š.. ââ€â€š.. ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ KolonyToolsââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Kontainersââ€â€š.. ââ€â€š.. ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ Assetsââ€â€š.. ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ SrvPackââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Airbagââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Floatsââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ PodCapsuleââ€â€š.. ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ PodEngineââ€Å“ââ€â‚¬Ã¢â€â‚¬ UniversalStorageââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Compatabilityââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Flagsââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Partsââ€â€š.. ââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ US_1C10_Wedge_Quadcoreââ€â€š.. ââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ US_1C15_Wedge_Hexacoreââ€â€š.. ââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ US_1C20_Wedge_Octocoreââ€â€š.. ââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ US_1M110_Wedge_ScienceBayââ€â€š.. ââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ US_1P110_Wedge_Fuelcellââ€â€š.. ââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ US_1P120_Wedge_Elektronââ€â€š.. ââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ US_1P130_Wedge_Sabatierââ€â€š.. ââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ US_1P140_Wedge_WRSââ€â€š.. ââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ US_1R110_Wedge_KISContainerââ€â€š.. ââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ US_1R210_Wedge_Liquidfuelââ€â€š.. ââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ US_1R220_Wedge_Monopropââ€â€š.. ââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ US_1R310_Wedge_CarbonDioxideââ€â€š.. ââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ US_1R320_Wedge_Foodââ€â€š.. ââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ US_1R330_Wedge_Hydrogenââ€â€š.. ââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ US_1R340_Wedge_Oxygenââ€â€š.. ââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ US_1R350_Wedge_Wasteââ€â€š.. ââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ US_1R360_Wedge_Waterââ€â€š.. ââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ US_1R370_Wedge_WasteWaterââ€â€š.. ââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ US_2R320_Radial_Foodââ€â€š.. ââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ US_2R340_Radial_Oxygenââ€â€š.. ââ€â€š.. ââ€Å“ââ€â‚¬Ã¢â€â‚¬ US_2R360_Radial_Waterââ€â€š.. ââ€â€š.. ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ US_3R310_EVA_EVAXââ€â€š.. ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ Pluginsââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ VesselView ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Plugins ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ TexturesWhat am I doing wrong? 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goldenpsp Posted July 8, 2015 Share Posted July 8, 2015 What am I doing wrong?Just not reading back a bit. Parachutes were removed for wings awhile ago due to 1.x bees. Maybe it will return in the future. Link to comment Share on other sites More sharing options...
jonhwoods Posted July 9, 2015 Share Posted July 9, 2015 Sunclover: I can confirm that surface attachment is broken. I even tried to edit the cfg to make it work, but it seems to be an issue of radial decoupler vs stack decoupler, making it impossible to decouple when attached to a surface even then.I can also confirm that buoys are floating when not deployed. Link to comment Share on other sites More sharing options...
299792458 m/s Posted July 10, 2015 Share Posted July 10, 2015 Whenever I download this to my game everything works but the airbags and the floaties.Plz tell me why! I never even get them in my ksp parts tab! Link to comment Share on other sites More sharing options...
DDE Posted July 14, 2015 Share Posted July 14, 2015 Just not reading back a bit. Parachutes were removed for wings awhile ago due to 1.x bees. Maybe it will return in the future.Wait, how we are supposed to land then?Also, could RoverDude bring back TAC-LS compatibility?Reverting to the pre-1.0 version I should have on file. Link to comment Share on other sites More sharing options...
Grumman Posted July 14, 2015 Share Posted July 14, 2015 I'm also going to have a look at re-enabling the parachute. I'll post it here if it works out. Link to comment Share on other sites More sharing options...
DDE Posted July 14, 2015 Share Posted July 14, 2015 To continue my complaints, with stock aerodynamics the pod spins around into service compartment-first. Don't know if a glitch. Link to comment Share on other sites More sharing options...
goldenpsp Posted July 14, 2015 Share Posted July 14, 2015 I'll just put this here, as I'm sure Roverdude would show up here eventually. From his other threadYep, lots of mods, limited time, each one gets it's love in turn Link to comment Share on other sites More sharing options...
