RoverDude Posted April 21, 2016 Author Share Posted April 21, 2016 On 4/18/2016 at 6:26 AM, pfig said: @RoverDude Thank you for /another/ fabulous mod, incredibly fun (plus, dem science points!) You're welcome 3 minutes ago, VaPaL said: I'm not sure if I'm doing something wrong or interpreting this mod the wrong way, but it sounds to me that the idea it's to launch sounding rockets right from the start to boost your science. But I can't launch them because they have no control, and the probe is unlocked only in the middle of the tech tree, costing 90 science. Shouldn't it be available from the start? Nevertheless awesome mod @RoverDude There's an entry probe you get - generally you point them in the rough direction you want, and hope for the best (i.e. they intentionally have like... no guidance). Quote Link to comment Share on other sites More sharing options...
VaPaL Posted April 21, 2016 Share Posted April 21, 2016 22 minutes ago, RoverDude said: There's an entry probe you get - generally you point them in the rough direction you want, and hope for the best (i.e. they intentionally have like... no guidance). Sorry, my bad, I installed it together with MKS, I thought that probe was big, to use with MKS Quote Link to comment Share on other sites More sharing options...
RoverDude Posted April 21, 2016 Author Share Posted April 21, 2016 No, there's a tiny radial probe Quote Link to comment Share on other sites More sharing options...
VaPaL Posted April 21, 2016 Share Posted April 21, 2016 2 hours ago, RoverDude said: No, there's a tiny radial probe Yep, launched a bunch of them during this 2h. Thanks for answering my noob question and congrats for the great mod! Quote Link to comment Share on other sites More sharing options...
MicAssault Posted April 21, 2016 Share Posted April 21, 2016 Love this and your other mods. I thought I'd let you know that it seems the parachutes don't work with Ferram Aerospace Research running. Other parachute mods seem to do ok so I'm not sure if its on your end or FARs. Although i haven't tested it yet I would imagine that it effects the functionality of parachutes in your other mods such as Kerbal Survivablitiy Pack. Of course users such as myself would love it if you made it compatible with FAR but otherwise I'm happy to keep using this mod in the early game with FAR disabled (For Science!). Love your work and thanks for your contributions! Quote Link to comment Share on other sites More sharing options...
RoverDude Posted April 22, 2016 Author Share Posted April 22, 2016 I'll happily take pull requests for FAR compatibility (via module manager), but since I only play with stock aero that's what I optimize for. Quote Link to comment Share on other sites More sharing options...
Brucey Posted April 22, 2016 Share Posted April 22, 2016 The entry probe can't be the starting part of a ship. (Unlike other probes). Minor issue. Or maybe it's by design? Quote Link to comment Share on other sites More sharing options...
SP_S6 Posted April 22, 2016 Share Posted April 22, 2016 i think it's intended because iirc they are only surface mountable. I would think you need a node on your first part or you will not be able to build onto it. Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted April 22, 2016 Share Posted April 22, 2016 1 hour ago, Brucey said: The entry probe can't be the starting part of a ship. (Unlike other probes). Minor issue. Or maybe it's by design? this is by design. until you unlock the inline probe, for sounding rockets you want to start with a payload truss as your root part, especially since that and anything surface attached to it is what you should be left with at the very end anyways. I'm going to put some effort into making these rockets FAR-compatible (they need to be a lot stronger) so stay tuned for configs in the next few weeks... Quote Link to comment Share on other sites More sharing options...
