Chittychad23 Posted January 19, 2015 Share Posted January 19, 2015 Ok so now i tested the floats. They open automatically inside the vab and i do not get an option to deflate them. I also do not see an action group option. Hopefully this is enough info for anybody to help me. Link to comment Share on other sites More sharing options...
RoverDude Posted January 19, 2015 Author Share Posted January 19, 2015 Bad install. A part module is not loading. Link to comment Share on other sites More sharing options...
Chittychad23 Posted January 19, 2015 Share Posted January 19, 2015 Bad install. A part module is not loading.I'll reinstall it. Thank you! I also keep getting an incompatibility thing with kspatiextensions. Link to comment Share on other sites More sharing options...
Nitrous Oxide Posted January 21, 2015 Share Posted January 21, 2015 So I'm using RealChutes without a hitch in my current install and was wondering if the .cfg was lying around somewhere... I see why you depreciated support, but it also feels weird when even Tantares and Novapunch are using them and the only parts in my game without RCs are USI... Perhaps an approach like BoxSat where they package their MM files in a separate folder and users can pick and choose which ones they need for their game would be something to consider? Obviously with a warning that RC might not work and to use at your own risk... Link to comment Share on other sites More sharing options...
vardicd Posted January 22, 2015 Share Posted January 22, 2015 I have the latest version of this mod, and I have all the parts from it, except the air bags and floatation devices, is there a dependency for those that I've missed somewhere? sorry if I've missed the answer in here somewhere. Link to comment Share on other sites More sharing options...
Olympic1 Posted January 22, 2015 Share Posted January 22, 2015 I have the latest version of this mod, and I have all the parts from it, except the air bags and floatation devices, is there a dependency for those that I've missed somewhere? sorry if I've missed the answer in here somewhere.Download the latest FireSpitter.dll Link to comment Share on other sites More sharing options...
RoverDude Posted January 22, 2015 Author Share Posted January 22, 2015 I have the latest version of this mod, and I have all the parts from it, except the air bags and floatation devices, is there a dependency for those that I've missed somewhere? sorry if I've missed the answer in here somewhere.If the parts are not showing up, it is very likely an install issue. Clear it out, reinstall it, make sure you put stuff in the right folders (i.e. don't move things around or omit from the install). Link to comment Share on other sites More sharing options...
vardicd Posted January 22, 2015 Share Posted January 22, 2015 If the parts are not showing up, it is very likely an install issue. Clear it out, reinstall it, make sure you put stuff in the right folders (i.e. don't move things around or omit from the install).Yeah, it was an install issue. Way to go me. I'm an idiot. Link to comment Share on other sites More sharing options...
RoverDude Posted January 22, 2015 Author Share Posted January 22, 2015 So I'm using RealChutes without a hitch in my current install and was wondering if the .cfg was lying around somewhere... I see why you depreciated support, but it also feels weird when even Tantares and Novapunch are using them and the only parts in my game without RCs are USI... Perhaps an approach like BoxSat where they package their MM files in a separate folder and users can pick and choose which ones they need for their game would be something to consider? Obviously with a warning that RC might not work and to use at your own risk... Prob is that it flat out does not work unless I feel like changing a major part of my mod, which, at this time, I will not. And it floods me with support requests for stuff that no longer works. Link to comment Share on other sites More sharing options...
goldenpsp Posted January 22, 2015 Share Posted January 22, 2015 Prob is that it flat out does not work unless I feel like changing a major part of my mod, which, at this time, I will not. And it floods me with support requests for stuff that no longer works.But the best part that Roverdude didn't mention is that his mods are all very open. So the nice thing is if that isn't an answer people like, they can fork it. And no I'm not trying to get around a profanity filter. :-) Link to comment Share on other sites More sharing options...
maculator Posted January 27, 2015 Share Posted January 27, 2015 Hey i love the floating bags, but have a "little" problem with the airbags ... if i disconnect them, they develop a huge force making them fly away like a radial decoupler. Now i wouldnt mind IF they could stop ripping my vessel apart in 80% of the cases ..... anybody got any idea on what went wrong with my install? Plz help i love this mod and i would like to use it in future:( Link to comment Share on other sites More sharing options...
