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Triss Trash
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Music, astrophysics, coffee, video game development. Either at a concert or coding up.
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[1.12.X] RealChute Parachute Systems v1.4.8.3 | 24/01/21
stupid_chris replied to stupid_chris's topic in KSP1 Mod Releases
Change the autocut velocity in the chute settings, it's 0.5m/s by default. -
[1.12.X] RealChute Parachute Systems v1.4.8.3 | 24/01/21
stupid_chris replied to stupid_chris's topic in KSP1 Mod Releases
RealChute replaces the canopies entirely, the only way to make it work would be for ReStock to package the canopies separately and to make one of these https://github.com/ChrisViral/RealChute/blob/master/Output/GameData/RealChute/Materials/TextureLibrary.cfg Read the big red text on the first page. Not for KSP 1 -
[1.12.X] RealChute Parachute Systems v1.4.8.3 | 24/01/21
stupid_chris replied to stupid_chris's topic in KSP1 Mod Releases
Not without going into the config. You are looking for something that does not exist. There is a setting in the part config used for radials, and that's about it. RealChute does not change the appearance of the parachutes. It chances functionality. If you do not want RealChute functionality on the Restock parts (not sure why you'd want this mod installed then), remove the RealChute MM configs from the RealChute folder. -
[1.12.X] RealChute Parachute Systems v1.4.8.3 | 24/01/21
stupid_chris replied to stupid_chris's topic in KSP1 Mod Releases
I don't believe Restock bundles their parachute canopies separately from the cases, so this is probably not possible. Yes, it does. Restock is mostly just a reskinning. -
[1.12.X] RealChute Parachute Systems v1.4.8.3 | 24/01/21
stupid_chris replied to stupid_chris's topic in KSP1 Mod Releases
Both of these questions are answered in the FAQ in the first post of this thread. -
[1.12.X] RealChute Parachute Systems v1.4.8.3 | 24/01/21
stupid_chris replied to stupid_chris's topic in KSP1 Mod Releases
The canopy size is dynamically sized to the actual physical size of the parachute. -
[1.12.X] RealChute Parachute Systems v1.4.8.3 | 24/01/21
stupid_chris replied to stupid_chris's topic in KSP1 Mod Releases
There is no included NovaPunch MM patch -
paulscoletta started following stupid_chris
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[1.12.X] RealChute Parachute Systems v1.4.8.3 | 24/01/21
stupid_chris replied to stupid_chris's topic in KSP1 Mod Releases
Since this seems to be your biggest gripe with the mod, I'll address it clearly. This behaviour is a leftover from the state of the game when RealChute was created. There was no tweakables, no toolbar, and no part-context menu for modifications in the editor. This mod is old. RealChute part modifications came around in January 2014. The game was in an awfully different state back then, and I was also a very different programmer. The action groups was probably the best bet at the time. It made sense, and it worked well for the systems we had. Granted this makes no sense today, but extracting the UI code is not an easy task, and not worth it. UI behaviour will be completely different in RealChute 2, I can promise that. Given that, I will not address this point further. I don't own the CKAN listing. This is already the case. RealChute overrides stock through MM. Remove the MM configuration files from the mod folder and stock behaviour will return. This point is not worth discussing much because of how different RealChute 2 will be. In summary, if you don't like the mod, don't use it. If you like it, have fun. I'm very indifferent to it I'll admit, I work(ed) on this because I wanted to see it fixed, the community enjoying it is a secondary effect really. -
AtomicTech started following stupid_chris
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[1.12.X] RealChute Parachute Systems v1.4.8.3 | 24/01/21
stupid_chris replied to stupid_chris's topic in KSP1 Mod Releases
If you can reproduce this on a new save with only RC installed I'll gladly take a log and take a look if it's simple enough to fix in RC1. RC2 is still in the works, so I'm not going into big RC1 fixes atm. -
[1.12.X] RealChute Parachute Systems v1.4.8.3 | 24/01/21
stupid_chris replied to stupid_chris's topic in KSP1 Mod Releases
ProceduralChute is a part of RealChute. This is an issue that is in the hands of KCT, I do not handle these interactions. -
BobobXP started following stupid_chris
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[1.12.X] RealChute Parachute Systems v1.4.8.3 | 24/01/21
stupid_chris replied to stupid_chris's topic in KSP1 Mod Releases
Us RealChute1, RC2 is not right around the corner and I'm hoping to get a save upgrading tool working for the release anyway. -
[1.12.X] RealChute Parachute Systems v1.4.8.3 | 24/01/21
stupid_chris replied to stupid_chris's topic in KSP1 Mod Releases
You're gonna have to either make an MM patch for them or ask the author. -
[1.12.X] RealChute Parachute Systems v1.4.8.3 | 24/01/21
stupid_chris replied to stupid_chris's topic in KSP1 Mod Releases
You probably want to ask such questions in either the RSS help threads or the RSS/RO Discord. -
[1.12.X] RealChute Parachute Systems v1.4.8.3 | 24/01/21
stupid_chris replied to stupid_chris's topic in KSP1 Mod Releases
There's a preset selection at the top of the action groups menu. I never change anything in the actual menu myself 95% of the time, there are presets for this exact reason. -
[1.12.X] RealChute Parachute Systems v1.4.8.3 | 24/01/21
stupid_chris replied to stupid_chris's topic in KSP1 Mod Releases
That's fine to do it that way, just detach all the parts that won't land, apply the settings, then detach them. Otherwise, it assumes the whole craft lands and you are carrying way too large and heavy a chute. Just use the combo preset.