CobaltWolf Posted April 28, 2016 Share Posted April 28, 2016 25 minutes ago, RoverDude said: Dunno, given that DMagic also uses ScienceDefs.cfg I'd take a peek there and see what's different. Aight I'll take a look. Quote Link to comment Share on other sites More sharing options...
Synthesis Posted April 28, 2016 Share Posted April 28, 2016 4 hours ago, rakol said: @Synthesis may also be batteries. I just forgot to add some in one my tests. I've got batteries on the sounding rockets (also the avionics package has some stored electrical power itself), so I don't think it's that. It's quite odd--literally the day before I was able to right click, then I lost the ability. Trying to see what mod might've removed them, but there doesn't seem to be anything that's effect the mod--probably something that changed science in general? Quote Link to comment Share on other sites More sharing options...
RoverDude Posted April 28, 2016 Author Share Posted April 28, 2016 Usual deal, start with just USI stuff, add in mods till it breaks. It's how we find incompatibilities Quote Link to comment Share on other sites More sharing options...
Divstator Posted April 30, 2016 Share Posted April 30, 2016 Took me a bit, but I got the parachutes to work with RealChute and FAR. Or they seem to anyways. I changed the NEEDS: to BEFORE:. I modified the diameters to increase drag and kind of help with proper firing of the animations. For PackChute, I had to override the physics less behavior flag, RealChute won't recognize it otherwise. This is not my code, I just modified it. Spoiler @PART[SR_Nosecone_35]:BEFORE[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 = 3 deployedDiameter = 12 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]:BEFORE[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 = 20 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]:BEFORE[RealChute] { @category = none @mass = 0.005 !sound_parachute_open !sound_parachute_single PhysicsSignificance = 0 !MODULE[ModuleParachute]{} MODULE { name = RealChuteModule caseMass = 0.005 timer = 0 mustGoDown = true cutSpeed = 0.5 spareChutes = 1 PARACHUTE { material = Nylon preDeployedDiameter = 3 deployedDiameter = 12 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 } } } } Quote Link to comment Share on other sites More sharing options...
Brainpop14 Posted April 30, 2016 Share Posted April 30, 2016 Where's the download link for this? Can you upload this mod on SpaceDock please? Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted April 30, 2016 Share Posted April 30, 2016 8 minutes ago, Brainpop14 said: Where's the download link for this? Can you upload this mod on SpaceDock please? You can find all things USI under roverdude's Github https://github.com/BobPalmer?tab=repositories Quote Link to comment Share on other sites More sharing options...
Ja222 Posted May 1, 2016 Share Posted May 1, 2016 Has anybody noticed the incompability that CKAN throws out about Sounding Rockets (v0.4.2.1) and Surface Experimental Pack(v.1.4)? Quote Link to comment Share on other sites More sharing options...
Alshain Posted May 2, 2016 Share Posted May 2, 2016 I'm kind of new to this mod but the fairings seem to not have any ejection force at all. I stage them and they just kind of stay there. Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted May 2, 2016 Share Posted May 2, 2016 On 5/1/2016 at 4:06 AM, Ja222 said: Has anybody noticed the incompability that CKAN throws out about Sounding Rockets (v0.4.2.1) and Surface Experimental Pack(v.1.4)? How so? Is there a message? Quote Link to comment Share on other sites More sharing options...
Ja222 Posted May 2, 2016 Share Posted May 2, 2016 20 minutes ago, CobaltWolf said: How so? Is there a message? It is most possibly GOG version screwing me over, I hate how I have to wait 1 day or so for a patch Seeing if 1.1.2 fixes it. Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted May 2, 2016 Share Posted May 2, 2016 Just now, Ja222 said: It is most possibly GOG version screwing me over, I hate how I have to wait 1 day or so for a patch Seeing if 1.1.2 fixes it. It probably won't. There are issues with SEP right now that I'm struggling to track down. Quote Link to comment Share on other sites More sharing options...
Ja222 Posted May 2, 2016 Share Posted May 2, 2016 6 minutes ago, CobaltWolf said: It probably won't. There are issues with SEP right now that I'm struggling to track down. I'll reply in SEP thread then, don't want to clutter this one. Quote Link to comment Share on other sites More sharing options...
VaPaL Posted May 2, 2016 Share Posted May 2, 2016 32 minutes ago, Alshain said: I'm kind of new to this mod but the fairings seem to not have any ejection force at all. I stage them and they just kind of stay there. Yes, their ejection force is 0.1, I try increasing it to 5 but they still didn't eject. Later today I'll be a little more agressive and change it to 100. Quote Link to comment Share on other sites More sharing options...
