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  1. 1 of 3 parachutes failed to deploy yesterday. They were all on the same craft, snapped on with the triangular symmetry tool. All on the same stage. One of them would not deploy even when manually hitting deploy. It was not damaged. Identical clone to the other two as far as I can tell. The Kerbals did survive. Good thing it came down over water. Do we have random part failures?
  2. I don't know why, but for some reason, the Mrk 16 chute that deploys is pink. It is probably a graphic mod, but still, please help with this! An example can be found at 1:16
  3. I recently started a modded playthrough and i was doing the first few contracts but i noticed my parachutes are hot pink, it didnt happen with any vanilla playthrough however. They work just fine so it seems to be a graphics issue. EDIT: Fixed, removing "Shaddy" solved it
  4. I'm a brand-new KSP player, and I have been beating my head against the problem of the MK16 parachute always getting 'destroyed by aerodynamic forces' on the way down, no matter what I did, just like many other newbies on this forum. I have been doing the simplest possible configuration in the 'Contract's track - a command module, a 'Flea' solid-rocket booster, and a MK16 parachute. However, I saw a post talking about 'monopropellant' on the command module, and reduced that to zero - that didn't help either, but it got me thinking, and I looked at the options for the 'Flea' solid booster. Turns out that although you can't throttle a 'Flea' booster, you CAN reduce the starting fuel amount and the thrust available. So, I reduced them both to about 1/2 scale, and now the rocket assembly tops out MUCH lower, and the parachute now works every time - YAY!! https://drive.google.com/file/d/1Cz6jzboQKj0MRzksfV7pvL5-smfzZ45J/view?usp=sharing I'm now experimenting with higher fuel loads to see if I can get the parachute to survive even with a full fuel load. Woo Hoo! Frank
  5. I want to keep this topic very concise and to one simple point. I love the EVA parachute system for Kerbonauts. They recently saved the day when I brought the rescue craft for two Kerbals stranded in Munar orbit piloted by Jeb back to Kerbin. When I descended through the upper atmosphere I wondered why the parachutes didn't show up in the stage stack. Well, the craft was mainly designed and launched to stay in space and be a shuttle in the Kerbin system - no chutes on that thing. But on to my point: Kerbals lean their feet the wrong way when steering. As of version 1.9 Kerbals lean their upper body left when making a left turn, which is fine, but they stretch their waddly legs to the right, which is wrong. A paraglide can be steered by shifting one's mass. This is done by bending the whole body to the left or right, depending on the intended direction. This problem should have a very quick fix: Swap the leg animations for left and right turns. This is my first post on the forum, so feedback is very welcome. I started playing KSP just one month ago and have played it for 300 hours since.
  6. Hey everyone! Today, I've got another replica to show off! Red Bull Stratos was a high altitude diving project involving Austrian skydiver Felix Baumgartner. On 14 October 2012, Baumgartner flew approximately 39 kilometres (24 mi) into the stratosphere over New Mexico, United States, in a helium balloon before free falling in a pressure suit and then parachuting to Earth. The total jump, from leaving the capsule to landing on the ground, lasted approximately ten minutes. While the free fall was initially expected to last between five and six minutes, Baumgartner deployed his parachute after 4 minutes and 19 seconds. Reaching 1,357.64 km/h (843.6 mph)—Mach 1.25—Baumgartner broke the sound barrier on his descent, becoming the first human to do so without any form of engine power. Measurements show Baumgartner also broke two other world records. With a final altitude of 38,969 m (127,851 ft; 24 mi), Baumgartner broke the unofficial record for the highest manned balloon flight of 37,640 m (123,491 ft) previously set by Nick Piantanida. He also broke the record for the highest altitude jump, set in 1960 by USAF Colonel Joseph Kittinger, who was Baumgartner's mentor and capsule communicator at mission control. (from Wikipedia) My replica utilizes some tricks to make the balloon work, since stock buoyancy isn't a thing (yet). The "balloon" section is made mostly of fairings, except for the midsection which uses the structural tube parts to make for an internal section where aerodynamic forces aren't ignored (like they are inside fairings). Inside those tubes are two counter-rotating sets of propellers which will provide our lift to simulate buoyancy. The rotors are powered by fuel cells which are fed by a single small tank with enough gas to get you a few kilometers up before the jump. Craft File: https://kerbalx.com/Jamie_Logan/Red-Bull-Stratos When flying: Set your SAS to radial out, press action group 1 to power up the rotors and fuel cells, then throttle up to 100% and stage. EVA and hit spacebar once you reach ~9 km. Don't forget to open your parachute. Enjoy! Gallery: I hope you liked it! Here is my last post:
  7. I haven't had this problem before because I have added a lot of parachutes to my craft. Now I have a bunch of crew cabins to carry space tourists (thanks to those who told me how to) and a payload bay. I have filled up the payload bay and I don't want to add another one. So I put the rest of my science experiments and batteries on the command pod. It was so crowded that I couldn't add all five parachutes that I used to have. I did add symmetry, but I was wondering if parachutes break (if I just use two for a whole bunch of weight). I use the radical parachutes. If they do break, how much tons can they hold? Thanks
