SaturnianBlue Posted August 7, 2015 Share Posted August 7, 2015 So should I just move the contents of that Gamedata folder out? As well as throw out the Gamedata folder (its the one with sounding rockets)? I've tried putting all of the things I get in the.zip file directly in, but that hasn't helped. Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted August 7, 2015 Share Posted August 7, 2015 SaturnianBlue said: So should I just move the contents of that Gamedata folder out? As well as throw out the Gamedata folder?Yes the contents of gamedate go into the contents of gamedata. Quote Link to comment Share on other sites More sharing options...
SaturnianBlue Posted August 7, 2015 Share Posted August 7, 2015 As in moving the USI and USItools folders into the Gamedata folder, but not the one it was originally placed in (Moving it into the one with everything?) Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted August 7, 2015 Share Posted August 7, 2015 SaturnianBlue said: As in moving the USI and USItools folders into the Gamedata folder, but not the one it was originally placed in (Moving it into the one with everything?)Yes, if you see a zip file with a gamedata folder, you merge the contents of that gamedata folder into your current gamedata folder (this is not the only mod that has the gamedata folder at the root of the zip file).So your gamedata folder should look like000_USITools000_Toolbar...MagicsmokeindustriesUmbraspaceindustries Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted August 22, 2015 Share Posted August 22, 2015 if I include probe science or the micro gravity experiment from stock science tweaks, I get the following in my log when entering the flight scene:[ERR 03:26:12.730] [R&D]: No Experiment definition found with id surfaceSampleProbes <-probe science[ERR 03:26:12.732] [R&D]: No Experiment definition found with id telemetryReport <-stock science tweaks[ERR 03:26:12.741] [R&D]: No Experiment definition found with id SRExperiment02[ERR 03:26:12.742] [R&D]: No Experiment definition found with id SRExperiment04[ERR 03:26:12.743] [R&D]: No Experiment definition found with id SRExperiment03[ERR 03:26:12.744] [R&D]: No Experiment definition found with id SRExperiment01All of the sounding rocket payload experiments fail to load. I'm thinking this is not SR's fault, but wanted to make note of it here too in the hunt for a solution Quote Link to comment Share on other sites More sharing options...
Singing Boyo Posted September 1, 2015 Share Posted September 1, 2015 So, I'm seeing the random explody-truss problem people have mentioned before. I've even seen the truss enter the ground a bit, then jump back out, but I can't reproduce that one.It does make me wonder, does the collision mesh follow the model exactly, by any chance? (i.e. a bunch of small struts) Or does it just use a cylinder at the bottom and top? As far as I've seen, all the decoupler collision meshes are just solid cylinders, so if it's done the first way, that might be what's causing the issue.I'm loving the mod so far, but my rockets exploding for no apparent reason isn't quite the fun I'm looking for So, anyone have any idea if/how the trusses can be made stronger? Quote Link to comment Share on other sites More sharing options...
CloudlessEchoes Posted September 7, 2015 Share Posted September 7, 2015 I'm trying this out, great mod! I don't seem to be getting access to the science modules however. I am using UKS and USILS also, if that helps. Some version DLLS were different between these mods, I chose the newest versions. Quote Link to comment Share on other sites More sharing options...
DMagic Posted September 7, 2015 Share Posted September 7, 2015 Gaiiden said: if I include probe science or the micro gravity experiment from stock science tweaks, I get the following in my log when entering the flight scene:All of the sounding rocket payload experiments fail to load. I'm thinking this is not SR's fault, but wanted to make note of it here too in the hunt for a solutionIt sounds like there are some duplicate experiment definitions. More than one experiment with the same name will interrupt the experiment loading process and break all subsequent experiments. Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted September 7, 2015 Share Posted September 7, 2015 DMagic said: It sounds like there are some duplicate experiment definitions. More than one experiment with the same name will interrupt the experiment loading process and break all subsequent experiments.I'll take another look, that was the first thing I thought of but checking the config files didn't turn up any duplicates Quote Link to comment Share on other sites More sharing options...
