rottielover Posted February 14, 2019 Share Posted February 14, 2019 ah, thank you! Quote Link to comment Share on other sites More sharing options...
Aerospacer Posted February 14, 2019 Share Posted February 14, 2019 @RoverDude Hmm, probably stupid question, but where is version 1.0 ? Quote Link to comment Share on other sites More sharing options...
Taki117 Posted February 19, 2019 Share Posted February 19, 2019 I am happy to report that this mod works well in 1.6.1 Quote Link to comment Share on other sites More sharing options...
Balrog Posted March 25, 2019 Share Posted March 25, 2019 (edited) How do I prevent a sounding rocket payload from sinking when landing in the ocean? Payload includes:Â Nosecone parachute 0.35m Payload truss Avionics package 2 mini battery pack Aeronomy Package 2HOT Thermometer Mods: MechJeb2 MechJebForAll ModuleManager Chatterer SCANsat DockingPortSoundFX ReentryParticleEffect RoverWheelSounds RCSSounds SafeChute GravityTurnContinued IndicatorLights DMagicOrbitalScience EngineLightRelit ManeuverNodeEvolved ZeroMiniAVC SoundingRockets USITools Edited March 25, 2019 by Balrog Added info on payload and installed mods Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted March 25, 2019 Share Posted March 25, 2019 45 minutes ago, Balrog said: How do I prevent a sounding rocket payload from sinking when landing in the ocean? should still let you recover it, unless you're wanting it to float around and do more science? Quote Link to comment Share on other sites More sharing options...
Balrog Posted March 25, 2019 Share Posted March 25, 2019 30 minutes ago, Drew Kerman said: should still let you recover it, unless you're wanting it to float around and do more science? As it is sinking, it is considered "in motion." Recover vessel does not work. Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted March 25, 2019 Share Posted March 25, 2019 (edited) 4 hours ago, Balrog said: As it is sinking, it is considered "in motion." Recover vessel does not work. weird. I could swear I've had things sink but still be recoverable. Can't recall for sure though, but I do think I remember this because I was surprised I was able to recover them (not necessarily sounding rocket payloads, also have landed KerBalloons in the water) Anyways I built your rocket payload and dropped it into the ocean under chute off the coast of KSC with KSP v1.5.1 and it didn't sink. I've been using sounding rockets for a few years now and I know for sure I never had any troubles recovering them - so if they ever sank that was never an issue for me. Try reducing your install to stock + Sounding Rockets and see if they still sink  Edited March 25, 2019 by Drew Kerman Quote Link to comment Share on other sites More sharing options...
DStaal Posted March 25, 2019 Share Posted March 25, 2019 3 minutes ago, Drew Kerman said: weird. I could swear I've had things sink but still be recoverable. Can't recall for sure though, but I do think I remember this because I was surprised I was able to recover them (not necessarily sounding rocket payloads, also have landed KerBalloons in the water) You can usually recover them just as they start to sink, or you can wait for them to hit the bottom. (If they can - depending on the depth, in current versions of KSP some parts may not survive.) This may be a change in KSP's behavior in recent versions - they improved water/liquid/ocean support quite a bit in the last couple of versions, IIRC. Quote Link to comment Share on other sites More sharing options...
