Maltman Posted July 12, 2016 Share Posted July 12, 2016 That's hot Filigan. I'm loving mod so far. Thanks for making it. The sense of humor in the science descriptions and part descriptions is awesome. Especially when I tried to do all the science experiments on the launch pad Quote Link to comment Share on other sites More sharing options...
baldamundo Posted July 15, 2016 Share Posted July 15, 2016 Love this mod, but do you not think the science experiments are a bit overpowered? Specifically the fact that they have different versions for each biome even when orbit seems to make them much more powerful than even higher tier stock experiments Quote Link to comment Share on other sites More sharing options...
RoverDude Posted July 15, 2016 Author Share Posted July 15, 2016 Except that they are also single-use, which greatly limits their utility unless you spam them. Quote Link to comment Share on other sites More sharing options...
baldamundo Posted July 16, 2016 Share Posted July 16, 2016 But it's still potentially a huge well of science to draw from. Just seems incongruous and frankly a bit odd - why should sounding rocket experiments become the mainstay of your orbital science program? Quote Link to comment Share on other sites More sharing options...
Andem Posted July 16, 2016 Share Posted July 16, 2016 2 hours ago, baldamundo said: But it's still potentially a huge well of science to draw from. Just seems incongruous and frankly a bit odd - why should sounding rocket experiments become the mainstay of your orbital science program? As with most things of this nature that wind up in Roverdude's mods, A) Nothing is assigned to a single purpose or ship, they are designed to be fluid, and B) If you want to go through the trouble of a workaround or sicence spamming, go on ahead. It's your effort going into it. Quote Link to comment Share on other sites More sharing options...
Torgo Posted July 16, 2016 Share Posted July 16, 2016 2 hours ago, baldamundo said: But it's still potentially a huge well of science to draw from. Just seems incongruous and frankly a bit odd - why should sounding rocket experiments become the mainstay of your orbital science program? Just because you could do something, doesn't mean you should do something. Sure, someone could send up a probe with a bajillion experiments on it, or they could send up 4 and a scientist... but since it's their own game, it won't affect you at all. If someone was to choose to limit them self to only getting landed/low flying/high flying/low space/high space for a body, they aren't playing the game any better or worse than anyone else. But please don't be that person that doesn't own a TV, and makes sure every conversation they ever have with anyone makes sure to include that they don't own a TV. The beauty of single player sandbox games... you get to make your own house rules. Quote Link to comment Share on other sites More sharing options...
Marstiphal Posted July 16, 2016 Share Posted July 16, 2016 (edited) Hi, I seem to have a strange issue where as the launch sticks for the sounding rockets don't detach on launch - they just stay attached to the rocket itself. I'm pretty sure it's not this mod that is causing the issue but wondering if you have seen/heard of the issue before or what I can do to try and track down what the issue is. Issue found to be old version of EPL. Edited July 16, 2016 by Marstiphal Quote Link to comment Share on other sites More sharing options...
westamastaflash Posted July 31, 2016 Share Posted July 31, 2016 (edited) Would it be possible to add at least one part with a :FOR[SoundingRockets] module manager directive in the mod? As it stands, there is no easy way to set up module manager patches to these parts using :NEEDS since SoundingRockets is stored in a subfolder of "UmbraSpaceIndustries". Edited July 31, 2016 by westamastaflash Quote Link to comment Share on other sites More sharing options...
RoverDude Posted July 31, 2016 Author Share Posted July 31, 2016 Sorry I don't understand the question Quote Link to comment Share on other sites More sharing options...
DStaal Posted July 31, 2016 Share Posted July 31, 2016 @westamastaflash would like to see some line along the lines of: @PART[SR_Nosecone_*]:FOR[SoundingRockets]:NEEDS[AntennaRange,!RemoteTech] So he can write an MM patch that targets ':NEEDS[SoundingRockets]' instead of ':NEEDS[UmbraSpaceIndustries]' - basically, he wants more fine-grained control. When you install this mod, you'll have a folder called 'UmbraSpaceIndustries' so the latter will already trigger, but you don't have anything saying which part of your large collection of mods you have - at least, not in a way that MM understands. If I have a few minutes I may go in and make a PR on this - it sounds like a good idea to me, and you have several patches with ':FOR[UmbraSpaceIndustries]' which could be converted over without other effects. (My example being a copy-and-replace of one of them.) Quote Link to comment Share on other sites More sharing options...
westamastaflash Posted July 31, 2016 Share Posted July 31, 2016 (edited) 14 minutes ago, DStaal said: which part of your large collection of mods you have - at least, not in a way that MM understands Exactly. Thanks @DStaal . I do some personal patching for my game against OKS/MKS by using :NEEDS[KolonyTools] since there's a DLL, but as SoundingRockets has no DLL, a FOR directive like is noted in the previous post would make it easier to patch things (for example, adding the Sounding Rockets experiments to the Malemute rover lab instead of having a bunch of extra parts attached to my ship). Edited July 31, 2016 by westamastaflash Quote Link to comment Share on other sites More sharing options...
DStaal Posted July 31, 2016 Share Posted July 31, 2016 I created a PR for RoverDude with the change - I used 'USISoundingRockets' instead of 'SoundingRockets' just in case someone else comes out with a 'SoundingRockets' mod. Quote Link to comment Share on other sites More sharing options...
tempes156 Posted August 1, 2016 Share Posted August 1, 2016 Not sure why, but mod isn't showing in CKAN anymore. Is that intentional, or an update on it's way? Thanks. Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted August 3, 2016 Share Posted August 3, 2016 @RoverDude I filed the issue on Github but would like to know which rocket ISPs you had intended to use for the SRM-L and -S so I can start firing with those values ASAP. I can make the changes without need for an update, would rather not wait for one. Thanks! Quote Link to comment Share on other sites More sharing options...