Quarky Posted September 8, 2015 Share Posted September 8, 2015 (edited) I'm having a really annoying problem, the stages don't jettison when out of fuel. I really want to like this mod but I'll have to uninstall it for now Edit: Fixed the problem, don't let your root parts be the engines or they won't work.But when you discover a solution, inevitably more problems arise. I guess I shouldn't have installed this for 1.0.4 lelAerodynamics are wack, the payload is always destroyed when it hits the ground, the rockets are woefully underpowered overall. Edited September 8, 2015 by Quarky Quote Link to comment Share on other sites More sharing options...
RoverDude Posted September 8, 2015 Author Share Posted September 8, 2015 Pic of the rocket and are you using FAR? Looks like you already discovered the root part issue (always use a truss as your root part) - crash tolerances were bumped a while ago Quote Link to comment Share on other sites More sharing options...
Singing Boyo Posted September 10, 2015 Share Posted September 10, 2015 Quote Pic of the rocket and are you using FAR? ... crash tolerances were bumped a while agoHmm. Last time I used these, I was seeing explosions on landing despite truss crash tolerance being 12m/s, but I am indeed using FAR. Is that somehow related? (And if it is, is there a way to fix it?)IIRC the rocket I saw this with when it landed was an 0.35m truss with parachute on top, and a single experiment, avionics package, and 2 batteries attached. Pretty sure it landed at something close to 4m/s and exploded. Quote Link to comment Share on other sites More sharing options...
zeropositivo Posted September 10, 2015 Share Posted September 10, 2015 Hello there RoverDudeI have a case of what I think is an incompatibility of some sort, between the science experiments of Sounding Rockets! and SETI tech tree. To be fair, I'm about 80% sure the issue is on SETI's part, as also other science experiments from other mods display the same behaviour... I've already posted on his thread, but just wanted to make sure to cover all sides, plus there's that 20% I can't be sure of. SoAnyway, the problem I'm having is that the science experiments don't provide any option to gather science while in flight. They have no action whatsoever, and even science alert doesn't seem them as avaliable. In the VAB, they still show as having experiments doable, howeverThanks for everything! Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted September 10, 2015 Share Posted September 10, 2015 zeropositivo said: Hello there RoverDudeI have a case of what I think is an incompatibility of some sort, between the science experiments of Sounding Rockets! and SETI tech tree. To be fair, I'm about 80% sure the issue is on SETI's part, as also other science experiments from other mods display the same behaviour... I've already posted on his thread, but just wanted to make sure to cover all sides, plus there's that 20% I can't be sure of. SoAnyway, the problem I'm having is that the science experiments don't provide any option to gather science while in flight. They have no action whatsoever, and even science alert doesn't seem them as avaliable. In the VAB, they still show as having experiments doable, howeverThanks for everything!Given how SETI modifies how many science experiments work I would say you are probably correct. Your best option is to test without SETI to verify.And with that I am just going to take cover over here... Quote Link to comment Share on other sites More sharing options...
RoverDude Posted September 10, 2015 Author Share Posted September 10, 2015 Yep. I provide no support for SETI users just because of how Yemo 'balances' things. Quote Link to comment Share on other sites More sharing options...
zeropositivo Posted September 10, 2015 Share Posted September 10, 2015 Allrighty, just wanted to be sure. I was almost sure it was the case, but I could have always been wrongIs there something I don't know? That seems a little.. tense as an answer Quote Link to comment Share on other sites More sharing options...
