nobodyhasthis Posted July 10, 2015 Share Posted July 10, 2015 (edited) Well if you have FAR and/or Realchutes, all bets are off. Try on a vanilla install.Yeah, I use the heck out of the parachutes in this pack on 1.0.4Grumman - I'd like to see a screenshot of your GameData folder.Have done some testing. The issue of chutes failure in my case is down to FAR. Without it they work. With it the terminal velocity is higher that safe opening speed. So they rip off. Not only that but the fins do not work. The whole thing flies like is was made out of cardboard. Oh wait it is.....All ok. They generate the science to build rockets that work it FAR. So it still a win. On a good note. FAR is exasperating the KSP Heating Kraken where some bits explode in time warp from overheating. When hidden in a bay. Putting a thermometer in a sounding rocket creates regular explosions. Edited July 10, 2015 by nobodyhasthis Quote Link to comment Share on other sites More sharing options...
Grumman Posted July 10, 2015 Share Posted July 10, 2015 Grumman - I'd like to see a screenshot of your GameData folder.000_USIToolsAsteroidDayBetterBouyancyChattererCommunityResourcePackConnectedLivingSpaceCrowd Sourced ScienceFirespitterGCorpKASKISMagicSmokeIndustriesMk2ExpansionModuleRCSFXNearFuturePropsOrbitalSurveyPlusPlanetShineSquadStockBugFixModulesSXTTextureReplacerUmbraSpaceIndustriesThe only mods I use with global effects are Better Buoyancy (improved water landings), Chatterer (adds sound effects), ConnectedLivingSpace (disables crew transfer except through specified parts), KIS (assembly and disassembly), PlanetShine (reflected light in low orbit) and UmbraSpaceIndustries (scrapping parts added in Kolonisation). I don't use any aerodynamic or reentry mods. Quote Link to comment Share on other sites More sharing options...
rabidninjawombat Posted July 10, 2015 Share Posted July 10, 2015 000_USIToolsAsteroidDayBetterBouyancyChattererCommunityResourcePackConnectedLivingSpaceCrowd Sourced ScienceFirespitterGCorpKASKISMagicSmokeIndustriesMk2ExpansionModuleRCSFXNearFuturePropsOrbitalSurveyPlusPlanetShineSquadStockBugFixModulesSXTTextureReplacerUmbraSpaceIndustriesThe only mods I use with global effects are Better Buoyancy (improved water landings), Chatterer (adds sound effects), ConnectedLivingSpace (disables crew transfer except through specified parts), KIS (assembly and disassembly), PlanetShine (reflected light in low orbit) and UmbraSpaceIndustries (scrapping parts added in Kolonisation). I don't use any aerodynamic or reentry mods.Also if you don't mind a screenshot of the sounding rocket you used, Like rover said, i used the crap out of sounding rockets in my save, and i haven't had that issue (long as im not running FAR, which i took out a while ago. With the basic starting .35m core, i can load 4 experiments , 2 batteries, the Avionics package, and the nose cone chute slows things down no problem Quote Link to comment Share on other sites More sharing options...
Grumman Posted July 10, 2015 Share Posted July 10, 2015 This is the sounding rocket:It lands at around 4-5 m/s, but still destroys the frame on impact, leaving a pile of parts. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted July 10, 2015 Author Share Posted July 10, 2015 And you are on the latest version yes? And not getting it via CKAN, because they are more than a bit spotty. Quote Link to comment Share on other sites More sharing options...
Grumman Posted July 10, 2015 Share Posted July 10, 2015 And you are on the latest version yes? And not getting it via CKAN, because they are more than a bit spotty.Yes, that's correct. I've launched two of them, to the same result. Quote Link to comment Share on other sites More sharing options...
andrewaltogether Posted July 12, 2015 Share Posted July 12, 2015 I'd like to put my two cents in for a return to the single-piece science modules. The rack+fairing+parts thing is not as clean and gives me the heeby-jeebies 'cause I have OCD. With the single-piece science parts, I just connect one node to another, just like LEGOs. The way it is now, the avionics, science, and battery parts don't attach cleanly to the payload rack, giving me a lot to do with the offset and rotate widgets to get them centred properly. Picture the rack as an X-Y coordinate plane with the origin in the exact centre: it is impossible to get any of the pieces to attach to it at (0,0), even using placement widgets. You have to use the circle-mode rather than the octagon mode (pressing C) if you want it to look centred, but because it's not in snap-mode, you can't be sure.The current method is:1. Place payload rack2. Place avionics control package3. Use widgets to get avionics in place4. Place battery5. Use widgets to get battery in place6. Place science package7. Use widgets to get science package in place8. Cover payload rackI prefer this method:1. Place science partCan't I at least have an option when installing to use the old method?(I don't mean to bust balls, I love this mod, what it's about, and what it does. I just don't like this bit about it, and I wanted to see if it would be easy to get that option back.) Quote Link to comment Share on other sites More sharing options...
