goldenpsp Posted September 21, 2018 Share Posted September 21, 2018 3 hours ago, Oneiros said: Cool mod but it needs a good balance pass. So do you have anything useful to add, or are you just here to do a somewhat pointless drive by? Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted September 21, 2018 Share Posted September 21, 2018 Here is one of the many needed "balances": Inside GameData\UmbraSpaceIndustries\SoundingRockets\ScienceDefs.cfg replace all biomeMask = 63 by biomeMask = 1 - or go and download: ^with contract pack bonus Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted September 22, 2018 Share Posted September 22, 2018 @Oneiros check the link zFinal in my signature, there are a lot of generic patches I made to fiddle with many unbalanced / incomplete / whatever unsatisfying stuff I stumbled upon ... Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 24, 2018 Share Posted September 24, 2018 4 minutes ago, Oneiros said: f the author of this mod is no longer active or interested in updating I might make a balance patch that at least fixes the worst issues like no entry costs, parachutes, etc. @RoverDude is most definitely around, he does work for Squad. I pinged him here in the hope he will read your posts Quote Link to comment Share on other sites More sharing options...
RoverDude Posted September 24, 2018 Author Share Posted September 24, 2018 Still here :). Other than item one on that list, I disagree with the others shown as they are all there by design. Same as I strongly agree with the kerbal first approach stock takes. If you want to do a PR for better parachute values I would be happy to merge that. Quote Link to comment Share on other sites More sharing options...
HeyThisIsntFallout Posted October 12, 2018 Share Posted October 12, 2018 I seem to be having an issue using my first sounding rocket; using the avionics package, the DP-10 antenna and 3 of those mini battery packs, I have no connection to the rocket. Am I incorrect in assuming the avi package is meant to be a simple probe core and allow remote control of the craft. I also have RemoteTech (1.8.13) installed, but I don't know how/if that would be affecting anything. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted October 12, 2018 Author Share Posted October 12, 2018 I'd try it in a save without RT to be honest. Quote Link to comment Share on other sites More sharing options...
GrubbyZebra Posted October 12, 2018 Share Posted October 12, 2018 4 minutes ago, ItsSeanBroleson said: I seem to be having an issue using my first sounding rocket; using the avionics package, the DP-10 antenna and 3 of those mini battery packs, I have no connection to the rocket. Am I incorrect in assuming the avi package is meant to be a simple probe core and allow remote control of the craft. I also have RemoteTech (1.8.13) installed, but I don't know how/if that would be affecting anything. Nose cone? Quote Link to comment Share on other sites More sharing options...
HeyThisIsntFallout Posted October 12, 2018 Share Posted October 12, 2018 As in the nose cone parachute? I have one installed on my craft, if that's what you're asking. (I'll try an install without RT, as well) Quote Link to comment Share on other sites More sharing options...
GrubbyZebra Posted October 12, 2018 Share Posted October 12, 2018 3 minutes ago, ItsSeanBroleson said: As in the nose cone parachute? I have one installed on my craft, if that's what you're asking. (I'll try an install without RT, as well) Yes, the one that comes with sounding rockets. I seem to recall one of the RT configs gives that part the config instead of the probe core. Quote Link to comment Share on other sites More sharing options...
theonegalen Posted October 12, 2018 Share Posted October 12, 2018 Anytime I use the 0.625m rocket, it flips. Also, the parachute nose cones add ~10m to the height of the rockets, according to the Engineer's Report. Makes it impossible to use them on larger rockets once I unlock more parts. Quote Link to comment Share on other sites More sharing options...
Foozle Posted October 13, 2018 Share Posted October 13, 2018 Sounding rocket motors don't gimbal, because sounding rockets. So they flip if you don't use fins, and don't flip if you use fins. Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted October 13, 2018 Share Posted October 13, 2018 Give this a try: It contains patches for RemoteTech and on top of that compatibility patches for Sounding Rockets and Kerbalism.https://www.dropbox.com/s/qz3gbgsi2ovdnow/zzz_RemoteTechAddMissingModuleSPUPassive.7z?dl=1 Quote Link to comment Share on other sites More sharing options...
TranceaddicT Posted October 14, 2018 Share Posted October 14, 2018 On 10/3/2018 at 4:08 AM, Oneiros said: Just letting people know that I've integrated a lot of the balance changes into an add-on for Unmanned Tech. Many of these have been requested over the past few pages here. https://github.com/Oneiros86/UnmannedTech/tree/master/SoundingRocketsRebalanced That link doesn't work, but this one does: https://github.com/Oneiros86/SoundingRockets/releases Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted October 14, 2018 Share Posted October 14, 2018 16 minutes ago, TranceaddicT said: That link doesn't work, but this one does: https://github.com/Oneiros86/SoundingRockets/releases Keep in mind that Oneiros has basically left the community, so it is probably up in the air if these patches will be maintained, and his unmanned tech mod is essentially gone as of now. Quote Link to comment Share on other sites More sharing options...
TranceaddicT Posted October 14, 2018 Share Posted October 14, 2018 1 minute ago, goldenpsp said: Keep in mind that Oneiros has basically left the community, so it is probably up in the air if these patches will be maintained, and his unmanned tech mod is essentially gone as of now. This branch is 6 commits ahead of BobPalmer:master. Latest commit 7417d04 20 days ago Seems like he's still active. Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted October 14, 2018 Share Posted October 14, 2018 (edited) 2 minutes ago, TranceaddicT said: This branch is 6 commits ahead of BobPalmer:master. Latest commit 7417d04 20 days ago Seems like he's still active. https://forum.kerbalspaceprogram.com/index.php?/profile/144383-oneiros/ Not going to post his direct message here due to it's sensitive nature but it is pretty clear from a few days ago. Edited October 14, 2018 by goldenpsp Quote Link to comment Share on other sites More sharing options...
