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  1. Ok, this is a really complicated question, but I'll do my best to make it clear. I've built myself a plane with a downward facing cargo bay (called henceforth carrier). It's purpose is to carry a few probe cores, outfitted with parachutes, a small battery, and some science gear, and drop them into different biomes for data collection (called henceforth pods). The idea being I can record data and collect science from many biomes with fewer missions launched, and also very quickly, since the carrier pushes right up to the edge of mach 1, fully loaded. So far so good. I fly off with one pod in the carriers belly, and an action group to detach the pod, deploy its chute, and turn off its hibernation all at once. I let it go at about 3,000m, everything looks peachy. I can't switch to the probe, since I'm flying in atmosphere, so I watch its altitude and speed from map view. It holds at about 175m/s all the way into the ground. After much tinkering with drogue chutes, differing altitudes and states of probe hibernation, I decide that what needs to happen is I need my control to follow the pod when it detaches instead of the plane. That way I can see what's really happening with the parachutes, and once its landed I can switch back to the plane and keep flying. I had toyed a little with the Stratolauncher (stock), so I figured this would work well. I converted all my action groups into a staging setup, since that's how the Stratolauncher (stock), is set up, and I thought it would work. Same deal as before. How do I get this to work? How can I designate to the editor that I'd like the staging to follow the probe pod out the belly, instead of the plane all the way? Or is there another solution I'm not seeing? I'd include the .craft file of the carrier as it stands right now, but I'm not sure how to attach a .craft. I'd appreciate a concise explanation of that as well if you feel the need to see the plane. Thank you!
  2. I have done a bit of searching on this and can only find archived posts on this issue. Mods I have installed: FAR, B9, NKD, OPT, ISFS, KAX, Proc. wings (B9 and stock), BD armory, BD mk22 plugin, Airplane Plus, Firespiter, Tweak scale and module manager. Whenever I equip the parachutes, they don't show up in staging, or otherwise. If I need to provide more information, please let me know. Any help would be greatly appreciated.
  3. Ok, I'm experimenting with manual part welding to make custom spacecraft out of existing parts, and I thought I'd weld a Mk1 parachute into a descnt pod I'm making out of a nosecone from MRS. All I've done is include the part MODEL and all the chute modules from the Mk1 .cfg. Well, the chute can be operated like normal, it shows up on the staging stack, the deploy parameters can be adjusted, and it does deploy when staged. The problem is that it doesn't work like normal. When semi-deployed, the pod and chute turned to near horizontal and actually started climbing. The F12 aero overlay showed a strong body-lift line from the pod. After a while the pod started descending again, but when the chute fully deployed, it turned to a 45-degree angle, with the overlay showing equal-length drag and body lift lines 90 degrees apart. The pod never got into the usual vertical retrograde-pointing position. Putting a regular separate Mk1 chute on top of the pod works just fine, so there's something about welding one into a pod that's screwing things up, and I don't know what it could be.
  4. So I was in the Kerbal X and I followed this Tutorial. I achieved orbit and tried to land. I opened my parachute at 15,000 meters and it was fine until it was about to open at 1433 meters and it flew off. I was only going 100m/s when it flew off and I don't understand why. I did everything in the tutorial right and I added 5000 meters because I was coming down on mountains. I crashed at 1331 meters. In the summary it said: Structural Failure on linkage between M16-XL Parachute and MK1-2 Commandpod. I didn't edit the ship at all.
  5. Hello, i wish i could equip jebediah kerman with a flashlight, rubber boat or a simple parachute. Maybe even a radio for sending crew reports to a nearby vessel. There's a lot of small stuff that can make the adventure deeper.
  6. Hello! Got a problem today on fresh reinstall of KSP 1.1.3 (1289), which I was able to solve myself - but I think I must publish so that someone encountering it will spare himself the time. Symptoms: Parachutes refuse to work. Any parachutes. Attached to any capsule. Anywhere. Be it stock KerbalX, or MK1 dropped from height. The Aerodynamics overlay shows them not working at all. It became so crazy, that I designed a high altitude rocket-plane just to show how crazy the situation is. http://imgur.com/a/kLRh2 Here is a scenario to reproduce the problem, nothing extraordinary: 1) Installed KSP - did not start it yet! (important) 2) Installed Module Manager (2.6.25, current), Kerbal Engineer Redux (1.1.1, current) and Docking Port Alignment Indicator (6.4, current) 3) Started KSP I have tried to remove: - Unity3d settings directory in /home/ - physics.cfg and settings.cfg I have tried to restart the game and sandbox mode. I have played around with vsync on/off and physics settings. To no avail. Solution! 1) Remove the game completely 2) Install it again 3) Run KSP before adding any other mods 4) After at least one run - add the mods. Now the parachutes suddenly WORK. It looks like one of these three mods corrupts parachutes data or does something that leads to that - if KSP never run before.