  8. Hi, can you link any or all the chutes calculators you know? if any... Thanks!
  9. I saw in the "what did you do in ksp today" thread people talking about attaching a parachute to an asteroid to land it on Kerbin. My question is, how do you attach it? I thought you were only able to do stuff like that in the VAB. Is there a mod for stuff like that?
  10. So kerbals have chutes now, which act more like parafoils. We should have a part that is just a bigger version of the kerbal chute for things like SMART, electron recovery, and Gemini's Regallo wing concept.
  11. I've been away from KSP for about 4 years, but picked it up again recently. So I know I need to get up the learning curve for heat shields, radios, fairings, and a few other things. The unexpected problem is that my Mk1 command pod always explodes on splashdown. I see that it has a 14m/s maximum impact speed (which seems awfully low), but I'm finding it impossible to slow it down enough to land. Even with 4 parachutes on it, it's still coming down at 19m/s. Is there a mod making this thing too heavy? Too fragile? See screenshot for mass & speed numbers.
  12. I currently have a whole bunch of mods installed and have recently updated to 1.7.0 and my parachutes no longer work. When I deploy my chutes and set the full deploy altitude to max it seems fine at first. But when fully deployed they act like they’re not even there. The parachutes do nothing and I end up hitting the ground at ~160 m/s. Ps I don’t have realchutes installed. Any ideas?
  13. So I was going through some older mods looking for interesting things to use with stock texture switching. And I came across this awesome old ESTES parachute pack by Narhiril . I thought it would be perfect to set up texture switching so they are all available in one part for the Mk16 chute. The mod was last updated for V-1.2.0 . This is basically just a texture pack the chutes work fine and the textures are in dds format but I get this effect in the game. I think I have seen this before does anyone know what needs to be changed on the texture sheet to fix this ? I assume it's some layer that needs to have transparency value or a colour change to fix the problem? I'M completely incompetent when it comes to artwork or working with textures. I am also handicapped by being on Linux with Gimp "sorry" no Photoshop. I was hoping its something easy I can do by just clicking a layer and changing a value or something ? If any of you texture gurus know what I need to do I would appreciate it. If not no problems I wouldn’t expect anyone to spend any time on the problem . this was just something I was going to do for myself and if there isn’t a easy fix I'm certainly not going to. "Thanks"
  14. Hello, I'm searching for a mod I think I have used in the past. It's a part (a 1,25m ring) that you could stack atop a Mk2 command pod (the Apollo-like one) and say a docking port. Or maybe it was a 1,25m docking port including chutes/drogues. Using the stock radial ones is really ugly and often end up blocking a porthole or a door. Thanks in advance, searched around but unable to find it ! Thanks in advance.
  15. Update 1.4 added this cool new parachute you can use on EVA, and I was psyched about it. But I investigated it further and couldn't figure it out. How do I use it? Is it a part, or is it unlockable somehow? I just don't know. I would be (please help me now) greatful for your input!