RoverDude Posted October 11, 2016 Author Share Posted October 11, 2016 NEW VERSION FOR KSP 1.2 IS UP! Also - if you want to grab the entire USI Constellation in a single zip... head over here: https://github.com/BobPalmer/USI_Constellation/releases/ 0.5.0 - (KSP 1.2) ------------------ Added some differences in the sounding rocket engine ISP levels and thrust for a bit more variety and long term use Quote Link to comment Share on other sites More sharing options...
BigFatStupidHead Posted October 13, 2016 Share Posted October 13, 2016 Hey @RoverDude, I suggest you add a small data transmitter to the avionics package. It can not be launched in a game where signal is required for probe control, and the first antenna piece is in a later research node. Quote Link to comment Share on other sites More sharing options...
alacrity Posted October 14, 2016 Share Posted October 14, 2016 Loving the small rockets for early test launches and unmanned testing. and I won't lie... I did model rockets as a kid and always dreamed of building these high energy big boys. One thing... how about a micro Solar Array... little 1x1.5 foot solar panel to power a micro sat for ghilly and ike missions Alacrity Quote Link to comment Share on other sites More sharing options...
CSE Posted October 14, 2016 Share Posted October 14, 2016 2 hours ago, alacrity said: how about a micro Solar Array There's a small solar panel in the USI Survivability Pack; not sure if that's as small as you wanted. Quote Link to comment Share on other sites More sharing options...
alacrity Posted October 14, 2016 Share Posted October 14, 2016 Will check it out.... hadn't really looked in there yet... still building my MOD pack for 1.2 Quote Link to comment Share on other sites More sharing options...
MarcAFK Posted October 15, 2016 Share Posted October 15, 2016 (edited) I second the request for a small transmitter in the avionics package. In stock every probe core or command module has : Quote MODULE { name = ModuleDataTransmitter antennaType = INTERNAL packetInterval = 1.0 packetSize = 2 packetResourceCost = 12.0 requiredResource = ElectricCharge antennaPower = 5000 optimumRange = 2500 packetFloor = .1 packetCeiling = 5 } Which I recommend manually adding as a placeholder untill you unlock that first antenna, for comparison that antenna has a power of 500,000. It's already been logged as an issue on github. Edit: one more very minor thing, The small battery pack shows up under utility rather than the new electrical tab. Actually I'm sure there's a lot of parts that are now in incorrect categories , Not really a major issue as I've noted, especially considering how expansive your modset is, it would be some work to move every item. Edited October 15, 2016 by MarcAFK Mention of github. Quote Link to comment Share on other sites More sharing options...
Stratickus Posted October 15, 2016 Share Posted October 15, 2016 On 10/13/2016 at 2:39 AM, BigFatStupidHead said: Hey @RoverDude, I suggest you add a small data transmitter to the avionics package. It can not be launched in a game where signal is required for probe control, and the first antenna piece is in a later research node. 7 minutes ago, MarcAFK said: I second the request for a small transmitter in the avionics package. In stock every probe core or command module has : Which I recommend manually adding as a placeholder untill you unlock that first antenna, for comparison that antenna has a power of 500,000. It's already been logged as an issue on github. I'm sure it will get taken care of. There is a MM config bundled with SR for RT users that ran into the same issue. Quote Link to comment Share on other sites More sharing options...
MarcAFK Posted October 16, 2016 Share Posted October 16, 2016 (edited) Has anyone else had an issue with launch sticks? I've had a few early rockets propped up on sticks bounce slightly when the launchpad loads. Immediately triggering a milestone for "returning to the surface", unfortunately this seems to then bug the "launch your first rocket" contract, launching the vessel, or any others never completes the milestone, the contract, or unlocks any new contracts or milestones which have completing that as a prerequisite. The debug window doesn't help, using that to finish the contract completes it, spawns another copy, and still doesnt unlock anything else. Edited October 16, 2016 by MarcAFK Edit Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted October 16, 2016 Share Posted October 16, 2016 6 hours ago, MarcAFK said: Has anyone else had an issue with launch sticks? I've had a few early rockets propped up on sticks bounce slightly when the launchpad loads. Immediately triggering a milestone for "returning to the surface", unfortunately this seems to then bug the "launch your first rocket" contract, launching the vessel, or any others never completes the milestone, the contract, or unlocks any new contracts or milestones which have completing that as a prerequisite. The debug window doesn't help, using that to finish the contract completes it, spawns another copy, and still doesnt unlock anything else. If you're still on v1.1.3 this is just a common game bug. Immediately reverting to launch afterwards tended to fix it for me. Sometimes. Quote Link to comment Share on other sites More sharing options...
MarcAFK Posted October 17, 2016 Share Posted October 17, 2016 It's on 1.2, but now that you mentioned it I had this severely on 1.1, I assumed it was from RSS. I had whole ships exploding before launch from jumping around. Quote Link to comment Share on other sites More sharing options...
LeLeon Posted October 18, 2016 Share Posted October 18, 2016 (edited) @RoverDude I have a missing science part in my career game. Crazy is, that i entirely used all the 4 science parts on a few rockets. Now i can only see 3 of them in this career game. When i start a new career or a new sandbox, all 4 parts appear. I tried to load without DMagic Science parts, but still the 4th part is missing. Spoiler Archive contains mod list, modded log and pic https://drive.google.com/open?id=0B6IfqHC0fCsFVl9RUkc2N2tjbG8 Edit: in my modded game science tree the missing science part is on start node and now i found the engineer bay on a second node too. Spoiler Edited October 18, 2016 by LeLeon Quote Link to comment Share on other sites More sharing options...
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