RoverDude Posted September 28, 2014 Author Share Posted September 28, 2014 What is the capacity of each lifepod? I've been trying to find it for having enough for the crew but can't find it listed anywhere apart from it requiring 1 to operate. Do these only support 1 person per pod? If so is there a place these can be edited that I haven't found? I have found in the config how to change lift support and mono propellent but saw nothing for crew. Thanks! One. No way you're squeezing two in there I seem to have a problem with the derp propulsion module, it plays the rcs animation all the time (including the VAB), any clue on that?i have the same issue along with the chute being deployed in editor.Update RealChutes and Module Manager. If it persists, delete the realchutes config. Link to comment Share on other sites More sharing options...
Grunf911 Posted September 28, 2014 Share Posted September 28, 2014 Just to confirm Rover, the issue (derp showing animation for RCS and chutes) is still present in the latest all in one build 2014.09.28.Removing realchute config fixes issue. Link to comment Share on other sites More sharing options...
RoverDude Posted September 28, 2014 Author Share Posted September 28, 2014 Just to confirm Rover, the issue (derp showing animation for RCS and chutes) is still present in the latest all in one build 2014.09.28.Removing realchute config fixes issue.The not fun part is that it works in my install :/ Link to comment Share on other sites More sharing options...
JeffreyCor Posted September 28, 2014 Share Posted September 28, 2014 Once inflated it does seem to be larger than parts that hold 3 or 4. Would you possibly consider this, or making it a config option, in a future version? Link to comment Share on other sites More sharing options...
forsaken1111 Posted September 28, 2014 Share Posted September 28, 2014 Once inflated it does seem to be larger than parts that hold 3 or 4. Would you possibly consider this, or making it a config option, in a future version? What? Once inflated it's smaller than the starting one-seat command pod. Link to comment Share on other sites More sharing options...
Nori Posted September 28, 2014 Share Posted September 28, 2014 Just to confirm Rover, the issue (derp showing animation for RCS and chutes) is still present in the latest all in one build 2014.09.28.Removing realchute config fixes issue.Just wanted to say I had the same problem and deleting the config fixed it for me as well.Did a a complete delete of all your mods and then reinstalled. Also got the latest MM just to be sure. Link to comment Share on other sites More sharing options...
Grunf911 Posted September 28, 2014 Share Posted September 28, 2014 (edited) The not fun part is that it works in my install :/Here is an idea. Make a dev build of a component (dll or whatever), that adds extra debug logs to output file or console(so i take screenshot), or something, and mail me. I can put it in my save as i can reproduce bug 100% no problem. That way you could capture the manifestation, and hopefully resolve issue. I will PM you my e-mail.Also, in your all-in one bundle. Is Safety Light bundled and where ? Edited September 28, 2014 by Grunf911 Link to comment Share on other sites More sharing options...
RoverDude Posted September 28, 2014 Author Share Posted September 28, 2014 Here is an idea. Make a dev build of a component (dll or whatever), that adds extra debug logs to output file or console(so i take screenshot), or something, and mail me. I can put it in my save as i can reproduce bug 100% no problem. That way you could capture the manifestation, and hopefully resolve issue. I will PM you my e-mail.Also, in your all-in one bundle. Is Safety Light bundled and where ?It's a KSP issue - essentially it is flipping out because of the parachute module being removed and not replaced by realchutes. Link to comment Share on other sites More sharing options...
ModZero Posted September 29, 2014 Share Posted September 29, 2014 The not fun part is that it works in my install :/Which version of MM are you using? B9 bundles 2.4.4, 2.4.5 doesn't solve the issue, but USI bundles with 2.3.5. My current install doesn't load with 2.3.5, I'd investigate further by making a clean install but I have to go to sleep for tonight. Link to comment Share on other sites More sharing options...
RoverDude Posted September 29, 2014 Author Share Posted September 29, 2014 Which version of MM are you using? B9 bundles 2.4.4, 2.4.5 doesn't solve the issue, but USI bundles with 2.3.5. My current install doesn't load with 2.3.5, I'd investigate further by making a clean install but I have to go to sleep for tonight.Where the heck is he hiding 2.4.5? Link to comment Share on other sites More sharing options...
Thourion Posted September 29, 2014 Share Posted September 29, 2014 I wanted to buzz in and say that it works just fine on me also, although im not using realchutes, or B9. Link to comment Share on other sites More sharing options...