blnk2007 Posted April 22, 2016 Share Posted April 22, 2016 I tried an failed to get this to work with realchute and FAR. Parachute staging never appears. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted April 22, 2016 Author Share Posted April 22, 2016 18 hours ago, Brucey said: The entry probe can't be the starting part of a ship. (Unlike other probes). Minor issue. Or maybe it's by design? By design. Start with a sounding rocket truss. 18 hours ago, SP_S6 said: i think it's intended because iirc they are only surface mountable. I would think you need a node on your first part or you will not be able to build onto it. Yup! 16 hours ago, Gaiiden said: this is by design. until you unlock the inline probe, for sounding rockets you want to start with a payload truss as your root part, especially since that and anything surface attached to it is what you should be left with at the very end anyways. I'm going to put some effort into making these rockets FAR-compatible (they need to be a lot stronger) so stay tuned for configs in the next few weeks... Thank you!! 33 minutes ago, blnk2007 said: I tried an failed to get this to work with realchute and FAR. Parachute staging never appears. See above Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted April 22, 2016 Share Posted April 22, 2016 40 minutes ago, blnk2007 said: I tried an failed to get this to work with realchute and FAR. Parachute staging never appears. Dunno if this still works, will have to check it myself eventually but right now no clue: RealChute compatibility Quote Link to comment Share on other sites More sharing options...
UnanimousCoward Posted April 22, 2016 Share Posted April 22, 2016 17 minutes ago, Gaiiden said: Dunno if this still works, will have to check it myself eventually but right now no clue: RealChute compatibility That one works for RealChute, or at least it used to, but doesn't help with FAR, or at least didn't. Do the rockets still flip out and lose control with FAR? I've been away for a while, so no idea what's changed, but like a year ago I cobbled together an MM config to get them working with RealChute and FAR. If I remember right, they were still pretty tricky to get flying with FAR. I needed to put 4 fins on the rockets in 2 pairs; one pair straight and the other pair tilted at 5 degrees. With no tilt (meaning no spin), they were totally unstable. If all 4 fins were tilted, they would spin like crazy and look like they were tearing themselves to pieces. And the TWR had to be pretty low at launch as well. No idea how much of this still applies though, as I'm only now returning, enticed by the possibility of a functional 64-bit Windows version. Quote Link to comment Share on other sites More sharing options...
blnk2007 Posted April 23, 2016 Share Posted April 23, 2016 6 hours ago, UnanimousCoward said: That one works for RealChute, or at least it used to, but doesn't help with FAR, or at least didn't. Do the rockets still flip out and lose control with FAR? I've been away for a while, so no idea what's changed, but like a year ago I cobbled together an MM config to get them working with RealChute and FAR. If I remember right, they were still pretty tricky to get flying with FAR. I needed to put 4 fins on the rockets in 2 pairs; one pair straight and the other pair tilted at 5 degrees. With no tilt (meaning no spin), they were totally unstable. If all 4 fins were tilted, they would spin like crazy and look like they were tearing themselves to pieces. And the TWR had to be pretty low at launch as well. No idea how much of this still applies though, as I'm only now returning, enticed by the possibility of a functional 64-bit Windows version. I'll try this. I did pretty much the same thing, except only for one nosecone and it didn't work. Maybe the config for all three will work! Quote Link to comment Share on other sites More sharing options...
blnk2007 Posted April 23, 2016 Share Posted April 23, 2016 (edited) On 5/8/2015 at 10:03 AM, Gfurst said: @PART[SR_Nosecone_35]:FOR[RealChute] { @category = none @mass = 0.005 !sound_parachute_open !sound_parachute_single !MODULE[ModuleParachute]{} MODULE { name = RealChuteModule caseMass = 0.005 timer = 0 mustGoDown = true cutSpeed = 0.5 spareChutes = 1 PARACHUTE { material = Nylon preDeployedDiameter = 1 deployedDiameter = 8 minIsPressure = false minPressure = 0.1 minDeployment = 6000 deploymentAlt = 600 cutAlt = -1 preDeploymentSpeed = 2 deploymentSpeed = 8 preDeploymentAnimation = PreDeploy deploymentAnimation = Deploy parachuteName = String capName = Cap } } MODULE { name = ProceduralChute } 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 } } } } @PART[SR_Nosecone_625]:FOR[RealChute] { @category = none @mass = 0.01 !sound_parachute_open !sound_parachute_single !MODULE[ModuleParachute]{} MODULE { name = RealChuteModule caseMass = 0.01 timer = 0 mustGoDown = true cutSpeed = 0.5 spareChutes = 1 PARACHUTE { material = Nylon preDeployedDiameter = 2 deployedDiameter = 16 minIsPressure = false minPressure = 0.1 minDeployment = 6000 deploymentAlt = 600 cutAlt = -1 preDeploymentSpeed = 2 deploymentSpeed = 8 preDeploymentAnimation = PreDeploy deploymentAnimation = Deploy parachuteName = String capName = Cap } } MODULE { name = ProceduralChute } 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 } } } } @PART[SR_PackChute_35]:FOR[RealChute] { @category = none @mass = 0.005 !sound_parachute_open !sound_parachute_single !MODULE[ModuleParachute]{} MODULE { name = RealChuteModule caseMass = 0.005 timer = 0 mustGoDown = true cutSpeed = 0.5 spareChutes = 1 PARACHUTE { material = Nylon preDeployedDiameter = 1 deployedDiameter = 8 minIsPressure = false minPressure = 0.1 minDeployment = 6000 deploymentAlt = 600 cutAlt = -1 preDeploymentSpeed = 2 deploymentSpeed = 8 preDeploymentAnimation = PreDeploy deploymentAnimation = Deploy parachuteName = String capName = Pack } } MODULE { name = ProceduralChute } 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 } } } } This works with FAR and RealChute! I changed it from FOR to NEEDS as this isn't directly from RealChute. @PART[SR_Nosecone_35]:NEEDS[RealChute] { @category = none @mass = 0.005 !sound_parachute_open !sound_parachute_single !MODULE[ModuleParachute]{} MODULE { name = RealChuteModule caseMass = 0.005 timer = 0 mustGoDown = true cutSpeed = 0.5 spareChutes = 1 PARACHUTE { material = Nylon preDeployedDiameter = 1 deployedDiameter = 8 minIsPressure = false minPressure = 0.1 minDeployment = 6000 deploymentAlt = 600 cutAlt = -1 preDeploymentSpeed = 2 deploymentSpeed = 8 preDeploymentAnimation = PreDeploy deploymentAnimation = Deploy parachuteName = String capName = Cap } } MODULE { name = ProceduralChute } 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 } } } } @PART[SR_Nosecone_625]:NEEDS[RealChute] { @category = none @mass = 0.01 !sound_parachute_open !sound_parachute_single !MODULE[ModuleParachute]{} MODULE { name = RealChuteModule caseMass = 0.01 timer = 0 mustGoDown = true cutSpeed = 0.5 spareChutes = 1 PARACHUTE { material = Nylon preDeployedDiameter = 2 deployedDiameter = 16 minIsPressure = false minPressure = 0.1 minDeployment = 6000 deploymentAlt = 600 cutAlt = -1 preDeploymentSpeed = 2 deploymentSpeed = 8 preDeploymentAnimation = PreDeploy deploymentAnimation = Deploy parachuteName = String capName = Cap } } MODULE { name = ProceduralChute } 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 } } } } @PART[SR_PackChute_35]:NEEDS[RealChute] { @category = none @mass = 0.005 !sound_parachute_open !sound_parachute_single !MODULE[ModuleParachute]{} MODULE { name = RealChuteModule caseMass = 0.005 timer = 0 mustGoDown = true cutSpeed = 0.5 spareChutes = 1 PARACHUTE { material = Nylon preDeployedDiameter = 1 deployedDiameter = 8 minIsPressure = false minPressure = 0.1 minDeployment = 6000 deploymentAlt = 600 cutAlt = -1 preDeploymentSpeed = 2 deploymentSpeed = 8 preDeploymentAnimation = PreDeploy deploymentAnimation = Deploy parachuteName = String capName = Pack } } MODULE { name = ProceduralChute } 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 } } } } Added Pull Request! Edited April 23, 2016 by blnk2007 addition Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted April 23, 2016 Share Posted April 23, 2016 10 hours ago, UnanimousCoward said: I've been away for a while, so no idea what's changed, but like a year ago I cobbled together an MM config to get them working with RealChute and FAR. If I remember right, they were still pretty tricky to get flying with FAR. I needed to put 4 fins on the rockets in 2 pairs; one pair straight and the other pair tilted at 5 degrees. With no tilt (meaning no spin), they were totally unstable. If all 4 fins were tilted, they would spin like crazy and look like they were tearing themselves to pieces. And the TWR had to be pretty low at launch as well. I saw my rockets flip when drag on the nose became extreme a few seconds into launch and posted about it on the FAR thread. According to Ferram, the TWR actually needs to be a lot higher to overcome the drag at the nose that will flip the rocket no matter how many fins you put at the bottom. If you watch a real sounding rocket launch or even the small rockets built by high school students (still as tall as a person) they shoot up quick and the first booster stage lasts like less than 10 seconds. I'll be working to adjust the engine thrust and fuel capacities to try and make them compatible with FAR Quote Link to comment Share on other sites More sharing options...
