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About stupid_chris

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    Triss Trash

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  • Location In the business of misery
  • Interests Music, astrophysics, coffee, video game development. Either at a concert or coding up.

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  1. [1.3.1] RealChute Parachute Systems v1.4.5 | 30/11/17

    Which is why I won't do that. My implementation works independently of other installed mods, which reduces possible conflicts and the possibility of a dependency going stale.
  2. Not sure what you're implying here, I have no control over this. The parts work and don't need updating as far as I can tell, so I have no need to do maintenance.
  3. [1.3.1] RealChute Parachute Systems v1.4.5 | 30/11/17

    Absolutely can't reproduce this on my side. Remove every other mod and try this on a clean new game, if it still happens I'll take some logs and see whats up! Change the maxTemp in the materials config, in the RealChute folder
  4. [1.3.1] RealChute Parachute Systems v1.4.5 | 30/11/17

    Look at @sumghai stuff, he's got what you need
  5. [1.3.1] RealChute Parachute Systems v1.4.5 | 30/11/17

    Update 1.4.5 for KSP 1.3.1 has been released! Changelog: November 30th 2017 v1.4.5 -Compatibility for KSP 1.3.1 -Fixed issue with editor window -Implemented increments for in flight window sliders -Solution-wise code cleanup/optimizations Sorry for the delay again! Enjoy folks!
  6. [1.3.1] RealChute Parachute Systems v1.4.5 | 30/11/17

    Sorry guys. I'm currently working 40h/wk to make both ends meet on top of a full time 5 course uni schedule. I'll push an update when I get the time, probably this week or the next one. Thanks for your patience everyone
  7. [1.3.1] RealChute Parachute Systems v1.4.5 | 30/11/17

    First one is surprisingly hard to implement. If I just time it, the craft might actually be stable. This could produce a lot of weirdness. Adding a buffer time is definitely not a good solution. It's important to note that the chutes already uses the parts speed, not the crafts speed. Where I'm going is that there's no ideal solution to this problem. It's going to do wonky things no matter how that's set up, this is a limitation of having simulated parachutes and not emergent behaviour which would require cloth physics... and I'm not touching this in Unity. I recommend you try to land your crafts in a stable position. For the second, the indicator is not a truth teller. It's a helping tool to give you a gross idea of what might or might not work. My personal rule of thumb is to not deploy any main chute above 5km up and above 250m/s, and a drogue above 8km and above 330m/s Nope, it's either a stack (double deployed chute) or combo (main/drogue).
  8. [1.3.1] RealChute Parachute Systems v1.4.5 | 30/11/17

    @felcas Starwaster pretty much hit the nail on the head. There is no such "safety indicator" in real life. This is the extra step I took for everyone to help them gage when they could or should open their chutes. If you don't know around what altitude you'll be able to open them, then just do it manually.
  9. [1.3.1] RealChute Parachute Systems v1.4.5 | 30/11/17

    You are right, it's purely aesthetic.
  10. [1.3.1] RealChute Parachute Systems v1.4.5 | 30/11/17

    For the nth time, contracts are not my ball. I can only tell stock that theses parts can be used for contracts, the contract text is absolutely not my doing. And most settings are fairly straightforward and self explanatory.
  11. [1.3.1] RealChute Parachute Systems v1.4.5 | 30/11/17

    What has just been said above is true. An extra category is added for parachutes only.
  12. [1.3.1] RealChute Parachute Systems v1.4.5 | 30/11/17

    Heya all! Compatibility update for 1.3. A few things are still weird on the code side but it works fine, so it'll do for now while RC2 is in dev. Changelog: June 1st 2017 v1.4.4 -RealChute 1.3 compatibility update -Recompiled and fixed missing parameters -Updated to CompatibilityChecker 6 -Fixed custom filters not showing in the editor -Fixed settings button appearing in flight Enjoy!
  13. [1.3.1] RealChute Parachute Systems v1.4.5 | 30/11/17

    I should be able to able to recompile tonight
  14. Guess Who Will Reply Next?

    nay, tis I, the frenchiest fry. @AmpsterMan love me
  15. [1.3.1] RealChute Parachute Systems v1.4.5 | 30/11/17

    Oh damn I skimmed right over this in the midst of finals madness. Done now. And yes, it does make a lot of sense to drop FAR density calcs if Stock actually has aero that doesn't throw matches at a gas station for giggles. On another brighter note, last final is in a few hours. Good things may come soon to those who are patient enough