  16. I feel like I suggested this once before, but I can't find the thread. Anyway, with Kerbals getting parachutes, I feel it is time to revisit the idea! The basic idea is to give the player backpack options for the Kerbals, so you choose whichever backpack type suits you. The default backpack is the EVA pack, and if you change the backpack for a given seat on your craft, it will save that setting with the craft. Perhaps you could store extra backpacks in the command module and switch while on mission, with each command module having its own backpack storage limit. EVA Pack: The vanilla backpack. It's excellent for maneuvering in low or zero-G, and can be used to easily fly on the Mun or any body with similar or lower gravity. Comes with a hose that can connect to another EVA pack or a fuel tank to transfer monopropellant. Parachute: Exactly what has now been given to all Kerbals. With my idea, it's an option which carries an opportunity cost. Excellent for a Kerbin or Laythe landing, might even be strong enough to survive a landing on Duna. Jetpack: Much higher thrust than EVA pack, but only provides thrust in one direction and it has lower total dV, meaning the burn time is much shorter. You can use it to travel upwards pretty fast even on Kerbin, and it is strong enough to lift Kerbals on Eve. Despite having thrust in only one direction, the user can twist their body to affect their heading slightly. Comes with a hose that can connect to another jetpack or fuel tank to transfer liquid fuel and/or oxidizer. Storage Pack: It's a backpack for holding things. This would go well with Kerbal Attachment System if it were made stock. Various small items could be placed inside and carried around by the Kerbal to be deployed later. Could be interesting if engineers were given some various tools to use. Comms Array: A medium-range radio transmitter with antenna and battery pack which can be used to relay science reports. Comes with a cord that can connect to another comms array or battery to transfer electric charge. Just for fun: Wingsuit: A folded pair of glider wings which can be extended while falling to enable the Kerbal to do impressive aerial stunts. Also comes with a tiny one-use solid rocket which can be used either to lift the Kerbal off the ground initially or to get a temporary speed boost while in mid-air.
  17. Why does Jeb personal chute doesn't work, how to activate it?
  18. Basically I'm looking to see if there is any mod that automatically repacks all the chutes on a craft either on its own or at the press of a button. is there a mod like this? if not, would it be possible to do?
  19. I see this as a common mistake when people try to re-create modern canopies without doing the research... Ram Air Parachutes are NOT open in the back, they are only open in the front so any forward motion forces the cloth wing to inflate. There are also small openings in the ribs between the cells, known as Cross-Porting, to allow a single inflated cell to inflate adjacent cells. In some BASE canopies there are also small openings on the underside of the canopy to force air into the cells from underneath. These can help keep the canopy inflated when forward speed is diminished or when the leading edge openings are obstructed. USPA: 73415, D: 27172
  20. I'm having trouble with the new parachutes. They're great and fun to use, but I want to deploy them without right-clicking on my kerbal. So I took to the code. I searched the landing gear, lights, and RCS-related parts and couldn't find anything related to action groups. So how do you set them? I know it's possible to assign action groups and staging to kerbals, just get in an EVA seat. I know next to nothing about this stuff, so a video tutorial would probably help the most but I'll take any help I can get.
  21. I'm trying to complete the first tutorial level, but I am being told to select the MK16 parachute, but it is not there. I cannot find it in the utility tab, where it is telling me to click on it from, and will not let me progress any further with the level. Anybody know what's going on?
  22. I have been having some problems with my mods. I would appear that one of the mods I have has broken the parachutes (the parachutes are empty objects, when I put them on my ship I get the warning that I don't have any parachutes, they don't show up in staging, so on, they just don't exist from a function standpoint), some other things, and all of BDArmory. I could go through taking out each one and trying it but my computer is a bit slow and it would take hours. I'm hoping I can get a quicker response on the forums. I'm going to list everything in my GameData folder, so if you know of any clashes, please tell me. BDArmory CommunityCategoryKit CommunityResourcePack FerramAeroSpaceResearch Firespitter JSI KAS KAX KerbalEngineer KIS Klockheed_Martian_Gimbal KWRocketry MagicSmokeIndustries MechJeb2 PlanetaryBaseInc ProbeControlRoom QuizTechAero SmokeScreen Squad (of course) ThunderAerospace Trajectories TriggerTech and a few versions of module manager I feel stupid to ask about this since I have been playing for 4 years, but I don't have time to go through them myself anymore. Thanks in advance!
  23. Hi, I'm new to Forums, asking. I have launched lots of Exploration Mission, in Early Carrer, Mostly were Science-Return and a small Parachute helped a lot. Now, I have started Crewed Exploration, and I'm facing Reentry problems, it's good at de-orbit, but I have plans to Direct Re-Entry like Appolo-Style, Controlled Ballistic Reentry. I have Tried It from Kerbin Stationary Orbit, Wirh 3 Drag and 3 Mains, Drags get it slow, but very high altitude, I'm planning such Entry from Minimus, with 1 Drag and 3 mains and after a long atmospheric flight at low angle. Can someone help me calculating the Speed Before Re-entry, AP is 50,000,000 M. Plz. I have Launched such first mission and is enrouted to Minimus, Plz.
  24. Hello, I was wondering if there was a mod that could take some of the grind out of resetting parachutes. I have an engineer aboard, but I don't want to have to EVA her out to the nose of the craft to reset all the chutes one by one.
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