ModZero Posted September 29, 2014 Share Posted September 29, 2014 Where the heck is he hiding 2.4.5?Sources on github, and you can just go to his Jenkins, but I only did so because I already had 2.4.4 and the loading problem. Pretty sure these count as dev versions, which is why I didn't complain before - but I can see how even someone who clears out a B9-containing install might leave the dll around. Link to comment Share on other sites More sharing options...
JeffreyCor Posted September 29, 2014 Share Posted September 29, 2014 (edited) What? Once inflated it's smaller than the starting one-seat command pod.No idea what you're looking at but once inflated it's roughly the same size as the 3 person command pod, and an escape pod would be less roomy to fit more people as it's for emergencies not normal use, hence my statement and question to the author. Edited September 29, 2014 by JeffreyCor Link to comment Share on other sites More sharing options...
Mischief Posted September 29, 2014 Share Posted September 29, 2014 Did the math - packing a DERP is far cheaper and more efficient than either packing a 3man command module (significantly more weight) or a 2nd 1man command module for lost Kerbal rescues. Way cheaper in fact both in weight and absolute cost (component costs/additional fuel). For my Duna mission (and other interplanetaries to follow) I'm working on just putting a large life-support + waste TAC stack with the RCS supply on a docking ring on interplanetary ships. Put some radial chutes and bouncy-bags on it for a safe landing. Then DERP my 3 crew down nearby and have a pair of KAS pipes in their KAS storage. Power generation from the DERPs plus hooked up to the TAC stack a large TAC support setup would keep 3 Kerbals alive for over a year; long enough to get a rescue mission to them if things went south. Also dirt cheap; I've got to send the large TAC stack + RCS along anyway, this just makes it detachable. The only weight this adds is some chutes, two docking rings, the bouncy bags and a few spare RCS thrusters. Less extra mass than a single booster. This raises another idea; can DERPs be reused? Deflated, refueled, stowed in a KAS box and re-installed on a ship? This makes them cheap and reusable means of deploying crew to stations and bases. I could find a lot of uses for reusable DERPs. As a final note I've found packing 3 DERPs for a large command module ship actually keeps it power-neutral; the ship uses the power generation from the DERPs. This saves weight (and part count) I'd have had to spend on radio isotope generators or larger solar panels making packing the DERPs almost weight and part-count neutral on any ship big enough to have a reason to bring them. Link to comment Share on other sites More sharing options...
Aedile Posted September 29, 2014 Share Posted September 29, 2014 No idea what you're looking at but once inflated it's roughly the same size as the 3 person command pod, and an escape pod would be less roomy to fit more people as it's for emergencies not normal use, hence my statement and question to the author.https://dl-web.dropbox.com/get/PWing/screenshot4.png?_subject_uid=281433209&w=AAClIBQhIqsKsI4x43QAQDM4bkLjZC0C3c8KToemCj67owI don't know what you are looking at. its a 1.25 sphere, or around the size of 1 person lander can Link to comment Share on other sites More sharing options...
RoverDude Posted September 29, 2014 Author Share Posted September 29, 2014 No idea what you're looking at but once inflated it's roughly the same size as the 3 person command pod, and an escape pod would be less roomy to fit more people as it's for emergencies not normal use, hence my statement and question to the author.https://dl-web.dropbox.com/get/PWing/screenshot4.png?_subject_uid=281433209&w=AAClIBQhIqsKsI4x43QAQDM4bkLjZC0C3c8KToemCj67owIncorrect. It is more comparable in size to the smaller landing can (as noted below), and larger than my bubble pod (which will *barely* fit one Kerbal - and no helmet allowed). The DERP is sized not only for just the Kerbal, but has to support the layer of ablative material, the inner wall (as it's an inflatable), plus enough space for monoprop, TAC-LS supplies, power source, etc. - it was sized specifically to hold one Kerbal in (very relative) comfort for a couple of weeks. I expect you could squeeze two in there if they were spooning, had no helmets, and didn't mind their foot falling asleep for two weeks - but then there would also be no space for life support, batteries, etc.Did the math - packing a DERP is far cheaper and more efficient than either packing a 3man command module (significantly more weight) or a 2nd 1man command module for lost Kerbal rescues. Way cheaper in fact both in weight and absolute cost (component costs/additional fuel). For my Duna mission (and other interplanetaries to follow) I'm working on just putting a large life-support + waste TAC stack with the RCS supply on a docking ring on interplanetary ships. Put some radial chutes and bouncy-bags on it for a safe landing. Then DERP my 3 crew down nearby and have a pair of KAS pipes in their KAS storage. Power generation from the DERPs plus hooked up to the TAC stack a large TAC support setup would keep 3 Kerbals alive for over a year; long enough to get a rescue mission to them if things went south. Also dirt cheap; I've got to send the large TAC stack + RCS along anyway, this just makes it detachable. The only weight this adds is some chutes, two docking rings, the bouncy bags and a few spare RCS thrusters. Less extra mass than a single booster. This raises another idea; can DERPs be reused? Deflated, refueled, stowed in a KAS box and re-installed on a ship? This makes them cheap and reusable means of deploying crew to stations and bases. I could find a lot of uses for reusable DERPs. As a final note I've found packing 3 DERPs for a large command module ship actually keeps it power-neutral; the ship uses the power generation from the DERPs. This saves weight (and part count) I'd have had to spend on radio isotope generators or larger solar panels making packing the DERPs almost weight and part-count neutral on any ship big enough to have a reason to bring them.I'll need to double check deflation and how KAS behaves with them (it may just let you store them inflated), but yep they were meant to be reuseable, etc. Link to comment Share on other sites More sharing options...