  7. I have a lander on return from Mun. The game is saved on the final approach. There is not enough dV left to abort the landing. It's an aerobreaking maneuver directly from Munar ejection. Peri is 27km, I can bring that up to 32 or so. Apo before atmo is 8M or something like that. This is by far not the most aggressive aerobreaking I've ever done. I've flown this mission before, and came in on basically this return trajectory from Mun once before. I've taken this lander to minmus and come back home in a similar, more aggressive fashion. Two things are different this time: 1) I'm using a nose-mounted basic chute instead of a pair of radial mounted chutes. 2) This rocket inexplicably decided to become unstable during liftoff and lean towards 270 (it did not do this on prior launches). There are no additional asymmetries introduced, so I have no idea why that was other than, FNAR, the command capsule's reaction wheels toggled themselves off. (I discovered this after successfully wrestling the thing into orbit.) On re-entry, however, around 20km altitude, well before I ever let my hand NEAR the spacebar, the parachute is mysteriously 'destroyed by aero forces and/or heat.' At NO POINT does the part give me a heat bar. The housing for the parachute is still there, there is no explosion or anything, but the chute chamber vanishes. This has never happened to me before EXCEPT if I were to deploy the chute while the indicator was red (which it is). Why is my chute suddenly destroyed? The vehicle is just the pod, chute, and heat shield. SAS is off, the vehicle is stable and the heat shield is pointed in the right direction. I see no visual heat effect on the chute, nor is there any discoloration of the chute housing suggesting overheating is taking place. Valentina needs y'all's brains.
  8. I'm aware that this has been suggested a number of times before. However, I have never observed much follow up to the topic. I think it would be a very welcome feature to be able to toggle parachutes out of staging entirely, like you can with decouplers (as of a few patches ago, anyways). The first and perhaps most significant advantage to this is that it would allow the user a lot more freedom in designing emergency systems for their rocket. At the moment, I find it very frustrating that although the game includes both an emergency escape tower as well as a dedicated "abort" action group assignment, it's kind of inconvenient and annoying to actually utilize them. The primary reason for this is that they just add additional components to wrangle in staging. The interface could be exactly the same as the staging toggle for decouplers. Just right click the parachute, then click the option to disable it in staging. Another use of such a feature would be more precise control of parachutes for specific situations. Slowing a landing space-plane, for example. You could have parachutes be in their own separate stage, but then you have to worry constantly about accidentally triggering them at a bad time. With them toggled out of staging entirely, you can decide exactly if and when the parachutes are deployed. On a personal note, my neigh-pathological fear of messing up chute staging is why I've never tried making a space-plane styled after the space shuttle. A secondary suggestion, for the same reason, is to make it possible to toggle engines out of staging as well.
  9. Hey guys I was wondering if a developer would be able to shed light on the Indicated Air Speed or Mach value(s) that determine(s) the 'safe to deploy' indicators from Safe | Risky | Unsafe. This is for a control panel I've been working on, and I'd love to be able to accurately reflect what's happening on screen on my panel Many thanks in advance!
  10. Hi! I've been having some issues with the parachute for FASA's Apollo parts for some time now and it really annoys me. The chute is always fully opened when I add the part and during the whole flight. I'll add a picture. The chute always stays exactly the same as in the picture during the whole flights. How do I solve this?
  11. I am having this problem when I want to land on Duna but when I go to deploy my Mk16 XL parachute it does not want to deploy. Not even the drag chute wants to deploy. I am assuming this has to do something either with the parachute or with the atmosphere of Duna. Please help me on this topic. Thanks!!
  12. Right now I descend on a quite shallow entry trajectory, dropping through 10 km height (terrain altitude) with around 830 m/s speed. I retroburn to reduce speed to 420 m/s, that is when myMk12-R Radial-Mount Drogue Chutes appear safe to deploy . Cutting off the engines and the SAS, the drogue chutes decrease my speed below 210 m/s, which then gives a for the Mk2-R Radial-Mount Parachute . Activating them (to enable the needed braking to slow it to reasonable 10 or so m/s) does nothing. The chute deploy sound is audible, but neither are they visible nor does the speed decrease further as expected. What is going on?
  13. I played KSP heavily a year to a year and a half ago then took an extended break. trying to get back into it and some things have changed since last I played. For some reason my parachute is consistently breaking during my ascent....any tips or ideas as to what I'm doing wrong? Never had this problem in the past.
  14. I send a tourist back in a single command pod with a parachute already armed so i don't need a kerbonaut. I noticed I can still adjust the deploy pressure of the parachute during reentry is this a bug.