Zekario Posted September 25, 2015 Share Posted September 25, 2015 I can't get my sounding rockets to launch because of remotetech. Is there an early way to get a connection? I have the parts but can't use them.EDIT: Probes need power to work. D'oh! Quote Link to comment Share on other sites More sharing options...
khadgarion Posted September 26, 2015 Share Posted September 26, 2015 Zekario said: I can't get my sounding rockets to launch because of remotetech. Is there an early way to get a connection? I have the parts but can't use them.EDIT: Probes need power to work. D'oh!They sure do. Thanks to you i figured out why I couldn't launch one Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted September 27, 2015 Share Posted September 27, 2015 Hey everyone. Was at Goddard Space flight center today for their annual'ish explore Goddard day. Saw these and had to snap some pics.SOUNDING ROCKETS!Actual Sounding Rocket battery packAnd module to fit science experiments Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted September 28, 2015 Share Posted September 28, 2015 (edited) got some truss destruction issues here too. I've landed the truss fine on land before, but this was the first time I put it down in the water and when it hit at ~4.5m/s the speed shot up to 9.8m/s and the truss was destroyed. Which is weird since it has a 12m/s crash tolerance. I loaded the video into my editor and did a frame by frame step through and saw the speed go up to 9.8m/s but not past it before the view switched off to another nearby vessel since the root part was destroyed. I switched back to the remains and saw the three (non-USI) batteries I had attached to the truss were still there arranged as if the truss was there too (not floating free) but the truss and the avionics and the science module were all destroyed. Was not using FAR for this launch. KSP v1.0.4. I pointed my rocket the other way and re-created the launch based on my video (rocket was ballistic so the phys sim treated the flight path similar) and the truss survived landing on the ground.Just as I got done typing all that I realized I should probably try it once more with Better Bouyancy removed. Truss landed just fine without BB installed. RoverDude if you think it's something on BB's end instead of yours I will post over there.Update: I realized that after landing in water, the truss would bob up and down so much that it was impossible to recover through the Esc or altimeter recovery button because the game would register it as moving. If I removed Persistent Rotation, it was still difficult but not impossible to trigger non-physical timewarp after a few tries and be able to recover. A mod that lets you jump straight to the tracking station was a bit more lenient in letting me switch than the default Esc/altimeter method but still greyed in & out a little bit.Not sure how much of this, if any, is due to Sounding Rockets and how much are from these other mods. Edited September 28, 2015 by Gaiiden Quote Link to comment Share on other sites More sharing options...
qm3ster Posted September 29, 2015 Share Posted September 29, 2015 Quarky said: Aerodynamics are wack, the payload is always destroyed when it hits the ground, the rockets are woefully underpowered overall."Underpowered"(In 1.0.4) :vOn the other hand, the USI reactors don't count as a power source for the purpose of completing contracts. Ceci n'est pas comme il faut Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted September 29, 2015 Share Posted September 29, 2015 qm3ster said: "Underpowered"Trying to use these with the latest FAR is an exercise in futility, but it's not RoverDude's fault - they weren't designed to be used with FAR, especially the latest version that correctly calculates body lift - these rockets don't have anywhere near the thrust to fly properly. Ferram said my two-stage needed a TWR of >10 at takeoff and it gets 2.6G at max thrust sea level. So I just fly them without FAR and they work fine Quote Link to comment Share on other sites More sharing options...
RoverDude Posted September 29, 2015 Author Share Posted September 29, 2015 I will happily take a FAR mm patch as a pull request Quote Link to comment Share on other sites More sharing options...
thorfinn Posted October 1, 2015 Share Posted October 1, 2015 Gaiiden said: Trying to use these with the latest FAR is an exercise in futility (...) these rockets don't have anywhere near the thrust to fly properly. Ferram said my two-stage needed a TWR of >10 at takeoff and it gets 2.6G at max thrust sea level.....why?Do you mean, to fly horizontally?What do you need that huge TWR for? Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted October 1, 2015 Share Posted October 1, 2015 just trust Ferram he knows what he's talking about.And to be honest I partially recant my earlier statement, which was unjustly harsh. I did in fact have a working single-stage sounding rocket flying okay under FAR. Once I started building them longer though (2-stage) the thrust was too low to overcome the body lift generated by the length of the rocket Quote Link to comment Share on other sites More sharing options...
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