DavefromNZ Posted April 11, 2019 Share Posted April 11, 2019 Hi I seem to be encountering a bug where the 0.35m nose cone is 10.3m tall. See screenshots. Pretty relevant to a career mode game where you have a height limit of 20m before upgrading the pad.  https://imgur.com/4bTpjQ8 https://imgur.com/DkeOo0c   Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted April 11, 2019 Share Posted April 11, 2019 8 hours ago, DavefromNZ said: HiI seem to be encountering a bug where the 0.35m nose cone is 10.3m tall. See screenshots. Pretty relevant to a career mode game where you have a height limit of 20m before upgrading the pad. It thinks the chute is deployed. There's something wrong with your install but no one will be able to help unless you post a log file. Do a search for "ksp how to get support" Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted May 26, 2019 Share Posted May 26, 2019 What is to be done to have plumes and sound in RO with KSP 1.6.1 ? (Yes, again a plume-and-sound question.) Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted May 26, 2019 Share Posted May 26, 2019 So, I tricked KSP / RO by using this config (and only this) from RealPlume-Stock: GameData\RealPlume-Stock\UmbraSpaceIndustries\Sounding_Rockets.cfg //Sounding Rocket Configs by forum user Drew Kerman // LF/O Engine @PART[SR_Aerospike]:FOR[zFinal] { %EFFECTS { Kerolox-Upper { MODEL_MULTI_SHURIKEN_PERSIST { transformName = ThrustTransform localRotation = 0,0,0 localPosition = 0,0,-0.2 fixedScale = 0.3 name = flare modelName = RealPlume/MP_Nazari_FX/KWbooster emission = 0.0 0 emission = 0.01 0.2 emission = 1.0 1 speed = 0.0 1 speed = 1.0 1 offset = 0 energy = 0.0 0.1 energy = 1.0 0.1 size = 0.0 0.6 size = 1.0 0.6 fixedEmissions = false randomInitalVelocityOffsetMaxRadius = 0.2 } MODEL_MULTI_SHURIKEN_PERSIST { transformName = ThrustTransform localRotation = 0,0,0 localPosition = 0,0,-0.2 fixedScale = 0.3 energy = 0.5 speed = 0.75 emissionMult = 0.35 name = plume modelName = RealPlume/MP_Nazari_FX/KWbooster fixedEmissions = false sizeClamp = 50 randomInitalVelocityOffsetMaxRadius = 2 randConeEmit { density = 1.0 0 density = 0.25 1 density = 0.06 1.4 density = 0 1.6 } logGrow { density = 1.0 1 density = 0.2 1 density = 0.1 7 density = 0.0 2 } logGrowScale { density = 1.0 1 density = 0.8 1 density = 0.46 1.3 density = 0.2 2 density = 0.1 4 density = 0.0 5 } linGrow { density = 1.0 -0.2 density = 0.25 0 density = 0.07 4 density = 0.035 12 density = 0.0 25 } speed { density = 1.0 5 density = 0.46 5 density = 0.2 5 density = 0.1 8 density = 0.05 8 density = 0.01 6 density = 0.0 4 } xyForce { density = 1 0.4 density = 0.25 0.6 density = 0.06 0.75 density = 0.01 0.85 density = 0 1 } zForce { density = 1 1 density = 0.2 1.02 density = 0 1.033 } emission { density = 1.0 10 density = 0.5 10 density = 0.2 12 density = 0.1 9 density = 0.07 7 density = 0.035 15 density = 0.01 15 density = 0.0 13 power = 1 1 power = 0.01 0.2 power = 0 0 } energy { density = 1.0 0.75 density = 0.3 0.75 density = 0.2 0.7 density = 0.07 0.65 density = 0.035 0.25 density = 0.0 0.2 } size { density = 1.0 1 density = 0.8 0.9 density = 0.2 0.85 density = 0.06 0.7 density = 0.01 0.6 density = 0.0 0.4 } } MODEL_MULTI_SHURIKEN_PERSIST { transformName = ThrustTransform localRotation = 0,0,0 localPosition = 0,0,-0.2 fixedScale = 0.3 emissionMult = 0.35 name = plumeboundary modelName = RealPlume/Hoojiwana_FX/MPspike fixedEmissions = false sizeClamp = 50 randomInitalVelocityOffsetMaxRadius = 5 randConeEmit { density = 1.0 0 density = 0.25 1 density = 0.06 1.7 density = 0 2 } grow { density = 1.0 -0.99 density = 0.8 0.0 density = 0.2 0 density = 0.1 0 density = 0 0 } xyForce { density = 1 0.05 density = 0.25 0.1 density = 0.06 0.45 density = 0.01 0.75 density = 0 1 } logGrow { density = 1.0 1 density = 0.2 2 density = 0.1 7 density = 0.0 10 } logGrowScale { density = 1.0 1 density = 0.8 1.5 density = 0.46 2 density = 0.2 3 density = 0.1 4 density = 0.0 6 } linGrow { density = 1.0 -5 density = 0.46 0.0 density = 0.2 3 density = 0.035 20 density = 0.0 25 } speed { density = 1.0 2 density = 0.25 2.5 density = 0.1 4 density = 0.05 4.5 density = 0.0 4 } zForce { density = 1 1 density = 0.2 1.02 density = 0 1.04 } emission { density = 1.0 2.0 density = 0.8 2 density = 0.5 3 density = 0.2 4 density = 0.1 4 density = 0.05 density = 0.01 6 density = 0.0 7 power = 1 1 power = 0.01 0.2 power = 0 0 } energy { density = 1.0 2 density = 0.3 2 density = 0.2 1.7 density = 0.05 1.6 density = 0.01 1 density = 0.0 0.4 } size { density = 1.0 1 density = 0.8 0.85 density = 0.2 0.8 density = 0.06 0.55 density = 0.0 0.4 } } } } @MODULE[ModuleEngines*] { @name = ModuleEnginesFX %powerEffectName = Kerolox-Upper } } // SRM-L @PART[SR_Rocket_35_02]:FOR[zFinal] { %EFFECTS { %Solid-Lower { MODEL_MULTI_SHURIKEN_PERSIST { //Get the inputs from the other config. transformName = ThrustTransform localRotation = 0,0,0 localPosition = 0,0,-0.05 fixedScale = 0.25 name = flare modelName = RealPlume/MP_Nazari_FX/KWbooster emission = 0.0 0 emission = 0.01 0.2 emission = 1.0 2 speed = 0.0 1 speed = 1.0 1.5 offset = 0 energy = 0.0 0.1 energy = 1.0 0.1 size = 0.0 0.6 size = 1.0 0.6 fixedEmissions = false randomInitalVelocityOffsetMaxRadius = 0.2 } MODEL_MULTI_SHURIKEN_PERSIST { //Get the inputs from the other config. transformName = ThrustTransform localRotation = 0,0,0 localPosition = 0,0,-.05 fixedScale = .2 energy = 0.65 speed = 1.25 name = plume modelName = RealPlume/MP_Nazari_FX/KWbooster fixedEmissions = false sizeClamp = 50 randomInitalVelocityOffsetMaxRadius = 0.2 randConeEmit { density = 1 0.1 density = 0 1 } logGrow { density = 1.0 1 density = 0.1 3 density = 0.0 2 } logGrowScale { density = 1.0 0.0 density = 0.8 0.5 density = 0.46 0.75 density = 0.2 1 density = 0.1 2 density = 0.0 3 } linGrow { density = 1.0 1 density = 0.46 1 density = 0.2 3 density = 0.05 7 density = 0.0 7 } speed { density = 1.0 2 density = 0.46 2.5 density = 0.2 2.5 density = 0.05 3 density = 0.0 3 } xyForce { density = 1 0.95 density = 0.24 0.9 density = 0.0 1 } emission { density = 1.0 4.0 density = 0.8 3.5 density = 0.2 3.5 density = 0.1 2.9 density = 0.05 2.3 density = 0.0 2.25 power = 1 1 power = 0.01 0.2 power = 0 0 } energy { density = 1.0 2 density = 0.3 2 density = 0.05 0.5 density = 0.0 0.5 } size { density = 1.0 0.8 density = 0.8 0.65 density = 0.2 0.55 } } MODEL_MULTI_SHURIKEN_PERSIST { transformName = ThrustTransform localRotation = 0,0,0 localPosition = 0,0,2 fixedScale = 0.25 name = smoke modelName = RealPlume/MP_Nazari_FX/smokebooster speed = 0.5 grow = 0.0 0 grow = 1.0 0.1 renderMode = "Billboard" collide = true physical = true collideRatio = 0 stickiness = 0.5 sizeClamp = 100 angle = 0.0 1.0 angle = 45.0 1.0 angle = 50.0 1.0 distance = 0.0 1.0 distance = 100.0 1.0 distance = 110.0 1.0 logGrow { density = 1.0 20 density = 0.1 25 density = 0.0 2 } logGrowScale { density = 1.0 2 density = 0.8 2.5 density = 0.46 3 density = 0.2 3 density = 0.1 3 density = 0.0 5 } linGrow { density = 1.0 0 density = 0.46 0 density = 0.2 0 density = 0.05 5 density = 0.0 10 } emission { density = 1.0 5.0 density = 0.05 4 density = 0.0 0 power = 1 1 power = 0.01 0.2 power = 0 0 } energy { density = 1.0 3 density = 0.3 3 density = 0.05 0.1 density = 0.0 0.0 } size { density = 1.0 1 density = 0.8 1.2 density = 0.6 2 density = 0.2 3 density = 0.0 7 } } MODEL_MULTI_SHURIKEN_PERSIST { transformName = ThrustTransform localRotation = 0,0,0 localPosition = 0,0,-0.5 fixedScale = 0.1 name = slag modelName = Squad/FX/SRB_Large emission = 0.0 0 emission = 0.01 0.05 emission = 1.0 0.2 speed = 0.0 1 speed = 1.0 1 offset = 1 size = 0.0 0.2 size = 1.0 0.2 fixedEmissions = false randomInitalVelocityOffsetMaxRadius = 0.2 randConeEmit { density = 1 0.4 density = 0.5 0.8 density = 0.1 1 density = 0 1 } xyForce { density = 1 0.9 density = 0.35 0.93 density = 0.0 1 } energy { density = 1.0 6 density = 0.3 5 density = 0.05 2 density = 0.0 1.5 } } } } @MODULE[ModuleEngines*] { @name = ModuleEnginesFX %powerEffectName = Solid-Lower } } // SRM-S @PART[SR_Rocket_35_01]:FOR[zFinal] { %EFFECTS { %Solid-Upper { MODEL_MULTI_SHURIKEN_PERSIST { transformName = ThrustTransform localRotation = 0,0,0 localPosition = 0,0,-0.05 fixedScale = 0.23 name = flare modelName = RealPlume/MP_Nazari_FX/KWbooster emission = 0.0 0 emission = 0.01 0.2 emission = 1.0 2 speed = 0.0 1 speed = 1.0 1 offset = 0 energy = 0.0 0.1 energy = 1.0 0.1 size = 0.0 0.6 size = 1.0 0.6 fixedEmissions = false randomInitalVelocityOffsetMaxRadius = 0.2 } MODEL_MULTI_SHURIKEN_PERSIST { transformName = ThrustTransform localRotation = 0,0,0 localPosition = 0,0,0 fixedScale = 0.2 energy = 0.35 speed = 1.25 name = plume modelName = RealPlume/MP_Nazari_FX/KWbooster fixedEmissions = false sizeClamp = 50 randomInitalVelocityOffsetMaxRadius = 0.2 randConeEmit { density = 1 0.4 density = 0 1 } logGrow { density = 1.0 2 density = 0.1 3 density = 0.0 2 } logGrowScale { density = 1.0 0.0 density = 0.8 1.5 density = 0.46 2 density = 0.2 2 density = 0.1 2 density = 0.0 5 } linGrow { density = 1.0 1 density = 0.46 1 density = 0.2 3 density = 0.05 7 density = 0.0 7 } speed { density = 1.0 2 density = 0.46 2.5 density = 0.2 2.5 density = 0.05 3 density = 0.0 3 } xyForce { density = 1 0.95 density = 0.24 0.9 density = 0.0 1 } emission { density = 1.0 4.0 density = 0.8 3.5 density = 0.2 3.5 density = 0.1 2.9 density = 0.05 2.3 density = 0.0 2.25 power = 1 1 power = 0.01 0.2 power = 0 0 } energy { density = 1.0 2 density = 0.3 2 density = 0.05 0.5 density = 0.0 0.5 } size { density = 1.0 0.8 density = 0.8 0.65 