Drew Kerman Posted November 29, 2016 Share Posted November 29, 2016 (edited) On 11/29/2016 at 7:13 AM, Dazpoet said: Does this mod depend on any of the stuff in the Squad folder? Expand Yes. Never delete the Squad folder. However you should be able to delete the parts folder and be fine Edited November 30, 2016 by Drew Kerman Quote Link to comment Share on other sites More sharing options...
Kevin Kyle Posted November 29, 2016 Share Posted November 29, 2016 (edited) I have been unable to complete the last mission. I dont understand, I make it to space easily, re-enter and land just like all the other missions but the contract wont show "landed" or recovered" I have no idea why it wont, Everything seems fine. Its not a hard landing or anything like that. Ive tried several times, Same result every time. Anyone else have this issue? BTW, I really enjoyed this, are there any plans to expand on it? Edited November 29, 2016 by Kevin Kyle Quote Link to comment Share on other sites More sharing options...
RoverDude Posted November 29, 2016 Author Share Posted November 29, 2016 @Dazpoet - for your specific case, you could delete the Squad/Parts folder. the rest of the stuff you need Quote Link to comment Share on other sites More sharing options...
Amgrod Posted December 12, 2016 Share Posted December 12, 2016 Hi RoverDude, Love the mod, but having problems with auto-staging - basically, that's not happening (running 0.5.4 in KSP 1.2.2). Is there a trick to getting it to work properly? I've tried rerooting to the nose-cone, I've tried not rerooting, I've tried with different combinations of the boosters, nothing seems to work. Any thoughts? Thanks! Amgrod Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted December 12, 2016 Share Posted December 12, 2016 On 12/12/2016 at 2:38 AM, Amgrod said: Any thoughts? Expand the payload truss is the part that is designed to be the root part of all sounding rockets. have you tried that? Quote Link to comment Share on other sites More sharing options...
Amgrod Posted December 12, 2016 Share Posted December 12, 2016 Drew, No - will try that tonight - thank you! Amgrod Quote Link to comment Share on other sites More sharing options...
KerbalKore Posted December 14, 2016 Share Posted December 14, 2016 Could anyone provide the old science experiments please? Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted December 14, 2016 Share Posted December 14, 2016 On 12/14/2016 at 12:57 AM, Bill the Kerbal said: Could anyone provide the old science experiments please? Expand Have you tried downloading an older release from the GitHub page? Quote Link to comment Share on other sites More sharing options...
nealpro Posted December 20, 2016 Share Posted December 20, 2016 (edited) New to KSP, so please forgive my ignorance, but I am unable to launch any sounding rockets. I built a rocket as: Payload truss (0.35m), attach SRM-L engine, attach at other end Nosecone parachute (0.35m), attach (anywhere) Avionics package. When I go to launch, my stage light is purple, which I understand means Stage Lock. I cannot turn off stage lock with the keyboard, and Stage Lock is not set for any other rocket that I put on the launch bay. Any ideas? Thanks! Here is a screenshot of my GameData folder: http://imgur.com/a/JyFvv. I don't believe I've done anything unusual besides install a few mods via CKAN. FWIW, I can launch a sounding rocket with a Stayputnik at the head instead of the Nosecone + Avionics. EDIT: I fixed this issue by adding a battery. Maybe this will help another newbie. Edited December 21, 2016 by nealpro Quote Link to comment Share on other sites More sharing options...
Stratickus Posted January 27, 2017 Share Posted January 27, 2017 I'm having a weird issue where a series of Sounding Rockets that I had created to complete the Sounding Rocket Contract Pack are no longer performing as they once were in my new Career save. I have used the rockets through several saves and usually just copy and paste them from one save to the next. For some reason in my most current save, the Sounding Rockets are seriously under performing. I looked at the Changelog on GitHub and really didn't see anything to indicate that changes were made recently. I originally designed the rockets after v0.5.0 was released and as far as I can tell that was the last time any significant changes were made to anything relating to rocket performance. I have stock aero and the rockets are 100% USI, so I am really at a loss as to what may be causing this. I realize this isn't much to go off of, but does anyone have any thoughts? Cheers, Quote Link to comment Share on other sites More sharing options...
almagnus1 Posted February 10, 2017 Share Posted February 10, 2017 (edited) I'm working with Sounding Rockets again for the first time in a long time, but I'm encountering an issue where I don't see how to stage the fairing shells... which is making things difficult. Sounding Rockets is one of about 63 mods being installed (all being managed via CKAN). There's no indication on staging, nor are there any hooks that I can use for the subgroups, so I'm wondering if there's something in the config I did wrong, or if there's something that has changed and I've just missed it. Edit: Did a wipe and reinstall of the KSP directory and all mods, and the issue is resolved. Edited February 11, 2017 by almagnus1 Quote Link to comment Share on other sites More sharing options...
