Tinker1337 Posted May 3, 2015 Share Posted May 3, 2015 Ok. Hmm do you happen to have module manager installed?...ModuleManager.2.6.2Before 1.0 i was using ModuleManager.2.5.13 Link to comment Share on other sites More sharing options...
Heartstrings Posted May 3, 2015 Share Posted May 3, 2015 Could, in theory, enough floatie modules allow a space station to float in Eve's atmosphere?Actually, if not, that would be pretty damn cool for a mod. Link to comment Share on other sites More sharing options...
brienne Posted May 4, 2015 Share Posted May 4, 2015 We can attach airbags around module and land kerbal way ? Link to comment Share on other sites More sharing options...
RoverDude Posted May 4, 2015 Author Share Posted May 4, 2015 Yep - I use them early career and have saved many a probe simply by bouncing across terrain Link to comment Share on other sites More sharing options...
brienne Posted May 4, 2015 Share Posted May 4, 2015 Thanks for this nice work. Mods you made, mods which would have disappeared without your support.Thanks ! Link to comment Share on other sites More sharing options...
Toyotawolf Posted May 4, 2015 Share Posted May 4, 2015 Got a weird thing going on, the airbags upon launch are already almost over heated and won't cool down, odd Link to comment Share on other sites More sharing options...
Dragonchampion Posted May 4, 2015 Share Posted May 4, 2015 Hey, RoverDude? Can you make the lifeboat so that if you're using your food mod, no longer make a kerbal require food/have an infinite food source that is incompatible with everything else? I say this because the kerbal would e in an emergency situation and thus wouldn't be able to eat, and they'd understand that rather than going on strike, as your food mod puts it. Link to comment Share on other sites More sharing options...
RoverDude Posted May 5, 2015 Author Share Posted May 5, 2015 tbh probably not, way too exploitable. Link to comment Share on other sites More sharing options...
futrtrubl Posted May 5, 2015 Share Posted May 5, 2015 Hey, RoverDude? Can you make the lifeboat so that if you're using your food mod, no longer make a kerbal require food/have an infinite food source that is incompatible with everything else? I say this because the kerbal would e in an emergency situation and thus wouldn't be able to eat, and they'd understand that rather than going on strike, as your food mod puts it.With his LS mod they will already last 15 days before going on strike even without supplies. Link to comment Share on other sites More sharing options...
Dizzienoo Posted May 5, 2015 Share Posted May 5, 2015 Got a weird thing going on, the airbags upon launch are already almost over heated and won't cool down, oddSame problem here, they then burn up very quickly in re-entry Link to comment Share on other sites More sharing options...
Toyotawolf Posted May 5, 2015 Share Posted May 5, 2015 Same problem here, they then burn up very quickly in re-entryya, the floats don't do it though only the air bags Link to comment Share on other sites More sharing options...
RoverDude Posted May 5, 2015 Author Share Posted May 5, 2015 I'll take a peek. Probably just a small temperature adjustment. Link to comment Share on other sites More sharing options...
Toyotawolf Posted May 5, 2015 Share Posted May 5, 2015 I'll take a peek. Probably just a small temperature adjustment.i gathered that was the case, love the mod by the way Link to comment Share on other sites More sharing options...
PumaX Posted May 7, 2015 Share Posted May 7, 2015 I like the idea of the floaters. And the 3D models look very nice and fit perfectly to the rest of the game. However, I have noticed a couple of issues with them.First of all the drag model on them is broke as duck. It makes no difference whether they are deployed or not, drag stays the same.But biggest issue I have with them is... the biggest issue... is that they don't float. (You had one job!) Just like the drag geometry doesn't change when you deploy them, neither does the buoyancy geometry. I would not consider myself stretching the truth at all, if I were to say that the floaters do absolutely nothing. For the purposes of floating, they are infact non-functional and broken.Steps to reproduce:1. Put floaters on a ship.2. Put ship in water.3. Inflate and deflate floaters.---1. Build ship four (4) Radial inflatable float (Med)2. Put it on water.3. Go back to assembly and replace them with empty FL-T400 fuel tanks.4. Put it in water and observe the difference. Link to comment Share on other sites More sharing options...
Sundering Posted May 8, 2015 Share Posted May 8, 2015 I like the idea of the floaters. And the 3D models look very nice and fit perfectly to the rest of the game. However, I have noticed a couple of issues with them.First of all the drag model on them is broke as duck. It makes no difference whether they are deployed or not, drag stays the same.But biggest issue I have with them is... the biggest issue... is that they don't float. (You had one job!) Just like the drag geometry doesn't change when you deploy them, neither does the buoyancy geometry. I would not consider myself stretching the truth at all, if I were to say that the floaters do absolutely nothing. For the purposes of floating, they are infact non-functional and broken.Steps to reproduce:1. Put floaters on a ship.2. Put ship in water.3. Inflate and deflate floaters.---1. Build ship four (4) Radial inflatable float (Med)2. Put it on water.3. Go back to assembly and replace them with empty FL-T400 fuel tanks.4. Put it in water and observe the difference.I have noticed this problem too; no matter if the floaters are deployed or not, the craft behaves the same in water. And with the stack floater attached to my Mk1 capsule, no matter what i do, it always turns it downwards when I splashed down. Hope this problems get solved in the next update . By the way, I love all your mods RoverDude, nice work! Link to comment Share on other sites More sharing options...