TranceaddicT Posted October 14, 2018 Share Posted October 14, 2018 2 minutes ago, goldenpsp said: https://forum.kerbalspaceprogram.com/index.php?/profile/144383-oneiros/ Not going to post his direct message here due to it's sensitive nature but it is pretty clear from a few days ago. Yeah, just saw that. Whomever those asshats were they need to learn to zip it. Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted December 10, 2018 Share Posted December 10, 2018 On 10/14/2018 at 4:14 PM, TranceaddicT said: Yeah, just saw that. Whomever those asshats were they need to learn to zip it. It probably rhymes with "entitled gamers." Quote Link to comment Share on other sites More sharing options...
toric5 Posted December 17, 2018 Share Posted December 17, 2018 Is it just me, or is the tiny areospike engine a bit overpowered compared to the spark. better in every way execpt vaccum thrust, where it is 2kn worse, and costs almost nothing. I would suggest a thrust and ISP nerf Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted February 2, 2019 Share Posted February 2, 2019 I just started using this mod and is it just me or is the rotation incorrect on the Avionics Package? I build a sounding rocket in what I think should be the default orientation of the parts with a truss in the default orientation it spawns in the VAB with the avionics package centered on the truss. When I launch it the the compass orientation is rotated 90 degrees compared to every other probe core in the game. Is this intentional for some reason I don't understand? It appears the Avionics Package wants to be on the "side" of the rocket instead of the "front" It bothered me enough that I wrote a patch to rotate it so that placement on the front of a rocket is the correct orientation to align with the compass. // Adjust the rotation alignment of the USI Sounding Rockets Avionics Package @PART[SR_ProbeCore] { %MODEL { %rotation = 0, 90, 0 } @node_attach = 0,0,0,0,0,-1,0 } Quote Link to comment Share on other sites More sharing options...
RoverDude Posted February 2, 2019 Author Share Posted February 2, 2019 19 minutes ago, Tonka Crash said: I just started using this mod and is it just me or is the rotation incorrect on the Avionics Package? I build a sounding rocket in what I think should be the default orientation of the parts with a truss in the default orientation it spawns in the VAB with the avionics package centered on the truss. When I launch it the the compass orientation is rotated 90 degrees compared to every other probe core in the game. Is this intentional for some reason I don't understand? It appears the Avionics Package wants to be on the "side" of the rocket instead of the "front" It bothered me enough that I wrote a patch to rotate it so that placement on the front of a rocket is the correct orientation to align with the compass. // Adjust the rotation alignment of the USI Sounding Rockets Avionics Package @PART[SR_ProbeCore] { %MODEL { %rotation = 0, 90, 0 } @node_attach = 0,0,0,0,0,-1,0 } It's meant to mount sideways inside the truss sections. A better patch would be to give it alternate orientations similar to the new Mk2 lander can Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted February 2, 2019 Share Posted February 2, 2019 (edited) 1 hour ago, RoverDude said: It's meant to mount sideways inside the truss sections. A better patch would be to give it alternate orientations similar to the new Mk2 lander can The control point would be another way to do it, that's true. I'm already using a patch to add up/forward/reverse to all command modules. It looks like you could rotate about the vertical axis for the up orientation through this as well. I use Snark's VABReorienter to build my rockets facing east in the VAB. Taking out my patch and VABReorienter. I can see that you've designed this so that the default build orientation when sent to the pad is already aligned with the compass without needing to be rotated 90° unlike every other command module in the game, so for me at least the patch I included above just makes the Avionics Package behave like every other command module. I've also written an Indicator Lights Patch for the Sounding Rocket experiments if anyone is interested. I skipped telemetry reports because I haven't wanted to spend the time updating every probe core in the game. Spoiler @PART[SR_Payload_0*]:NEEDS[IndicatorLights] { // Set the lights: 1 strip under the logo on each experiment. MODEL { model = IndicatorLights/Meshes/squareLamp2 scale = 0.4, 0.2, 2.2 position = -0.130,-0.10, -.01 rotation = 0, 0, 270 } // Mark the light as controllable MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/squareLamp2 emissiveName = indicator } // Link lights to science availability MODULE { name = ModuleScienceDataIndicator emissiveName = indicator dataColor = $HighScience partialDataColor = $MediumScience lowDataColor = $LowScience emptyColor = ModuleScienceAvailabilityIndicator } MODULE { name = ModuleScienceAvailabilityIndicator } } Edited February 2, 2019 by Tonka Crash Quote Link to comment Share on other sites More sharing options...
rottielover Posted February 14, 2019 Share Posted February 14, 2019 I just installed off ckan and the avionics package is not working as a probe core (can't control a sounding rocket once loaded on the pad). Any thoughts? Quote Link to comment Share on other sites More sharing options...
Jacke Posted February 14, 2019 Share Posted February 14, 2019 54 minutes ago, rottielover said: I just installed off ckan and the avionics package is not working as a probe core (can't control a sounding rocket once loaded on the pad). Any thoughts? I did a quick install of Sounding Rockets and I think I recreated what happened to you. The Avionics Package needs electric power. I added the small battery included in this mod and it worked like a charm. Quote Link to comment Share on other sites More sharing options...
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