eberkain Posted February 12, 2017 Share Posted February 12, 2017 Still love using this mod, but I think the large parachute cap has some kind of issue, it spins like crazy, showing aero overlay has a big drag spike and a big lift spike at a 90 angle. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted February 13, 2017 Author Share Posted February 13, 2017 Yeah I need to play with the parachutes more Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted February 14, 2017 Share Posted February 14, 2017 (edited) On 5/11/2016 at 3:41 AM, blnk2007 said: 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 } } } } Expand I just realized that this never made it into a release of RealChute, so Roverdude would you include it in Sounding Rockets? EDIT So I just tried this patch and when I stick a 0.35m nosecone on a payload and go into the AG menu the log is spammed with RealChute nullrefs. This is under v1.1.3. Have yet to test under v1.2.2 Edited February 16, 2017 by Drew Kerman Quote Link to comment Share on other sites More sharing options...
voicey99 Posted February 16, 2017 Share Posted February 16, 2017 The FS2G gyro apparently doesn't actually provide any SAS functionality, I have a craft with one mounted but it still refuses to engage SAS. This screenshot shows what I mean, unless I'm doing something wrong. Quote Link to comment Share on other sites More sharing options...
eberkain Posted February 16, 2017 Share Posted February 16, 2017 On 2/16/2017 at 2:19 PM, voicey99 said: The FS2G gyro apparently doesn't actually provide any SAS functionality, I have a craft with one mounted but it still refuses to engage SAS. This screenshot shows what I mean, unless I'm doing something wrong. Expand The SAS is a function of the probe core / pilot. The gyro is just what gives the probe core the control authority to change the crafts orientation., Quote Link to comment Share on other sites More sharing options...
voicey99 Posted February 16, 2017 Share Posted February 16, 2017 On 2/16/2017 at 9:34 PM, eberkain said: The SAS is a function of the probe core / pilot. The gyro is just what gives the probe core the control authority to change the crafts orientation., Expand You're thinking of the other gyro (the Gyroscope (small)). This one is supposed to enable Stability Assist as a function of SAS (I have the flywheels elsewhere on the craft). Quote Link to comment Share on other sites More sharing options...
JoshuaRaven Posted February 27, 2017 Share Posted February 27, 2017 On 11/12/2016 at 8:24 PM, tomf said: The small cube pack chute seems to be reporting its unpacked size or something in the VAB. Start a new rocket with just a core like stayputnik - the hight in the engineers report will be 1m. Attach a single pack chute to it and the height jumps to 10.7m Expand I'm having the exact same issue. See this report as well: Quote Link to comment Share on other sites More sharing options...
Daveroski Posted May 27, 2017 Share Posted May 27, 2017 Last post was February. Perhaps this mod isn't as popular as I thought it might be. I might have thought that no posts in a few months might mean that everyone was happy with this mod but the last two posts suggest otherwise. Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted May 27, 2017 Share Posted May 27, 2017 On 5/27/2017 at 6:28 PM, Daveroski said: Last post was February. Perhaps this mod isn't as popular as I thought it might be. I might have thought that no posts in a few months might mean that everyone was happy with this mod but the last two posts suggest otherwise. Expand Is there a point to this post? One post from february with not much detail to help troubleshoot, plus no github issue created for it doesn't say much about anything. Otherwise this is a pretty simple mod so the thread doesn't get/need much traffic. The vast majority of USI mod junkies these days download the entire constellation of mods, which includes this one. Quote Link to comment Share on other sites More sharing options...
Daveroski Posted May 28, 2017 Share Posted May 28, 2017 On 5/27/2017 at 8:33 PM, goldenpsp said: Is there a point to this post? One post from february with not much detail to help troubleshoot, plus no github issue created for it doesn't say much about anything. Otherwise this is a pretty simple mod so the thread doesn't get/need much traffic. The vast majority of USI mod junkies these days download the entire constellation of mods, which includes this one. Expand You think my post pointless and thought you would make a point of informing me. Lovely. The posts (two) from February both point to problems that even I, having never seen the parts for this mod, would be able to find the parts referred to and quickly check to see if the points mentioned were valid. Now that would be pointless. One of the two posts I mentioned was actually corroborating an earlier post and still no reply was offered. If other users and indeed the owner of the mod can't check these reports and either offer rebuttal or confirmation, it shows a level of apathy which gives concern. I merely gave voice to my concern. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted May 28, 2017 Author Share Posted May 28, 2017 On 5/28/2017 at 6:56 AM, Daveroski said: I merely gave voice to my concern. Expand No, you're being unreasonably rude. Probably best if you don't use the content I create then. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted May 28, 2017 Author Share Posted May 28, 2017 0.6.1 - KSP 1.3 ------------------- KSP 1.3 Compatibility Dependency updates Quote Link to comment Share on other sites More sharing options...
Daveroski Posted May 28, 2017 Share Posted May 28, 2017 On 5/28/2017 at 12:50 PM, RoverDude said: No, you're being unreasonably rude. Probably best if you don't use the content I create then. Expand The two people who referenced bugs in your content were ignored. That was February. Weeks ago. You say I'm being rude? I have nothing further to say to you. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted May 28, 2017 Author Share Posted May 28, 2017 On 5/28/2017 at 6:57 PM, Daveroski said: I have nothing further to say to you. Expand Awesome! That saves me work Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.