density = 0.2 0.55 } } MODEL_MULTI_SHURIKEN_PERSIST { transformName = ThrustTransform localRotation = 0,0,0 localPosition = 0,0,0.5 fixedScale = 0.13 name = smoke modelName = RealPlume/MP_Nazari_FX/smokebooster speed = 0.25 grow = 0.0 0 grow = 1.0 0.1 renderMode = "Billboard" collide = true physical = true collideRatio = 0 stickiness = 0.5 sizeClamp = 100 angle = 0.0 1.0 angle = 45.0 1.0 angle = 50.0 1.0 distance = 0.0 1.0 distance = 100.0 1.0 distance = 110.0 1.0 logGrow { density = 1.0 10 density = 0.1 15 density = 0.0 2 } logGrowScale { density = 1.0 2 density = 0.8 2.5 density = 0.46 3 density = 0.2 3 density = 0.1 3 density = 0.0 5 } linGrow { density = 1.0 0 density = 0.46 0 density = 0.2 0 density = 0.05 5 density = 0.0 10 } emission { density = 1.0 5.0 density = 0.05 4 density = 0.0 0 power = 1 1 power = 0.01 0.2 power = 0 0 } energy { density = 1.0 3 density = 0.3 3 density = 0.05 0.1 density = 0.0 0.0 } size { density = 1.0 1 density = 0.8 1.2 density = 0.6 2 density = 0.2 3 density = 0.0 7 } } MODEL_MULTI_SHURIKEN_PERSIST { //Get the inputs from the other config. transformName = ThrustTransform localRotation = 0,0,0 localPosition = 0,0,-0.1 fixedScale = 0.1 name = slag modelName = Squad/FX/SRB_Large emission = 0.0 0 emission = 0.01 0.05 emission = 1.0 0.2 speed = 0.0 1 speed = 1.0 1 offset = 1 size = 0.0 0.2 size = 1.0 0.2 fixedEmissions = false randomInitalVelocityOffsetMaxRadius = 0.2 randConeEmit { density = 1 0.4 density = 0.5 0.8 density = 0.1 1 density = 0 1 } xyForce { density = 1 0.9 density = 0.35 0.93 density = 0.0 1 } energy { density = 1.0 6 density = 0.3 5 density = 0.05 2 density = 0.0 1.5 } } } } @MODULE[ModuleEngines*] { @name = ModuleEnginesFX %powerEffectName = Solid-Upper } } // SRM-XL @PART[SR_Rocket_625_01]:FOR[zFinal] { %EFFECTS { %Solid-Lower { MODEL_MULTI_SHURIKEN_PERSIST { //Get the inputs from the other config. transformName = ThrustTransform localRotation = 0,0,0 localPosition = 0,0,-0.2 fixedScale = 0.4 name = flare modelName = RealPlume/MP_Nazari_FX/KWbooster emission = 0.0 0 emission = 0.01 0.2 emission = 1.0 2 speed = 0.0 1 speed = 1.0 1.5 offset = 0 energy = 0.0 0.1 energy = 1.0 0.1 size = 0.0 0.6 size = 1.0 0.6 fixedEmissions = false randomInitalVelocityOffsetMaxRadius = 0.2 } MODEL_MULTI_SHURIKEN_PERSIST { //Get the inputs from the other config. transformName = ThrustTransform localRotation = 0,0,0 localPosition = 0,0,-0.1 fixedScale = .45 energy = 0.8 speed = 1.5 name = plume modelName = RealPlume/MP_Nazari_FX/KWbooster fixedEmissions = false sizeClamp = 50 randomInitalVelocityOffsetMaxRadius = 0.2 randConeEmit { density = 1 0.1 density = 0 1 } logGrow { density = 1.0 1 density = 0.1 3 density = 0.0 2 } logGrowScale { density = 1.0 0.0 density = 0.8 0.5 density = 0.46 0.75 density = 0.2 1 density = 0.1 2 density = 0.0 3 } linGrow { density = 1.0 1 density = 0.46 1 density = 0.2 3 density = 0.05 7 density = 0.0 7 } speed { density = 1.0 2 density = 0.46 2.5 density = 0.2 2.5 density = 0.05 3 density = 0.0 3 } xyForce { density = 1 0.95 density = 0.24 0.9 density = 0.0 1 } emission { density = 1.0 4.0 density = 0.8 3.5 density = 0.2 3.5 density = 0.1 2.9 density = 0.05 2.3 density = 0.0 2.25 