Gordon Dry Posted June 15, 2017 Share Posted June 15, 2017 (edited) Would you provide patches to include FARControllableSurface into the following parts? UmbraSpaceIndustries/SoundingRockets/Parts/SR_GridFin_01/SR_Gridfin_01 UmbraSpaceIndustries/SoundingRockets/Parts/SR_GridFin_02/SR_Gridfin_02 UmbraSpaceIndustries/SoundingRockets/Parts/SR_GridFin_03/SR_Gridfin_03 I would much appreciate that. Reason: Edited June 15, 2017 by Gordon Dry Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted June 15, 2017 Share Posted June 15, 2017 On 6/15/2017 at 8:03 PM, Gordon Dry said: Would you provide patches to include FARControllableSurface into the following parts? UmbraSpaceIndustries/SoundingRockets/Parts/SR_GridFin_01/SR_Gridfin_01 UmbraSpaceIndustries/SoundingRockets/Parts/SR_GridFin_02/SR_Gridfin_02 UmbraSpaceIndustries/SoundingRockets/Parts/SR_GridFin_03/SR_Gridfin_03 I would much appreciate that. Reason: Expand Same answer as the other thread. @RoverDude takes pull requests. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted June 16, 2017 Author Share Posted June 16, 2017 @Gordon Dry - yep, what @goldenpsp said. I do not personally use FAR, so the best way to get additional mod interop is via a pull request. Quote Link to comment Share on other sites More sharing options...
Angstinator Posted January 3, 2018 Share Posted January 3, 2018 I wonder if I'm the only one who considers the stageable fairings to be too weak. They take forever to clear the craft they're staged from. Quote Link to comment Share on other sites More sharing options...
DStaal Posted January 3, 2018 Share Posted January 3, 2018 On 1/3/2018 at 8:50 PM, Angstinator said: I wonder if I'm the only one who considers the stageable fairings to be too weak. They take forever to clear the craft they're staged from. Expand No problems here. Admittedly, I usually spin-stabilize these rockets and dump them at the apex of the flight. So there's motion pushing them away, and not much air resistance holding them on. Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted January 4, 2018 Share Posted January 4, 2018 (edited) On 1/3/2018 at 9:09 PM, DStaal said: No problems here. Admittedly, I usually spin-stabilize these rockets and dump them at the apex of the flight. So there's motion pushing them away, and not much air resistance holding them on. Expand Ditto here, no problems. But you can always increase the force of the fairing decoupler with a MM patch: @PART[SR_PayloadFairing_*]:FINAL { @MODULE[ModuleDecouple] { @ejectionFroce *= 4 } } There's a 4x increase in the push from separation, set it to whatever you want. I checked and both fairing sizes use the same force so I made the patch apply to both equally In case it wasn't clear - I quote DStaal but my MM patch was in response to @Angstinator Edited January 4, 2018 by Drew Kerman Quote Link to comment Share on other sites More sharing options...
Angstinator Posted January 4, 2018 Share Posted January 4, 2018 Yeah, I've already solved the problem myself. A force of 10 was enough, the default seems to have been 0.1. Now my sounding rockets can finally get to orbit in a halfway efficient manner. Quote Link to comment Share on other sites More sharing options...