Synthesis Posted May 3, 2016 Share Posted May 3, 2016 10 hours ago, VaPaL said: Yes, their ejection force is 0.1, I try increasing it to 5 but they still didn't eject. Later today I'll be a little more agressive and change it to 100. That did it! Awesome! I'll have to figure out if this accessible to me (I'm still muddling around in the early tech tree), but I'm grateful to see non-rocket alternatives bringing brought up to speed for 1.1.0 Quote Link to comment Share on other sites More sharing options...
mcortez Posted May 5, 2016 Share Posted May 5, 2016 For some reason I suddenly find myself wanting a little GoPro'ish science module and a mini-inline parachute package for returning mid-rocket truss pieces without the nose cone: http://www.popsci.com/watch-gopro-video-from-rocket-launch Quote Link to comment Share on other sites More sharing options...
RoverDude Posted May 5, 2016 Author Share Posted May 5, 2016 On 5/2/2016 at 2:57 PM, CobaltWolf said: It probably won't. There are issues with SEP right now that I'm struggling to track down. That's why it is flagged as incompatible at the moment Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted May 5, 2016 Share Posted May 5, 2016 Just now, RoverDude said: That's why it is flagged as incompatible at the moment Oh, it got fixed... uh, some time in the last week with the 1.4.1 update for SEP. It was an issue in our sciencedefs breaking everything that loaded afterwards. All fixed now. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted May 5, 2016 Author Share Posted May 5, 2016 OK thanks Quote Link to comment Share on other sites More sharing options...
blnk2007 Posted May 11, 2016 Share Posted May 11, 2016 I added a pull request to Real Chutes to add support for Sounding Rockets. Check out this post. The config works in both stock and FAR. If @stupid_chris doesn't add it, use this one. @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 @PhysicsSignificance = 0 !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 } } } } Quote Link to comment Share on other sites More sharing options...
RoverDude Posted May 11, 2016 Author Share Posted May 11, 2016 @blnk2007 - thanks! FYI - there will be a new version coming out, and one thing I did was tweak the engines to be high thrust low efficiency. So rather than a slow steady burn, they tend to 'punch' in a short burst. This plus some fin stabilization should help folks out in early career. Quote Link to comment Share on other sites More sharing options...
inigma Posted May 13, 2016 Share Posted May 13, 2016 (edited) On 5/11/2016 at 9:38 AM, RoverDude said: @blnk2007 - thanks! FYI - there will be a new version coming out, and one thing I did was tweak the engines to be high thrust low efficiency. So rather than a slow steady burn, they tend to 'punch' in a short burst. This plus some fin stabilization should help folks out in early career. I'm working on developing a new Contract Pack: Sounding Rockets. Looking forward to a new version to play with. But is there any way I could convince you to put in a non-white alternating color to the sounding rockets parachute? Currently the chutes are all white. Or am I missing something? I found this image previously in the thread. Not sure if there was a change to make it all white now. I would love to see this: If the orange and white cone could produce something like that (and the red and white cone having a red and white parachute too), that would be awesome. Edited May 13, 2016 by inigma Quote Link to comment Share on other sites More sharing options...
RoverDude Posted May 13, 2016 Author Share Posted May 13, 2016 No, the white is here to stay, sorry. Quote Link to comment Share on other sites More sharing options...
inigma Posted May 13, 2016 Share Posted May 13, 2016 2 minutes ago, RoverDude said: No, the white is here to stay, sorry. Could I pay you some cash for an alternate version? Quote Link to comment Share on other sites More sharing options...
inigma Posted May 13, 2016 Share Posted May 13, 2016 @RoverDude So what do you think? Contract Pack: Sounding Rockets. Looks promising? Quote Link to comment Share on other sites More sharing options...
mcortez Posted May 13, 2016 Share Posted May 13, 2016 3 hours ago, inigma said: I'm working on developing a new Contract Pack: Sounding Rockets. Looking forward to a new version to play with. I had started on some contracts for Sounding Rockets back in April -- I was looking to put together something that would lead people through not just accomplishing goals -- but teaching them how to use the mod. With judicious use of notes and contract parameters, you can actually get the contract to read kind of like a recipe. Here's my "3 - 2 - 1 - Launch" contract that guides a player through putting together a sounding rocket with nose cone, payload truss, avionics package and engine: http://pastebin.com/tMVUYs4C Next up was going to be a contract that lead them through using boosters and the fact that they auto-separate, then a third contract for unlocking the science packages and how to mount those. The last tutorial contract would be on how to use the launch sticks. Then there would be various challenge contracts, for hitting specific altitudes and biomes. But alas, I seem to find myself distracted by other higher priority items. Good luck with your contracts -- the entire USI constellation of mods could really use some a good pack. Quote Link to comment Share on other sites More sharing options...
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