RoverDude Posted July 14, 2015 Author Share Posted July 14, 2015 0.2.2 is up!Adjusted dry mass of fuel tanks to be inline with stockAdded three types of grid fins!Added a new inline 0.35m probe coreAdded an inline stack batteryBattery capacity and mass ratio inline with other stock batteriesScience experiments are a bit largerAdjusted stats of various enginesRefreshed textures, and converted them to DDS Quote Link to comment Share on other sites More sharing options...
Jananton Posted July 20, 2015 Share Posted July 20, 2015 Hello RoverDude,I do like these small parts, but KSP.log gives the following error:"Cannot clone model 'UmbraSpaceIndustries/SoundingRockets/Assets/SR_Stabilizer' as model does not exist"and indeed SR_Stabilizer.mu is missing from the assets folder.Greets,Jan Quote Link to comment Share on other sites More sharing options...
westamastaflash Posted July 22, 2015 Share Posted July 22, 2015 (edited) Do the sounding rockets fins work with FAR? I can get a basic SRB missile to fly straight with stock fins, but the sounding rocket fins make it flip backwards?Perhaps I'm just accelerating too fast in atmosphere? Edited July 22, 2015 by westamastaflash Quote Link to comment Share on other sites More sharing options...
steve_v Posted July 24, 2015 Share Posted July 24, 2015 (edited) The fins appear to break FAR, as in the dreaded "COL arrow re-appears".Ripping out ModuleLiftingSurface fixes this, looks like this mod isn't handled in FerramAerospaceResearch.cfg as the stock wings are.- - - Updated - - -To make them work as fins, they're going to need FARWingAerodynamicModel inserted as a replacement too. Any ideas on reasonable values to plug into that module?For the time being, I'm ignoring these parts in favour of the stock "Basic Fin", which behaves correctly.FAR support? Please? Edited July 24, 2015 by steve_v Quote Link to comment Share on other sites More sharing options...
RoverDude Posted July 24, 2015 Author Share Posted July 24, 2015 No integrated support for FAR, only stock aero. I take pull requests. Quote Link to comment Share on other sites More sharing options...
steve_v Posted July 24, 2015 Share Posted July 24, 2015 Aha, thought someone would have been here before... try this MM patch.Dunno if the values are anywhere near correct, but I'll fly some stuff and see what happens Quote Link to comment Share on other sites More sharing options...
StevenRS11 Posted July 24, 2015 Share Posted July 24, 2015 (edited) I actually just finished setting up FAR configs for the 3 basic fin types. I'll send your a PR when I finish testing them. The grid fins may be beyond me, though.Edit: ninja'd. It makes me happy that our configs are almost the same, though. Edited July 24, 2015 by StevenRS11 Quote Link to comment Share on other sites More sharing options...
steve_v Posted July 24, 2015 Share Posted July 24, 2015 Champion Have some rep. Quote Link to comment Share on other sites More sharing options...
steve_v Posted July 24, 2015 Share Posted July 24, 2015 The patch I linked is missing some underscores in the part names, but otherwise appears to work OK.Yours is probably better though, as I'm really just ripping off someone else's work Quote Link to comment Share on other sites More sharing options...
JAFO Posted August 1, 2015 Share Posted August 1, 2015 Minor typo report:The large 0.625 Nosecone title describes it as a 0.35 Nosecone. Quote Link to comment Share on other sites More sharing options...
MoeKitsune Posted August 4, 2015 Share Posted August 4, 2015 I can't collect any science from the 4 instruments. By the way, I love the new look of the parts! Quote Link to comment Share on other sites More sharing options...
SaturnianBlue Posted August 6, 2015 Share Posted August 6, 2015 Hmm, is there an installation guide to Sounding rockets? I don't have the parts of sounding rockets available, and I have USI Tools in the KSP Gamedata folder, as well as the sounding rockets folder. Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted August 6, 2015 Share Posted August 6, 2015 Hmm, is there an installation guide to Sounding rockets? I don't have the parts of sounding rockets available, and I have USI Tools in the KSP Gamedata folder, as well as the sounding rockets folder.Unzip into gamedata is pretty much it. If you moved the location of anything beyond that you failed. Quote Link to comment Share on other sites More sharing options...
SaturnianBlue Posted August 7, 2015 Share Posted August 7, 2015 Nope, still no parts. Quote Link to comment Share on other sites More sharing options...
GDJ Posted August 7, 2015 Share Posted August 7, 2015 Just wanted to say that this mod still works for 1.04, and I grabbed about a thousand science points with these sounding rockets on a fresh reboot of my game.Great job! Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted August 7, 2015 Share Posted August 7, 2015 Nope, still no parts.Screenshot of your gamedata folder. Quote Link to comment Share on other sites More sharing options...
SaturnianBlue Posted August 7, 2015 Share Posted August 7, 2015 Also, seems to say the part was not compiled correctly in the Debug menu. Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted August 7, 2015 Share Posted August 7, 2015 You have nested gamedata folders. That is a no no. Quote Link to comment Share on other sites More sharing options...
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