eberkain Posted January 6, 2018 Share Posted January 6, 2018 On 5/4/2015 at 4:59 PM, Gfurst said: I've made a patch for Realchute compatibility, Seems to be all working properly now, with some help of stupid chris. Just copy the text below and apply to a custom .cfg file. All seems to be working except the model for the .350 nosecone, the chute get visually duplicated, the real one moving, and another one static to the craft, mirroring the real one. @PART[SR_Nosecone_35]:FOR[RealChute] { @category = none @mass = 0.02 !sound_parachute_open !sound_parachute_single !MODULE[ModuleParachute]{} MODULE { name = RealChuteModule caseMass = 0.02 timer = 0 mustGoDown = true cutSpeed = 0.5 spareChutes = 1 PARACHUTE { material = Nylon preDeployedDiameter = 0.8 deployedDiameter = 14 minIsPressure = false minPressure = 6000 deploymentAlt = 600 cutAlt = -1 preDeploymentSpeed = 1 deploymentSpeed = 4 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 = 0.04 !sound_parachute_open !sound_parachute_single !MODULE[ModuleParachute]{} MODULE { name = RealChuteModule caseMass = 0.04 timer = 0 mustGoDown = true cutSpeed = 0.5 spareChutes = 1 PARACHUTE { material = Nylon preDeployedDiameter = 1 deployedDiameter = 18 minIsPressure = false minPressure = 8000 deploymentAlt = 600 cutAlt = -1 preDeploymentSpeed = 1 deploymentSpeed = 6 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 = 0.02 !sound_parachute_open !sound_parachute_single !MODULE[ModuleParachute]{} MODULE { name = RealChuteModule caseMass = 0.02 timer = 0 mustGoDown = true cutSpeed = 0.5 spareChutes = 1 PARACHUTE { material = Nylon preDeployedDiameter = 0.8 deployedDiameter = 14 minIsPressure = false minPressure = 6000 deploymentAlt = 600 cutAlt = -1 preDeploymentSpeed = 1 deploymentSpeed = 4 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 This still work in 1.3.1? The chutes from this and the survival pack have always acted so nutty I was hoping that replacing them with real chute modules would help? Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted January 7, 2018 Share Posted January 7, 2018 On 1/6/2018 at 3:08 PM, eberkain said: This still work in 1.3.1? The chutes from this and the survival pack have always acted so nutty I was hoping that replacing them with real chute modules would help? Expand You could just click the releases link in the OP and get your answer (hint, yes). Quote Link to comment Share on other sites More sharing options...
eberkain Posted January 7, 2018 Share Posted January 7, 2018 On 1/7/2018 at 4:59 AM, goldenpsp said: You could just click the releases link in the OP and get your answer (hint, yes). Expand I mean't the MM patch for making them real chutes, I know RoverDude's mods stay updated. The patch was posted over 2 years ago, so I was asking if anyone knew if it still worked? (hint, yes it does). I just have to figure out how to apply it to the DERP chutes and were all good. Quote Link to comment Share on other sites More sharing options...
eberkain Posted January 23, 2018 Share Posted January 23, 2018 Found a new use for the payload rack. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted January 23, 2018 Author Share Posted January 23, 2018 Nice! I may have to steal that idea for my own saves! Quote Link to comment Share on other sites More sharing options...
Foozle Posted January 23, 2018 Share Posted January 23, 2018 On 1/23/2018 at 12:33 AM, eberkain said: Found a new use for the payload rack. Expand Yep! Works great, especially if you use tweakscale. BTW, the venerable MEPS still works and is perfect for this kind of application as well... Quote Link to comment Share on other sites More sharing options...
TranceaddicT Posted January 26, 2018 Share Posted January 26, 2018 FYI, for those who don't follow the github page .. I noticed that SR parts have no entryCost; so, I created a MMConfig to add this . It also stays with KSP's standard of Entry cost being 3x part cost. @PART[SR_*] { @entryCost = #$cost$ @entryCost *= 3 } Quote Link to comment Share on other sites More sharing options...
inigma Posted March 17, 2018 Share Posted March 17, 2018 (edited) @RoverDude can you add a short range radio to your Avionics Package so we can at least launch these things as our first craft in a career game? Call me noobish. I forgot the battery. doh. Man I'm out of sorts. I haven't played KSP much recently. heh. Edited March 17, 2018 by inigma Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted March 17, 2018 Share Posted March 17, 2018 On 3/17/2018 at 8:14 AM, inigma said: Call me noobish. I forgot the battery. Expand in your defense all the stock probes (or most, at least) have a small battery capacity built-in so easy to miss this item. I've done it too on multiple occasions Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted April 16, 2018 Share Posted April 16, 2018 Still playing with these rockets! I'm at the point where I can get one to barely scratch 9km, then my next iteration flings out to 250K. I obviously am missing some middle-ground design work @Drew Kerman -- I may just crib from KSA for the first few sounding rocket builds, since I'm experimenting with a slow-start program (as enforced by Kerbal Construction Time) -- spin stabilization has been an epiphany to me! Is the LF/O engine in the Mk4+ a custom part, or am I missing something from Sounding Rockets? A custom-tweaked aerospike? I'm also missing my rocket plumes, but that may be because I just installed the latest Real Plume and it broke/bonked something. :I I see it has some configs (provided by you!) added back in January but I'll have to try some reinstalling in case CKAN missed something. Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted April 16, 2018 Share Posted April 16, 2018 On 4/16/2018 at 5:33 PM, Beetlecat said: I'm also missing my rocket plumes Expand See but that only fixes the plumes, the sound is still missing. Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted April 16, 2018 Share Posted April 16, 2018 On 4/16/2018 at 5:33 PM, Beetlecat said: Is the LF/O engine in the Mk4+ a custom part, or am I missing something from Sounding Rockets? A custom-tweaked aerospike? Expand it's a sounding rocket part but yea it's really supposed to be more like an aerospike. I probably should have gone with a 0.35 rocket from another mod pack that looks more like a traditional bell buuuuttt... I dunno it looked fine to me just have most of the machinery inside the tank body I guess if I have to explain it. So yea look deep in the tech tree for it Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted April 16, 2018 Share Posted April 16, 2018 On 4/16/2018 at 5:51 PM, Gordon Dry said: See but that only fixes the plumes, the sound is still missing. Expand Aha! -- fantastic. Even though it confirms things to be "broken" -- it's a relief to know it's not something I did wrong. Thanks for your work on that. On 4/16/2018 at 5:51 PM, Drew Kerman said: it's a sounding rocket part but yea it's really supposed to be more like an aerospike. I probably should have gone with a 0.35 rocket from another mod pack that looks more like a traditional bell buuuuttt... I dunno it looked fine to me just have most of the machinery inside the tank body I guess if I have to explain it. So yea look deep in the tech tree for it Expand Shoot -- it's one more tech level higher. Guess I gotta drive around the KSC scooping up some more science. Quote Link to comment Share on other sites More sharing options...
LeLeon Posted April 17, 2018 Share Posted April 17, 2018 On 4/16/2018 at 5:33 PM, Beetlecat said: Still playing with these rockets! I'm at the point where I can get one to barely scratch 9km, then my next iteration flings out to 250K. I obviously am missing some middle-ground design work @Drew Kerman -- I may just crib from KSA for the first few sounding rocket builds, since I'm experimenting with a slow-start program (as enforced by Kerbal Construction Time) -- spin stabilization has been an epiphany to me! Is the LF/O engine in the Mk4+ a custom part, or am I missing something from Sounding Rockets? A custom-tweaked aerospike? I'm also missing my rocket plumes, but that may be because I just installed the latest Real Plume and it broke/bonked something. :I I see it has some configs (provided by you!) added back in January but I'll have to try some reinstalling in case CKAN missed something. Expand delete the sounding rockets.cfg in real plume-stock config folder. i prefer stock plumes over missing sound and custom plumes. Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted April 17, 2018 Share Posted April 17, 2018 (edited) On 4/17/2018 at 8:35 AM, LeLeon said: i prefer stock plumes over missing sound and custom plumes Expand Makes sense Edited April 17, 2018 by Gordon Dry Quote Link to comment Share on other sites More sharing options...
GrubbyZebra Posted July 4, 2018 Share Posted July 4, 2018 Having an issue where my sounding rockets are sinking with water landings. Am i missing something or is it just the cardboard getting wet (I don't recall this with 1.3, but can't remember exactly). Quote Link to comment Share on other sites More sharing options...
DStaal Posted July 5, 2018 Share Posted July 5, 2018 On 7/4/2018 at 10:45 PM, GrubbyZebra said: Having an issue where my sounding rockets are sinking with water landings. Am i missing something or is it just the cardboard getting wet (I don't recall this with 1.3, but can't remember exactly). Expand I can't remember exactly when it happened off the top of my head, but the buoyancy model has changed slightly since this mod was last updated. Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted August 2, 2018 Share Posted August 2, 2018 On 7/4/2018 at 10:45 PM, GrubbyZebra said: Having an issue where my sounding rockets are sinking with water landings. Am i missing something or is it just the cardboard getting wet (I don't recall this with 1.3, but can't remember exactly). Expand On 7/5/2018 at 1:10 AM, DStaal said: I can't remember exactly when it happened off the top of my head, but the buoyancy model has changed slightly since this mod was last updated. Expand Yeah -- some/most of those parts just drop into the water. adding a tiny tank etc. can act as a float in the mean-time. Quote Link to comment Share on other sites More sharing options...
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