stupid_chris

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About stupid_chris

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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. stupid_chris

    [1.4.1] RealChute Parachute Systems v1.4.6 | 20/03/18

    Given they are parts, I highly doubt there is any maintaining to do, they should all work fine.
  2. stupid_chris

    [1.4.1] RealChute Parachute Systems v1.4.6 | 20/03/18

    Hey guys! Status update!! So I officially finished my semester, and I have four months of relaxation/paid work in front of me, which is much more releasing than you might think it is. I just bought NieR: Automata as a way to congratulate/reward myself for being done, so I'll probably spend the next three weeks glued to my PC Next step after that is revamping RealChute. I'm actually pretty motivated about it. I'm hoping to tear down the whole thing and rewrite it from the ground up. I've grown a lot as a programmer since I first started this five years ago (damn it's been a while). There's a lot of work to do. This will however be during my free time, as I'll still be working full time in order to be able to afford my new development machine later this summer to replace my laptop. I'll keep you guys updated as I make progress
  3. stupid_chris

    [1.4.1] RealChute Parachute Systems v1.4.6 | 20/03/18

    @Starwaster Squad needs to stop doing microhanges to their API every single update <.< I don't really have time to dig into something complicated either right now :| If it works without localization it'll have to do
  4. stupid_chris

    [1.4.1] RealChute Parachute Systems v1.4.6 | 20/03/18

    The bug reporting format link is fixed. I really just need logs. Thought that was a download for the whole install, whoops. EDIT: Exception handling event onGUIEditorToolbarReady in class RCToolbarManager:System.NullReferenceException: Object reference not set to an instance of an object at KSP.UI.Screens.PartCategorizer.AddCustomSubcategoryFilter (KSP.UI.Screens.Category mainFilter, System.String subFilterName, System.String subFilterdisplayName, RUI.Icons.Selectable.Icon icon, System.Func`2 exclusionFilter) [0x00000] in <filename unknown>:0 at RealChute.RCToolbarManager.AddFilter () [0x00000] in <filename unknown>:0 at EventVoid.Fire () [0x00000] in <filename unknown>:0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) NullReferenceException: Object reference not set to an instance of an object at KSP.UI.Screens.PartCategorizer.AddCustomSubcategoryFilter (KSP.UI.Screens.Category mainFilter, System.String subFilterName, System.String subFilterdisplayName, RUI.Icons.Selectable.Icon icon, System.Func`2 exclusionFilter) [0x00000] in <filename unknown>:0 at RealChute.RCToolbarManager.AddFilter () [0x00000] in <filename unknown>:0 at EventVoid.Fire () [0x00000] in <filename unknown>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) EventVoid:Fire() KSP.UI.Screens.<SetInitialState>c__Iterator1:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(IEnumerator) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) KSP.UI.Screens.PartCategorizer:Setup() EventVoid:Fire() KSP.UI.Screens.EditorPanels:ShowPartsList(Action) EditorLogic:SelectPanelParts(Boolean) EditorLogic:StartEditor(Boolean) <Start>c__Iterator0:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Look at that, Squad messed with the Editor Toolbar, again. Goddamnit.
  5. stupid_chris

    [1.4.1] RealChute Parachute Systems v1.4.6 | 20/03/18

    It sounds like a UI issue, and I certainly don't have time to tamper with this. Take a look what other tools tell you the actual part mass is. Other than that, please, again, logs, and proper debugging information. The mass from the part config/RealChuteModule is used when there is no ProceduralChute module. The mass from the appropriate ProceduralChute instance for caseMass overrides it completely otherwise. Just fixed it
  6. stupid_chris

    [1.4.1] RealChute Parachute Systems v1.4.6 | 20/03/18

    Github link in the OP as usual
  7. stupid_chris

    [1.4.1] RealChute Parachute Systems v1.4.6 | 20/03/18

    Yes I am. @Starwaster and/or @NathanKell are the only people I will trust RealChute with other than me. But as you may notice, we are all busy people, and I can't constantly keep up with everything. I've said it before, and I'll say it again. I'm pursuing a CompSci degree in order to get a career in video game dev. I have full time university, that I pay for myself (it's a few $k per year, and I don't get access to loans), a car, an apartment, and a full time job to make ends meet. So right now, no, I do not have much time. I was not in university when I started this, and had a lot more time to afford for mods. That doesn't mean I've abandoned this, and very far from it. I have plans to rewrite this whole thing from the ground up this summer if I can find the free time to, because I've grown a lot as a programmer since I've started writing this. We'll see how that goes. I'm fresh out of midterms and just spent the past week non-stop working on an OpenGL (hell) assignment. Go take a look at my Github, you'll see that I still do this kind of stuff all the time. I'll see if I don't have an evening to fix whatever is wrong right now. In the meanwhile, I'll just remind everyone: ~~~ LESS COMPLAINING, MORE LOGS ~~~ This has been a PSA The mass you are seeing is the mass of the canopy itself. Trust me, the SRB canopies did not weigh three tons. The whole assembly did. The actual parachute case accounts for the rest of this mass, and while it is not *three tons*, it is in line with the masses in KSP in general.
  8. stupid_chris

    [1.4.1] RealChute Parachute Systems v1.4.6 | 20/03/18

    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.
  9. 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.
  10. stupid_chris

    [1.4.1] RealChute Parachute Systems v1.4.6 | 20/03/18

    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
  11. stupid_chris

    [1.4.1] RealChute Parachute Systems v1.4.6 | 20/03/18

    Look at @sumghai stuff, he's got what you need
  12. stupid_chris

    [1.4.1] RealChute Parachute Systems v1.4.6 | 20/03/18

    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!
  13. stupid_chris

    [1.4.1] RealChute Parachute Systems v1.4.6 | 20/03/18

    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
  14. stupid_chris

    [1.4.1] RealChute Parachute Systems v1.4.6 | 20/03/18

    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).
  15. stupid_chris

    [1.4.1] RealChute Parachute Systems v1.4.6 | 20/03/18

    @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.