Nitrous Oxide Posted January 28, 2015 Share Posted January 28, 2015 Prob is that it flat out does not work unless I feel like changing a major part of my mod, which, at this time, I will not. And it floods me with support requests for stuff that no longer works.Yeah, I didn't realize it at first, but after I threw a basic config on there I saw why right away. Either way, Chris is working on RealChute again, maybe you might be able to work something out now? Link to comment Share on other sites More sharing options...
archnem Posted January 30, 2015 Share Posted January 30, 2015 For some reason, in the PodCapsule.cfg file, under the LifeBoat Module, foodAmount is set to .0001 (which I changed in my install). Is this by design, ie, is the DERP not supposed to have food in it? Link to comment Share on other sites More sharing options...
goldenpsp Posted January 30, 2015 Share Posted January 30, 2015 For some reason, in the PodCapsule.cfg file, under the LifeBoat Module, foodAmount is set to .0001 (which I changed in my install). Is this by design, ie, is the DERP not supposed to have food in it?Yes. Explanation is peppered all through this thread. Kerbals can last 30 days without food with TACLS. Link to comment Share on other sites More sharing options...
archnem Posted January 30, 2015 Share Posted January 30, 2015 Yes. Explanation is peppered all through this thread. Kerbals can last 30 days without food with TACLS.Thank you. I tried skimming the thread but totally missed that. Next time I'll RTFT more thoroughly. Link to comment Share on other sites More sharing options...
Wintersdark Posted February 7, 2015 Share Posted February 7, 2015 Small question. I'm not enormously experienced with KSP, so this is probably a normal issue.When I pack a ship with floats, and land at reasonable speed (parachute assisted, at ~10m/s) in the ocean with floats deployed, it still tears my ship apart. I'm not really sure why splashing down rips things up even at speeds that would be perfectly safe to touch down on land. I'd hoped floats would work like airbags do but for water, but that doesn't seem to be the case.So, what do floats actually do for us? Or am I just using them wrong?Also: decoupling airbags tends to be an extremely explosive event for me, too, often destroying or severely damaging the ship in the process. Bug, or incompetent player? Link to comment Share on other sites More sharing options...
hab136 Posted February 9, 2015 Share Posted February 9, 2015 When I pack a ship with floats, and land at reasonable speed (parachute assisted, at ~10m/s) in the ocean with floats deployed, it still tears my ship apart.10 m/s is pretty fast actually - it's 22 miles/hour! Most parts break at 6 m/s.I'm not sure floats are intended to work as you're using them (as a landing cushion). I thought they were just intended to keep your ship upright and buoyant.When you land on ground, the first parts to hit (usually landing legs) absorb most of the impact. When you land in the ocean, that doesn't happen - they absorb some impact, but the rest of the ship will also hit the ocean, often at similar speed to the first parts.It may be that the floaties are hitting the water at 10 m/s, then the rest of your ship is hitting at 8 m/s, and breaking. Link to comment Share on other sites More sharing options...
RoverDude Posted February 9, 2015 Author Share Posted February 9, 2015 Correct - these guys are not cushions. Link to comment Share on other sites More sharing options...
Nansuchao Posted February 26, 2015 Share Posted February 26, 2015 Hi, is there a hope this great pack will be update for 0.90? I have a issue with Airbags... They work good in VAB/SPH but never in flight... Link to comment Share on other sites More sharing options...
Tarheel1999 Posted February 26, 2015 Share Posted February 26, 2015 Before leaving the editor right click them to make sure they are armed and deployable. Testing in the editor can put them in an unarmed state. Link to comment Share on other sites More sharing options...
goldenpsp Posted February 26, 2015 Share Posted February 26, 2015 Hi, is there a hope this great pack will be update for 0.90? I have a issue with Airbags... They work good in VAB/SPH but never in flight...It is updated for .90 The OP title is just not up to date. Link to comment Share on other sites More sharing options...
Nansuchao Posted February 26, 2015 Share Posted February 26, 2015 Thanks. So for the airbags, is there a way to make them work properly? I find them useful, with MKS module.... Link to comment Share on other sites More sharing options...
goldenpsp Posted February 26, 2015 Share Posted February 26, 2015 Thanks. So for the airbags, is there a way to make them work properly? I find them useful, with MKS module....Details on how they are not working properly? And the post above mine offered a suggestion. Link to comment Share on other sites More sharing options...
Nansuchao Posted February 26, 2015 Share Posted February 26, 2015 I tried airbags in VAB, and they worked as requested. I put them in a action group and made a test flight. They didn't work. I tried to make them work manually clicking, but nothing...If I understand Rover Dude knows about the problem but don't care about to solve the issue? Link to comment Share on other sites More sharing options...
goldenpsp Posted February 26, 2015 Share Posted February 26, 2015 I tried airbags in VAB, and they worked as requested. I put them in a action group and made a test flight. They didn't work. I tried to make them work manually clicking, but nothing...If I understand Rover Dude knows about the problem but don't care about to solve the issue?Did you read tarheel's reply? Link to comment Share on other sites More sharing options...
Recommended Posts