stupid_chris

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About stupid_chris

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    Triss Trash

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  • Website URL think-of-the--future.tumblr.com
  • Skype christ_savard
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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] RealChute Parachute Systems v1.4.4 | 01/06/17

    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
  2. [1.3] RealChute Parachute Systems v1.4.4 | 01/06/17

    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).
  3. [1.3] RealChute Parachute Systems v1.4.4 | 01/06/17

    @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.
  4. [1.3] RealChute Parachute Systems v1.4.4 | 01/06/17

    You are right, it's purely aesthetic.
  5. [1.3] RealChute Parachute Systems v1.4.4 | 01/06/17

    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.
  6. [1.3] RealChute Parachute Systems v1.4.4 | 01/06/17

    What has just been said above is true. An extra category is added for parachutes only.
  7. [1.3] RealChute Parachute Systems v1.4.4 | 01/06/17

    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!
  8. [1.3] RealChute Parachute Systems v1.4.4 | 01/06/17

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

    nay, tis I, the frenchiest fry. @AmpsterMan love me
  10. [1.3] RealChute Parachute Systems v1.4.4 | 01/06/17

    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
  11. [1.3] RealChute Parachute Systems v1.4.4 | 01/06/17

    Looks like it could be reduced to simply grabbing the method with Single and the signature since only one exists now.
  12. [1.1.2+] Kerbal NRAP - MOVED

    If you don't plan to actually maintain it, don't make a new thread for it.
  13. Awesome, good to know, I might recompile and rerelease it myself at some point
  14. [1.1.2+] Kerbal NRAP - MOVED

    I don't plan to do it in any relatively close future. On the bright side, the license is open.
  15. [0.21.1] HydroTech RCS Autopilot v0.5.1 (2013.8.28)

    I do, though it's on hold like a lot of my projects right now, for personal reasons.