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  • About me
    Triss Trash
  • 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. 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.
  2. ProceduralChute is a part of RealChute. This is an issue that is in the hands of KCT, I do not handle these interactions.
  3. Us RealChute1, RC2 is not right around the corner and I'm hoping to get a save upgrading tool working for the release anyway.
  4. You're gonna have to either make an MM patch for them or ask the author.
  5. You probably want to ask such questions in either the RSS help threads or the RSS/RO Discord.
  6. 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.
  7. 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.
  8. Yes, but you probably do want to make sure you've removed all extra parts first to not account for too much mass.
  9. You should really think about using the RealChute stack chute It's made especially for this kind of scenario, and you can even have it bundle a drogue and a main parachute in the same case. Exactly, this behaviour can be switched in the settings menu. RC2 drops the "deploy" concept and only uses "arm". 0.01atm was the default setting back when RealChute was made, this may have changed now. RealChute uses an altitude trigger on the custom chutes by default since that makes much more sense. You can use the action groups menu to completely customize the parachutes. This also allows you to change the diameter so you do not have to spam multiple parachutes on larger crafts.
  10. @MR L A there's a couple of things that could be going wrong here, but it's not clear what right now. Is your parachute shielded within an airstream? Are you staging or actually arming the parachute? How high are you when you do that? What are your deployment settings?
  11. It won't be out of the box backwards compatible, the module is very different, but it will likely take about five minutes of config editing to make the old parts work with the new module. Dynamic parachute deflection however requires some knowledge of the geometry and will demand a slight modification at the part level to work with this.
  12. I've already been working on RealChute2 a lot lately, wasn't a big step to switch for a second to recompile RC1 And for the UI scale thing, that's mostly for me as I play on a 4k monitor at 1.6 UI scale and I was getting tired of having to squint to see what was displayed in the UI haha.
  13. Hello everyone! RealChute has been updated to KSP 1.12, including a short convenience fix for everyone on high DPI monitors. Changelog: June 24th, 2021 v1.4.8.3 -Recompiled for KSP 1.12.0 -Fixed repacking issues with Localized non-english installs -Made the UI follow the global UI scale Enjoy!
  14. Thank you to the wonderful team behind the video for letting me be a part of this, and thank you again Felipe for all you've done. You've help send me towards my career path in a job that I absolutely adore. Onwards
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