power = 1 1 power = 0.01 0.2 power = 0 0 } energy { density = 1.0 2 density = 0.3 2 density = 0.05 0.5 density = 0.0 0.5 } size { density = 1.0 0.8 density = 0.8 0.65 density = 0.2 0.55 } } MODEL_MULTI_SHURIKEN_PERSIST { transformName = ThrustTransform localRotation = 0,0,0 localPosition = 0,0,8 fixedScale = 0.35 name = smoke modelName = RealPlume/MP_Nazari_FX/smokebooster speed = 1.75 grow = 0.0 0 grow = 1.0 0.1 renderMode = "Billboard" collide = true physical = true collideRatio = 0 stickiness = 0.5 sizeClamp = 100 angle = 0.0 1.0 angle = 45.0 1.0 angle = 50.0 1.0 distance = 0.0 1.0 distance = 100.0 1.0 distance = 110.0 1.0 logGrow { density = 1.0 20 density = 0.1 25 density = 0.0 2 } logGrowScale { density = 1.0 2 density = 0.8 2.5 density = 0.46 3 density = 0.2 3 density = 0.1 3 density = 0.0 5 } linGrow { density = 1.0 0 density = 0.46 0 density = 0.2 0 density = 0.05 5 density = 0.0 10 } emission { density = 1.0 5.0 density = 0.05 4 density = 0.0 0 power = 1 1 power = 0.01 0.2 power = 0 0 } energy { density = 1.0 3 density = 0.3 3 density = 0.05 0.1 density = 0.0 0.0 } size { density = 1.0 1 density = 0.8 1.2 density = 0.6 2 density = 0.2 3 density = 0.0 7 } } MODEL_MULTI_SHURIKEN_PERSIST { transformName = ThrustTransform localRotation = 0,0,0 localPosition = 0,0,-0.5 fixedScale = 0.1 name = slag modelName = Squad/FX/SRB_Large emission = 0.0 0 emission = 0.01 0.05 emission = 1.0 0.2 speed = 0.0 1 speed = 1.0 1 offset = 1 size = 0.0 0.2 size = 1.0 0.2 fixedEmissions = false randomInitalVelocityOffsetMaxRadius = 0.2 randConeEmit { density = 1 0.4 density = 0.5 0.8 density = 0.1 1 density = 0 1 } xyForce { density = 1 0.9 density = 0.35 0.93 density = 0.0 1 } energy { density = 1.0 6 density = 0.3 5 density = 0.05 2 density = 0.0 1.5 } } } } } Â Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted May 29, 2019 Share Posted May 29, 2019 Does the module USI_Falloff have issues with KJR regarding not (quickly enough) falling off launch sticks at launch? Quote Link to comment Share on other sites More sharing options...
New Horizons Posted June 29, 2019 Share Posted June 29, 2019 Testing this mod in KSP 1.7.1 the solids seem not to decouple automaticly when burned out. Anyone having this problem, too? Quote Link to comment Share on other sites More sharing options...
Homozygote Posted August 7, 2019 Share Posted August 7, 2019 @New Horizons Your problem might be that you have one of the SRBs as your root part. They seem not to decouple when this is the case.  I'm having some trouble recovering my mini payloads from this mod. If they land in the sea, they sink, and if they're on land the truss & everything on it explodes on impact, even at <5m/s. Seems like it's just the sounding rocket parts, nothing else has this problem. The payload i'm using consists of the truss, nosecone parachute, avionics package and two of the SR experiment packages. I've also noticed that the fairings don't eject with any force, and when they do manage to break free of my craft they seem kind of weightless and fly around on their own. Don't know if it's normal/related.  Anyone got some ideas? Quote Link to comment Share on other sites More sharing options...