Noobton Posted April 24, 2016 Share Posted April 24, 2016 is there a very small antenna I can use with this? I don't mind if it belongs to a different mod. The initial antenna from remote tech looks huge and makes no sense. Quote Link to comment Share on other sites More sharing options...
Divstator Posted April 24, 2016 Share Posted April 24, 2016 On 4/23/2016 at 9:48 PM, blnk2007 said: Added Pull Request! Am I the only one that the SR_PackChute_35 doesn't work with this patch? Quote Link to comment Share on other sites More sharing options...
RoverDude Posted April 24, 2016 Author Share Posted April 24, 2016 On 4/23/2016 at 2:42 AM, Gaiiden said: I saw my rockets flip when drag on the nose became extreme a few seconds into launch and posted about it on the FAR thread. According to Ferram, the TWR actually needs to be a lot higher to overcome the drag at the nose that will flip the rocket no matter how many fins you put at the bottom. If you watch a real sounding rocket launch or even the small rockets built by high school students (still as tall as a person) they shoot up quick and the first booster stage lasts like less than 10 seconds. I'll be working to adjust the engine thrust and fuel capacities to try and make them compatible with FAR If you have any suggestions RE engine configs, I'm very open to adding those to the main pack (i.e. if that entails switching the SR SRBs to be lower ISP, but higher thrust I am totally ok with that) 1 hour ago, Noobton said: is there a very small antenna I can use with this? I don't mind if it belongs to a different mod. The initial antenna from remote tech looks huge and makes no sense. Nope, no antenna, sorry Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted April 24, 2016 Share Posted April 24, 2016 9 hours ago, RoverDude said: If you have any suggestions RE engine configs, I'm very open to adding those to the main pack (i.e. if that entails switching the SR SRBs to be lower ISP, but higher thrust I am totally ok with that) I'll be sharing the results of my testing here, expect something over the next month or so - lots of other stuff to do before I can begin with that. Hopefully I end up with configs you can pull in Quote Link to comment Share on other sites More sharing options...
jpinard Posted April 25, 2016 Share Posted April 25, 2016 Reoverdude - are your mods handled pretty well by CKAN? I'm looking at grabbing a lot of your stuff and am wondering if I should grab each individually to install or go the CKAN route. Quote Link to comment Share on other sites More sharing options...
Noobton Posted April 25, 2016 Share Posted April 25, 2016 On 4/24/2016 at 9:23 AM, RoverDude said: Nope, no antenna, sorry I missed putting an antenna by mistake and I was able to control my rocket anyway, I'm not sure if is a bug on remote tech or some weird interaction, is the avionics pack supposed to give some kind of control? Quote Link to comment Share on other sites More sharing options...
RoverDude Posted April 25, 2016 Author Share Posted April 25, 2016 Yes the avionics package has a built in antenna. Quote Link to comment Share on other sites More sharing options...
Noobton Posted April 25, 2016 Share Posted April 25, 2016 @RoverDude Quote Link to comment Share on other sites More sharing options...
IronCretin Posted April 26, 2016 Share Posted April 26, 2016 Does this mod support remotetech? I can control the inline control module without a connection Quote Link to comment Share on other sites More sharing options...
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