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About stupid_chris

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  1. Unless you know how to compile a mod, no. The mod is intentionally disabled on new versions, and cannot be reenabled without a recompile. 1.10.0 has a lot of issues as of right now, so I'm waiting off for the first patch before updating, especially since it'll bring me a fix I want to implement. You can ask Steam to revert you back to 1.9, and you will most likely find backups of your save files in your saves folder that you can revert to, the game creates backups regularly.
  2. @AxleGreaser @cordilon I'm currently working with JPLRepo to fix the issue permanently, and most importantly, without hacks. Next RealChute update, which will come with the next minor patch, will hopefully have this fixed. Im still not sure how to reproduce it consistently, but I'm hoping fixing the problem at the source handles it for all cases!
  3. Unless I get steps so I can reproduce it and a full bug report with according logs, I can't really address it at all even if I find the time Still haven't experienced it myself.
  4. First thing I'm noticing is the use of the stock chutes. They have an MM patch applied over them, and that might be what's conflicting. Try using the RealChute parts instead and see if that works. FAR's RealChute implementation also does not use an MM patch, so that would make sense why they work. Otherwise, that does not sound like a RealChute issue, and I doubt I would be able to fix it locally, that's not in my code. Even if I was, as it has been mentioned in the previous pages of this thread and per the disclaimer in the OP, RealChute is not currently under development Your best bet is to contact the scrapyard author
  5. I simply can't reproduce that though. I've been active out here because I've started playing KSP in personal time again for the first time in nearly two or three years. I've logged about 100h over the past two or three weeks, and I've sent lots of different missions, with splashdowns on laythe and kerbin. I have not had a single parachute breaking up in this time. A very bright and clear message appears on the screen when it does, I'm confident I'd have noticed it. Without being able to reproduce it reliably, I can't try to fix it. I do want to make some time this summer to put out the new parts, and I could have a jab at this if I can reproduce it and fix it confidently, but the solution does not lie in just disabling everything if splashed. This could have insane adverse effects. It might solve part of the problem, but cause another more dramatic elsewhere. This is why I'm reluctant to deploy a user patch to thousands of users that I'm not willing to support reliably, because quite frankly, it's more demanding than I can handle. And don't get me wrong, I appreciate that. But developing something, and supporting something are wildly different. I don't mod for KSP anymore because supporting drained me right out of all the energy I had. I'm not going back there for the foreseeable future. If you can produce me a solid bug report, you can drop it on the github repo's issues, and I'll take a crack at it if I have the time to spare, but I can't promise anything.
  6. I've mentioned this before, but this mod is not in development anymore. This code has been stable and functional for over four years now, the parachute code is mostly unchanged itself since 2014. I'm not supporting this mod anymore, and therefore I'm not making an update with a patch that has the potential of causing far more trouble than it is solving. It's hard to predict how this will impact otherwise, and I'm not willing to release it as I am not going to be supporting it, and if something were to go wrong, you end up with angry users without support. I'm sorry, you are free to patch it on your side, but it's simply not worth me distributing this to thousands of users. I also want to note that you are still facing this bounding box issue, and that this very well might be affecting how fast the parachutes think they're moving underwater. I said it before, and I'll say it again, but if you can reproduce this reliably, under stock conditions save for RC, with accompanying logs, a craft file I can reproduce it with, and reproduction steps, I'll take a look at it and see what's up. Otherwise it's unfortunately staying as is. Stability is king for long term releases.
  7. The parachutes only use convective flux and emissive flux for temperature calculation. Conductive flux is not used at all.
  8. It is in fact in the action group windows. Put the parachutes you want on your craft, select Duna in the action group menu, and put in your landing parameters. When you hit apply it'll tell you if it can fit such a big parachute. If it doesn't, you can try to use a triple canopy, but things will be getting very expensive for very little return. You can also try using kevlar to help. Landing only with parachutes on Duna is hard, I suggest you instead try to use drogues to slow you down and stabilize and do a final burn to stop completely. It's actually always ASL. Parachutes are ground dependant objects.
  9. @AxleGreaser This mod is nearly seven years old. It has not been significantly updated in nearly three years. I'm not supporting it anymore either. The bugs have been ironed out a very long time ago, and with no new features being added, I believe it's safe to say that no new bugs are being introduced. I suggest you strip your install of other mods, and test on a new save file. If you can get to reproduce something on a a clean install reliably, document it, and get me the log files. I'll take a look then. But for now, I can only assume that this is local to your install. Yes, that's the selection you have, and it's what it's staying as for now. Once again, this mod is not in development anymore.
  10. RealChute used to be something similar to this. It's been changed for a reason that avoids me right now, it's been six or so years that the core chute code hasn't changed. You are however free to fork it and do this for yourself. Yes. This code is called from flight. You shouldn't be able to change chute size characteristics in flight, only deployment characteristics. The code that changes it in the editor is here, and does copy the size to symmetry counterparts.
  11. @AxleGreaser No, the chutes cut when the ship is splashed or landed, and that the vessel's horizontal surface speed is under the set value As far as aero forces causing it to break, no, that is most definitely not happening. The chutes would have to reach a pretty significant velocity for way more than one physics frame for this to happen. Something is making the game think your vessel has splashed down, and the RealChute module interprets this as a reason to cut down.
  12. That seems to point that a mod you're using is messing with the parachute's collider. Can't help you with this, they are working fine under normal circumstances. Parachutes cut when the ship they are flying on gets in contact with water or ground, and the ship moves under a specified speed. It's intended.
  13. There are already four textures you can chose from.
  14. It's not very complex really. Just bumping up all the version numbers, then replacing the .dll in the zip folder and uploading to GitHub