RoverDude Posted July 14, 2015 Author Share Posted July 14, 2015 Whenever I download this to my game everything works but the airbags and the floaties.Plz tell me why! I never even get them in my ksp parts tab!You have an install issue then, simple as that.Wait, how we are supposed to land then?Also, could RoverDude bring back TAC-LS compatibility?Reverting to the pre-1.0 version I should have on file.It has wings and glides in stock aero.To continue my complaints, with stock aerodynamics the pod spins around into service compartment-first. Don't know if a glitch.This makes pretty much no sense. A screenshot would help. And the pod should be disconnected, not tied to a service compartment Link to comment Share on other sites More sharing options...
Grumman Posted July 14, 2015 Share Posted July 14, 2015 I've been tinkering with the mod and while I wouldn't say I'm happy with the current handling, it does have both the parachute and radial attachment.What I did:Installed the v0.3.1 version of the mod.Copied the v0.3.0 PodEngine folder over the v0.3.1 PodEngine folder, and deleted the redundant *.pngs. (I don't know whether this is actually necessary, but I was having issues with the RCS animation being always on. It could have been the CLS plugin that caused it.)Replace the contents of PodEngine.cfg with this:PART{ // --- general parameters --- name = USI_PodEngine module = Part author = RoverDude // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z, size node_stack_top = 0.0, 0.12, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -0.12, 0.0, 0.0, -1.0, 0.0, 1 // --- FX definitions --- fx_gasBurst_white = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, decouple sound_vent_large = decouple sound_parachute_open = activate sound_parachute_single = deploy fx_exhaustFlame_white_tiny = 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, running sound_vent_soft = engage //sound_jet_low = running sound_rocket_mini = running sound_vent_soft = disengage sound_explosion_low = flameout // --- editor parameters --- TechRequired = survivability entryCost = 5000 cost = 422 category = Pods subcategory = 0 title = D.E.R.P. Propulsion Module description = Contains a tiny engine, RCS, and parachute for propelling your life boat into even more terrifying situations. Survival not guaranteed. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,1,0 // --- standard part parameters --- mass = 0.15 dragModelType = default angularDrag = 0.2 crashTolerance = 80 maxTemp = 3400 maximum_drag = 1 minimum_drag = 1 vesselType = Ship MODULE { name = ModuleDecouple ejectionForce = 250 explosiveNodeID = bottom } MODULE { name = ModuleParachute semiDeployedAnimation = partialDeployChute fullyDeployedAnimation = fullyDeployChute invertCanopy = true autoCutSpeed = 0.5 capName = ParaCap canopyName = Canopy stowedDrag = 0.22 semiDeployedDrag = 5 fullyDeployedDrag = 250 minAirPressureToOpen = 0.007 deployAltitude = 1000 deploymentSpeed = .25 semiDeploymentSpeed = 1 } MODULE { name = ModuleEngines thrustVectorTransformName = ThrustTransform ehxaustDamage = false ignitionThreshold = 0.1 minThrust = 0 maxThrust = 4 heatProduction = 0 PROPELLANT { name = MonoPropellant ratio = 1.0 DrawGauge = True } atmosphereCurve { key = 0 320 key = 1 100 } } MODULE { name = ModuleRCS thrusterTransformName = RCSthruster thrusterPower = 1 resourceName = MonoPropellant atmosphereCurve { key = 0 320 key = 1 100 } } RESOURCE { name = MonoPropellant amount = 2.5 maxAmount = 2.5 } MODULE { name = FStextureSwitch2 textureNames = UmbraSpaceIndustries/SrvPack/PodEngine/PodEngine;UmbraSpaceIndustries/SrvPack/PodEngine/PodEngine_GRY;UmbraSpaceIndustries/SrvPack/PodEngine/PodEngine_OR; objectNames = PodEngine;Canopy;LowerCasing textureDisplayNames = Default;Gray;Orange; }}@PART[USI_PodEngine]:NEEDS[KAS] { MODULE { name = KASModulePartBay BAY { attachNode = bottom type = DERPConnector } } MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.0, 0.0) evaPartDir = (0,0,-1) storable = True storedSize = 40 stateless = false attachOnPart = true }}If you just want radial attachment, it should be as simple as installing the v0.3.1 version as normal and replacing the attachRules line in PodEngine.cfg with this: attachRules = 1,1,1,1,0 Link to comment Share on other sites More sharing options...