Cavscout74 Posted August 7, 2019 Share Posted August 7, 2019 3 hours ago, Homozygote said: and if they're on land the truss & everything on it explodes on impact, even at <5m/s. Seems like it's just the sounding rocket parts, nothing else has this problem I've noticed this too. I've been using a decoupler Tweakscaled to match the sounding rocket size mounted underneath the truss with decoupler staging turned off as a work-around. This isn't the only mod I've encountered this behavior in either - ProbesPlus has a lander based on the Soviet Venera landers. Their listed impact tolerance is 50 m/s IIRC but I've had them explode on landing with <5 m/s as well. And I've used basically the same work-around for that one too. Quote Link to comment Share on other sites More sharing options...
Homozygote Posted August 9, 2019 Share Posted August 9, 2019 Slight update if anyone's interested, I've found that this only occurs if the truss part hits flat ground while completely vertical. If there's any sideways oscillation at all, it doesn't seem to get destroyed. So, deploying the parachute within ~200m of the ground seems to avoid this problem 100% of the time as the payload is still swinging when it lands. Quote Link to comment Share on other sites More sharing options...
bobjonesisthebest:D Posted August 27, 2019 Share Posted August 27, 2019 if I make a sounding rocket, after I recover it bugs out the vab/sph so I cant build anymore. Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted August 27, 2019 Share Posted August 27, 2019 4 minutes ago, bobjonesisthebest:D said: if I make a sounding rocket, after I recover it bugs out the vab/sph so I cant build anymore. That sounds like fun. Â Â Quote Link to comment Share on other sites More sharing options...
Mars Mullo Posted October 1, 2019 Share Posted October 1, 2019 I have been placing an omni directional aerial which is slightly longer than teh truss and hangs below the truss... when landing it seems to either stick in the ground by the aerial or slowly topple.. effectively taking the truss away from any impact. Â Also... i use mod janitor and it does not recognise the " found at the side of the road" as a company or manufacturer so I cant filter this mod items... any chance this could be improved on the next iteration please? Quote Link to comment Share on other sites More sharing options...
Mars Mullo Posted October 1, 2019 Share Posted October 1, 2019 HI... I have been watching and trying Mr Akrons skripts.... Anyways they work fine on stock items and I'm now trying it on Sounding rockets. The first issue is .. Why is the KOS controller module have such a small memory in it? AND Mr Akrons script looks for science modules but doesn't seem to find the Sounding Rocket modules, even though they seem to tick all the boxes for having the right fields... when running his script i get print outs for "searching parts of ship" and then the script gets lost int he process of forming a list with an index and filtering of any ship parts with the field "ModuleScienceExperiment". So the parts have that field populated... I have a sounding rocket with all four payloads (science experiments) on it and a thermometer, the thermometer works in the script but not the SR experiments. Do the SR experiments need to be treated differently or in any special way to work with KOS? Spoiler function ListScienceModules{    print("searching parts of ship").    local scienceModules to list().    local partList to ship:parts.    for thePart in partList{       local moduleList to thePart:modules.       from{local i is 0.}until i = moduleList:length step{set i to i+1.}do{          local theModule is moduleList.          if (theModule = "ModuleScienceExperiment") or (theModule = "DMModuleScienceAnimate"){             scienceModules:add(thePart:getModuleByIndex(i)).          }                           }    }    return scienceModules. Spink Akrons scripts are posted here:  Quote Link to comment Share on other sites More sharing options...
RoverDude Posted October 1, 2019 Author Share Posted October 1, 2019 Sorry trying to understand what it is you are asking to be improved? Quote Link to comment Share on other sites More sharing options...
New Horizons Posted October 20, 2019 Share Posted October 20, 2019 I want to play with Sounding Rocket parts again. In earlier days there were fan patches for Ferram Aerospace, what is needed now? Does Sounding Rockets (especially fins) support Ferrams air model by default? Quote Link to comment Share on other sites More sharing options...
bobjonesisthebest:D Posted October 26, 2019 Share Posted October 26, 2019 does this work on 1.8? Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted November 5, 2019 Share Posted November 5, 2019 On 10/26/2019 at 4:58 PM, bobjonesisthebest:D said: does this work on 1.8? Seems to work so far! Even with FARÂ -- even plays nice with Kerbalism as well. The SRBs (motors) don't seem to have dV stats in the editor. Are they missing some bit of config ksp hooks onto to read that info? Quote Link to comment Share on other sites More sharing options...
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