Enorats Posted May 9, 2015 Share Posted May 9, 2015 (edited) Oh, the D.E.R.P. is just PERFECT for my tourists. Granted, there was that unfortunate accident involving a rather large ship full of untrained tourists being jettisoned off into space in beach balls only to find out that they had no idea how to operate the engines.. but hey, the 2.0 version was equipped with a drone core and has so far had an acceptable casualty level!Edit: Wonder how far they could go with a radial mono tank or two attached.. I'm thinking I've found a new low-G moon lander. Edited May 9, 2015 by Enorats Link to comment Share on other sites More sharing options...
Enorats Posted May 9, 2015 Share Posted May 9, 2015 One somewhat major issue: If your game crashes or closes for any reason while you're flying a ship with a kerbal in the D.E.R.P... when you reload the save you're left with only the engine component, with thrusters visually firing but not seeming to do anything and the chute deployed but also not seeming to do anything. The tracking station still thinks the Kerbal is in the ship, but when you try to fly it there is no D.E.R.P. there, the craft is uncontrollable, and there is no Kerbal. Oh, and there's some funny physics going on too. Once it crashed during reentry (probably ran out of RAM - stupid memory leaks) and when I came back Kerbin wasn't visible anymore, and the ship fell to the ground normally but crashed into the ground at terminal velocity.Seems to be repeatable too, it's happened every time I've reloaded a save with a Kerbal in a DERP. Link to comment Share on other sites More sharing options...
goldenpsp Posted May 9, 2015 Share Posted May 9, 2015 One somewhat major issue: If your game crashes or closes for any reason while you're flying a ship with a kerbal in the D.E.R.P... when you reload the save you're left with only the engine component, with thrusters visually firing but not seeming to do anything and the chute deployed but also not seeming to do anything. The tracking station still thinks the Kerbal is in the ship, but when you try to fly it there is no D.E.R.P. there, the craft is uncontrollable, and there is no Kerbal. Oh, and there's some funny physics going on too. Once it crashed during reentry (probably ran out of RAM - stupid memory leaks) and when I came back Kerbin wasn't visible anymore, and the ship fell to the ground normally but crashed into the ground at terminal velocity.Seems to be repeatable too, it's happened every time I've reloaded a save with a Kerbal in a DERP.Question. Do you have tweakscale installed. Link to comment Share on other sites More sharing options...
Enorats Posted May 9, 2015 Share Posted May 9, 2015 Nope. Mostly stock aside from FAR, mechjeb, and a handful of parts mods. Link to comment Share on other sites More sharing options...
RoverDude Posted May 10, 2015 Author Share Posted May 10, 2015 Enorats - log a github issue with repro steps. *AFTER* trying it on a clean install with just ExpPack. Link to comment Share on other sites More sharing options...
Kinglet Posted May 12, 2015 Share Posted May 12, 2015 Sorry, if is sounds rude, but I don't think this can be classified as a 1.0 mod. It still has numerous issues, like the derp chite not working properly and having the pod fly sideways when it is semi-deployed. Also the issue that airbags are half overheated at launch and only get worse.I would be really happy if you update it, but please change the thread tag to [0.90] while you work on it. Link to comment Share on other sites More sharing options...
eightiesboi Posted May 13, 2015 Share Posted May 13, 2015 Sorry, if is sounds rude, but I don't think this can be classified as a 1.0 mod. It still has numerous issues, like the derp chite not working properly and having the pod fly sideways when it is semi-deployed. Also the issue that airbags are half overheated at launch and only get worse.I would be really happy if you update it, but please change the thread tag to [0.90] while you work on it.The tag 1.0 (or .90, etc) refers to the version of KSP that the mod works with or is being developed for, not whether the mod is error-free, alpha, beta, WIP etc. If every mod carried a .90 tag until it was done, there'd be much confusion (and CKAN would be confused, for those of us who use it. Link to comment Share on other sites More sharing options...
RoverDude Posted May 13, 2015 Author Share Posted May 13, 2015 Sorry, if is sounds rude, but I don't think this can be classified as a 1.0 mod. It still has numerous issues, like the derp chite not working properly and having the pod fly sideways when it is semi-deployed. Also the issue that airbags are half overheated at launch and only get worse.I would be really happy if you update it, but please change the thread tag to [0.90] while you work on it.You in fact do sound very rude.Sorry, this works in 1.0 - it's certainly not perfect, no mod is, but it works.So.. um.. no. Link to comment Share on other sites More sharing options...
RoverDude Posted May 15, 2015 Author Share Posted May 15, 2015 0.3.1 is up.Increased airbag max tempCRP/Firespitter updatesCTT/Tech Tree adjustmentsDERP pod now has inflatable wings and lifting body characteristics - parachute has been deprecatedSurface attachment allowed on the DERP engine, also it is now node attach not surface attachLife support default is now USI-LS Textures converted to DDS Link to comment Share on other sites More sharing options...
goldenpsp Posted May 15, 2015 Share Posted May 15, 2015 0.3.1 is up.Increased airbag max tempCRP/Firespitter updatesCTT/Tech Tree adjustmentsDERP pod now has inflatable wings and lifting body characteristics - parachute has been deprecatedSurface attachment allowed on the DERP engine, also it is now node attach not surface attachLife support default is now USI-LS Textures converted to DDSWings OMG. SMALLEST PLANE EVER. Can't wait to try it.Of course I just something even cooler would have been a single propellar, like those helicopter seeds to spin its way down. Just make sure to stock some vomit bags. Link to comment Share on other sites More sharing options...
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