  15. We get a lot of players believing that their parachutes have been destroyed during launch, so I made this to help explain.
  16. Exact same setup each time: MK1 capsule, interstage fairing on top, parachute on bottom node. I can launch the EXACT SAME SHIP three times in a row, and at least once I am guaranteed to kill a Kerbal. Problem is simple: I move the parachute to the bottom of the stack, pull the ripcord at 1000 meters and cross my fingers. I will either hear "click click click" as I frantically tap the spacebar or that satisfying ruffle as the chute actually opens. Even if I manage to right click and actually click the "deploy chute" button, it simply will not open. It's not shredding, tearing off, etc. It simply either opens or does not, under the exact same conditions, with the exact same craft. Anybody else seen this?
  17. I have had many broken planes hopelessly plummeting toward Kerbin, and I wished the Kerbals inside had EVA parachutes. Not the round parachutes, but the parachutes that most everyone uses anymore. I believe that type is a parafoil, right?
  18. SafeChute (continued from Red3Tango's SafeChute) SafeChute takes you out of time warp when your parachutes deploy, and also just above landing. You can restart time warp manually after SafeChute stops it. This plugin was originally necessary to prevent your ship tearing apart when parachutes deployed; this is less of a problem in the latest versions of KSP, but it's still nice. In the config.xml file you can configure: * The minimum altitude for the plugin (10,000 m by default) * The altitude to stop warp above ground (15 m by default) The altitude above ground is calculated based on height from the terrain or "sea level", depending on which is closer. All parachute deployment altitudes are automatically supported. Supports stock, RealChute, and FAR parachutes. Download for KSP 1.10.x: at SpaceDock, Github, Curse Download for KSP 1.9.x: old version at Github Download for KSP 1.73: old version at Github Download for KSP 1.6: old version at Github Download for KSP 1.5.1: old version at Github Download for KSP 1.4.5: old version at Github Download for KSP 1.3.1: old version at Github Download for KSP 1.2.2: old version at Github Download for KSP 1.1.3: old version at Github Download for KSP 1.0.5: old version at Github Source: Github (BSD License)
  19. I made an add-on like this in the very early days of KSP for personal use, so I thought I may as well update it for 1.2 and release it to anyone else who might want it. This is a pack of parachutes based on the designs of model rocket parachutes over the years - predominately from the Estes company. Parachutes are functionally identical to the stock mk1 parachute aside from also being radially attachable. -Estes Red (10") parachute -Estes Orange (12") parachute -Estes Purple (18") parachute -Estes 'Retro' parachute -Quest Yellow+Red parachute Image Gallery: Changelog: v1.1 (1/23/17) -added Quest Yellow+Red parachute. -parachutes are now radially attachable v1.0 -initial release Pick it up here: https://spacedock.info/mod/1033/Estes Parachute Pack Source: https://github.com/narhiril/Estes-Model-Rocket-Parachutes (also available on CKAN) Licensed under
  20. RealChute is a complete rework of the stock parachute module to fix a few of its inconveniences and get more realistic results out of parachutes! Issues that do not follow the bug reporting format will be ignored. NO LOGS, NO SUPPORT. Download - GitHub Special thanks to @Starwaster for the KSP 1.4 compatibility update! ModuleManager patch files included in the download. Issues that do not follow the bug reporting format will be ignored. NO LOGS, NO SUPPORT. NOTICE: I'm no longer developing this version, no new features are going in, only compatibility updates will be pushed out. I'm also not officially supporting this mod anymore, but plenty of people can help you, and I may pop in once in a while. My focus is on RealChute 2, which is coming Soon™ Features: Gradual deployment: Chutes gradually deploy, increasing realism and decreasing deployment shock. New Deployment Conditions: Chutes deploy in conditions ranging from Eve's crushing clouds to Duna's silken veil. Parachutes deploy either according to atmospheric density or altitude and will not deploy when not intended to; e.g. in space or on the pad. Autocuts can be set for a certain altitude per chute to cut some chutes while other deploy! Parachutes on Ground: Parachutes will not autocut upon nearly stopping mid-air or touching the ground, enabling drag chutes for planes! Parachutes Return to Staging: Parachutes can be restaged again and again without restrictions! Drag Chute: Drag chutes deploy at low altitude to slow landing airplanes. Full Customization: Parachutes' values can be edited, and modders can add the plugin to their packs. Combo Chute: Deploys a drogue and next a main chute. Custom parts: sumghai gave this pack its own parts! Vessel Hangs from Chute: Even nose chutes! Editor window: Edit parachutes from the editor for any shape, size, or characteristics! Presets: Quickly edit parachutes by saving configurations into presets and loading them quickly later! Thanks to Duxwing for rewriting this part Video by 7499275 showcasing the mod Changelog Documentation And now finally, if you want to donate a little something to support for all the coffee and the nights I spent on this, you are very welcome, and it would make my day my year. FAQ (if you ask a question that is here, I'm not answering you.): Q: How/Where do