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[1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]


RoverDude

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these could be really useful for the kerbal rescue missions in .24. if you have a station full of these and a simple ferry to rendezvous with the kerbal you can rescue him without needing to spend all that money on a launch vehicle.

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these could be really useful for the kerbal rescue missions in .24. if you have a station full of these and a simple ferry to rendezvous with the kerbal you can rescue him without needing to spend all that money on a launch vehicle.

Yep - and I am in fact working on the next version.. the High-Capacity Emergency Rescue Pod. Less shielding, more capacity.

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Using .24 x64, no FAR.

The parachute does not seem to have enough braking force to slow the DERP farther than about 120m/s before impacting terrain.

RealChutes or no RealChutes? That's important

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RealChutes or no RealChutes? That's important

No Realchutes.

That being said, your RealChute config prevents the game loading if RS is installed, as RS just did a breaking update.

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I believe 0.24 changed something for parachutes.

There was a note in the new version of Mechjeb saying that landing with parachutes was "broken" as of now.

I don't have any problems with it, just make sure you use the latest version!!! Especially now that 0.24 has come out, every modder is busy with updating.

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No Realchutes.

That being said, your RealChute config prevents the game loading if RS is installed, as RS just did a breaking update.

Ok, let me see what's up with that. I'd give folks some time for the dust to settle ;)

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No Realchutes.

That being said, your RealChute config prevents the game loading if RS is installed, as RS just did a breaking update.

replace your realchutes.cfg with this and it will load fine haven't tested it yet though :P

@PART[USI_PodEngine]:NEEDS[RealChute]
{
maximum_drag = 0.32

!MODULE[ModuleParachute]{}

MODULE
{
name = RealChuteModule
caseMass = 0.1
timer = 0
mustGoDown = true
cutSpeed = 0.5
spareChutes = 5
//single main chute
PARACHUTE
{
material = Nylon
capName = ParaCap
parachuteName = Canopy
preDeploymentAnimation = semiDeploySmall
deploymentAnimation = fullyDeploySmall
preDeployedDiameter = .1
deployedDiameter = 20
minIsPressure = true
minPressure = 0.01
deploymentAlt = 750
cutAlt = -1
preDeploymentSpeed = 24
deploymentSpeed = 2
}
}

MODULE
{
name = ProceduralChute
textureLibrary = StockReplacement
currentCanopy = Main chute
}

EFFECTS
{
rcpredeploy
{
AUDIO
{
channel = Ship
clip = sound_parachute_open
volume = 1
}
}

rcdeploy
{
AUDIO
{
channel = Ship
clip = sound_parachute_single
volume = 1
}
}

rccut
{
AUDIO
{
channel = Ship
clip = RealChute/Sounds/sound_parachute_cut
volume = 1
}
}

rcrepack
{
AUDIO
{
channel = Ship
clip = RealChute/Sounds/sound_parachute_repack
volume = 1
}
}
}
}

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Yep - and I am in fact working on the next version.. the High-Capacity Emergency Rescue Pod. Less shielding, more capacity.

Darn, I was hoping for High Endurance so it could do a hard landing without chutes on planets without atmosphere.

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RealChutes or no RealChutes? That's important

Make sure you deploy it early. It will not burn up, even with DRE.

And if you use FAR, make sure you did not delete my FAR config or something.. otherwise you will never slow down ;)

Just did tests with and without FAR, no issues.

(Edit)

V0.2.0 on DropBox - have fun

Edited by RoverDude
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I can't seem to get the Evacuate function to work for some reason in 0.24. I am running the 32 bit version and I do have a few mods that may be interfering. All I should have to do is assign the Evacuate function to an action group key, correct? It doesn't do anything when I press the button. Other functions (decouple, disconnect, etc.) work fine and I can get the Kerbal to enter the pod manually. Thanks for releasing this for us to play with.

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I can't seem to get the Evacuate function to work for some reason in 0.24. I am running the 32 bit version and I do have a few mods that may be interfering. All I should have to do is assign the Evacuate function to an action group key, correct? It doesn't do anything when I press the button. Other functions (decouple, disconnect, etc.) work fine and I can get the Kerbal to enter the pod manually. Thanks for releasing this for us to play with.

I'll take a look - I may have disabled that one, will need to look at the code

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I'd like to suggest adding NEAR support, which should be as simple as duplicating your FAR config and replacing ":NEEDS[FerramAerospaceResearch]" with ":NEEDS[NEAR]".

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Have you ever considered making it so that instead of spawning all lonely out there in space, the Kerbals generated by the "Rescue Kerbal" missions show up in DERPs instead?

Would be nifty, will add it to the issues list and see if it's something I can do on loading the scene

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It's coming, patience

Is there another mod i don't know about? Otherwise it's less a case of patience and more a case of needing a gateway into a parallel dimension in which I make a crash tolerant Derp past it's already generous crash tolerance ;)

I apprecizate the enthusiasm, but please be careful about announcing/hinting at what I am working on, lest it cause work for me (and I expect folks would prefer I work on mods vs handle rumors), and confusion in the user base (who I do all of this for).

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Is there another mod i don't know about? Otherwise it's less a case of patience and more a case of needing a gateway into a parallel dimension in which I make a crash tolerant Derp past it's already generous crash tolerance ;)

I apprecizate the enthusiasm, but please be careful about announcing/hinting at what I am working on, lest it cause work for me (and I expect folks would prefer I work on mods vs handle rumors), and confusion in the user base (who I do all of this for).

Oops, It's a HERP (High Capacity Emergency Rescue Pod) you want to add not a crash tolerance. My bad :blush:

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With some inspiration from the KSP reddit, i found a great use for these little guys!

After the 3rd Contract to rescue a kerbal from orbit (how do they keep getting up there :P) I decided to ship up a orbiting rescue kerbal "hotel" complete with a little rescue tug, and 12 DERP's waiting to send the poor lost kerbals home.

ECTG4cZ.png
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With some inspiration from the KSP reddit, i found a great use for these little guys!

After the 3rd Contract to rescue a kerbal from orbit (how do they keep getting up there :P) I decided to ship up a orbiting rescue kerbal "hotel" complete with a little rescue tug, and 12 DERP's waiting to send the poor lost kerbals home.

http://i.imgur.com/ECTG4cZ.png

Nice! Always fun seeing my mods put to good use

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Nice, it's very MOOSE-flavored, isn't it? I think I'll be adding these things into my 0.24 playthrough along with some of your other fine works.

Ironically, the Kerbal version is less perposterous than the actual Moose ;)

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