DDE Posted July 15, 2015 Share Posted July 15, 2015 It has wings and glides in stock aero.This makes pretty much no sense. A screenshot would help. And the pod should be disconnected, not tied to a service compartment Well, if by the service compartment you mean DERP's thruster unit, then it makes perfect state, because I was hoping for a parachute!I really don't understand the motivation behind ditching the parachute landing; sorry if this has been already explained. Link to comment Share on other sites More sharing options...
RoverDude Posted July 15, 2015 Author Share Posted July 15, 2015 The parachute was dropped because it was glitchy and would cause the module to fall at a weird 45 degree angle sometimes. This has been discussed repeatedly in this thread. Link to comment Share on other sites More sharing options...
Kruniac Posted July 29, 2015 Share Posted July 29, 2015 This needs to be updated for RO. I used the airbag and upon contact with the planet, my shuttle proceeded to fly 1000m into the air and explode. Dramatic, but poor. Link to comment Share on other sites More sharing options...
gary.townsend Posted July 30, 2015 Share Posted July 30, 2015 Very happy with this although haven't used it yet i have an issue that the engine doesn't seem to be radially attachable but if only radially attach the pod i can't switch control to the escape pod. right now i'm just using a radially attached strut and putting the engine and pod on that, so all good there just surious about the inability to radially attach the engine.EDIT: Never Mind i see the discussion now. sorry for another redundant post. Link to comment Share on other sites More sharing options...
SickSix Posted August 4, 2015 Share Posted August 4, 2015 Thank goodness! I was in desperate need of floaties today. Will be downloading when I get home. Hope it works. Everytime I think KSP needs something, low and behold someone has already made it. Link to comment Share on other sites More sharing options...
hab136 Posted August 9, 2015 Share Posted August 9, 2015 So, it is possible to land these things. Not intuitive at all, but possible. Once you're down below 10km, turn towards prograde, then pitch up until your speed starts reducing. About negative 10 degree pitch worked for me (yes, aiming slightly at the ground). Trying to land like a plane (flaring up to positive 10 degrees) didn't work at all.I hit the water at about 50-60 m/s (impact tolerance is 80 m/s), bounced, bounced again, then came to a stop, and recovered. Link to comment Share on other sites More sharing options...
goldenpsp Posted August 9, 2015 Share Posted August 9, 2015 So, it is possible to land these things. Not intuitive at all, but possible. Once you're down below 10km, turn towards prograde, then pitch up until your speed starts reducing. About negative 10 degree pitch worked for me (yes, aiming slightly at the ground). Trying to land like a plane (flaring up to positive 10 degrees) didn't work at all.I hit the water at about 50-60 m/s (impact tolerance is 80 m/s), bounced, bounced again, then came to a stop, and recovered.http://i.imgur.com/7SMSeH9.pngYea I still miss the parachute. Even though it was visually buggy it worked. Honestly as much as I think the DERP is cool I find it's usefulness very limited. It could be cool if there were maybe alternate engine pods you could use with it to safely land on other bodies. Link to comment Share on other sites More sharing options...
RoverDude Posted August 9, 2015 Author Share Posted August 9, 2015 The reboot is going to be all about making these guys a lot more modular. Link to comment Share on other sites More sharing options...
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