ModZero Posted September 29, 2014 Share Posted September 29, 2014 I expect you could squeeze two in there if they were spooningThis sounds like a really good idea. Link to comment Share on other sites More sharing options...
RoverDude Posted September 29, 2014 Author Share Posted September 29, 2014 This sounds like a really good idea.Just add 'for two weeks' to that and it becomes horrible, with Jeb's arm falling asleep and a mouthful of Bill's hair. Feeding out of a communal straw because there's no way to move more than a few centimeters.This is why it is a one-Kerbal pod. Link to comment Share on other sites More sharing options...
ModZero Posted September 29, 2014 Share Posted September 29, 2014 Just add 'for two weeks' to that and it becomes horrible, with Jeb's arm falling asleep and a mouthful of Bill's hair. Feeding out of a communal straw because there's no way to move more than a few centimeters.But it would look like twin embryos! (Did you know twins sometimes consume each other?). Link to comment Share on other sites More sharing options...
RoverDude Posted September 29, 2014 Author Share Posted September 29, 2014 But it would look like twin embryos! (Did you know twins sometimes consume each other?).So you're saying we should increase capacity to two, and use the second Kerbal as extended life support?Yeah... this is getting pretty dark pretty quick. Link to comment Share on other sites More sharing options...
forsaken1111 Posted September 29, 2014 Share Posted September 29, 2014 But it would look like twin embryos! (Did you know twins sometimes consume each other?).New survival feature: Kannibalism! Link to comment Share on other sites More sharing options...
Aedile Posted September 29, 2014 Share Posted September 29, 2014 New survival feature: Kannibalism!On the other hand, bigger pods would be nice, though I guess one can always use a cluster Link to comment Share on other sites More sharing options...
dzikakulka Posted September 29, 2014 Share Posted September 29, 2014 I'm having massive lag on switch to vessel containing DERP capsule or propulsion module, output_log spammed with:FAR Error: Aerodynamic force = 0 Aerodynamic moment = 0 CoD Local = 0 CoD Global = NaN D.E.R.P. Propulsion Module(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)FAR Error: Aerodynamic force = 0 Aerodynamic moment = 0 CoD Local = 0 CoD Global = NaN D.E.R.P. Lifeboat Module(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)I'm of course using far and from what I know FARConfig.cfg is getting applied (FARbasicdragmodel showing as a module in debug in VAB).Anyone had similiar isue and knows how to fix it? It was mentioned here but no with fix Link to comment Share on other sites More sharing options...
ModZero Posted September 29, 2014 Share Posted September 29, 2014 I'm not the one who wants to introduce sanity mechanics. As for the MM issue, I can poke more at it once I'm home. If it's that, maybe I could even figure out how to fix that.EDIT: Jebediah Kerman has died of dysentery Link to comment Share on other sites More sharing options...
Grunf911 Posted September 29, 2014 Share Posted September 29, 2014 On the other hand, bigger pods would be nice, though I guess one can always use a clusterI am thinking:1. 2x hitchhiker cans with 4x DERP each.2. Pressing abort button (mapped to Evacuate)3. Popcorn Link to comment Share on other sites More sharing options...
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