I edit and customize parachutes? A: In the action groups panel. Click on the said panel like you wanted to edit action groups, then click on the parachute you want to edit. A window with all the editing options will appear. for this specific parachute. Don't forget to press apply before leaving. Q: This panel is too complicated, isn't there a simpler way to do this? A: If you don't want to use the editor panel, you really don't have to. There is a preset system that allows you to select the parachute's type (main, droge, drag, or combo), it's size (0.625m - 2.5m for cones/stacks, small - large for radials), and apply it to your current chute. You don't even have to complicate your life. Q: When I'm pressing apply, it's telling me that the craft is too heavy for the parachute. What do I do? A: Make sure the the only parts attached to the craft when you press apply are the parts that you want to land. Detach your launcher or any other fluff before pressing apply. The parachute is calculated with the weight of all the parts currently attached to the craft. You can also toggle dry/wet mass in the editor to help, but it defaults at dry. Q: What is this "parachutes used" field in the editor window? A: This is the amount of parachutes deployed at the same time to land your parachute. This option will spread the load of your craft throughout all the parachutes used, effectively lowering the size of each. Be careful: a triple canopy is only a visual effect, it's only one chute. Stach chutes, on the other side, are two chutes (one comes out on each side). This is why this field does not say parts; a part can have multiple chutes on it (like the stacks and the combos). This is why a cone chute with a triple canopy would put one in parachutes used, and a stack chute would put two. Four radial chutes in symmetry would use four. Basically, you just put in the amount of individual active chutes at the same time, regardless of what the canopies look like. Q: Why can't I access the parachute editor when starting career? When does it come available? A: The parachute editor comes with the action groups panel. As long as the most basic action groups are unavailable, the panel is unavailable. In a normal stock game, the basic action groups become available with the first VAB and SPH upgrades. Q: I used to be able to resize parachutes with the right click menu, but those options aren't there anymore. What happened to them? A: The right click resizing menu is a helping too with the previous questions. While the action groups menu is unavailable, you can resize parachutes with the right click menu. When they are, resizing now happens in the action groups menu. This only happens in career mode, so in science and sandbox, you would always go to the action groups window. Q: Why does the Engineer's Report say there are no chutes on the craft when I clearly put some? A: The Engineer's Report looks for stock chutes. I haven't implemented a check for RealChute yet. Be patient. Q: Does this work on Windows 64bit builds of KSP? A: As of KSP 1.1, yes. However, this is absolutely not something that is sure never to change. If the Winx64 builds of the game return to being unstable, buggy messes, you bet that the lock will absolutely return, and I reserve the right to bring it back at any moment I see fit, and at my discretion, and mine only. But, with the current look of things, I do not anticipate the need to do this in any foreseeable future. You have, however, been warned. Q: Do the parachutes hold on at 4x physical time warp? A: Depending on how fast you are coming down and which chute you are using, yes. Most often they will hold on just fine, but I really can't guarantee they will. However be careful, the chutes fully deployed added to high physical timewarp values can lead to bad stuff, you've been warned. Q: Is this FAR compatible? A: FAR has it's own built-in implementation of RealChute, added by me, providing basic RealChute-esque behaviour, minus all the fluff. If you want the in game editor and all the additional features RealChute provides, install this, it'll override the version built into far. Q: Can you make a ModuleManager file for *insert mod here*? A: I currently don't have much time to work on configs for mods, but if you make one and are 100% sure it works, send it to me, I'll see about including it. Q: I'm trying to add a secondary parachute to a part but it's not working! A: It's not working because you can't add a secondary parachute to any part. It needs a second parachute transform, a second set of parachute animations, etc. A modeller needs to make a part that has two parachute to allow it. Q: What is your favourite pie flavour? A: I love cherry and blueberry pie tbh. Special thanks to UbioZur, r4m0n, Sarbian, Cilph, sirkut, taniwha, NathanKell, ferram4, toadicus and the rest of #kspmodders for helping this mod happen The cut and repack sounds were graciously given by ymir9, big thanks to him! Very special thanks to @sumghai for those awesome parts, as well as the logos, icons, and flags!! GitHub repository (source) License: You are free to copy, fork, and modify RealChute as you see fit. However, redistribution is only permitted for unmodified versions of RealChute, and under attribution clause. If you want to distribute a modified version of RealChute, be it code, textures, configs, or any other asset and piece of work, you must get my explicit permission on the matter through a private channel, and must also distribute it through the attribution clause, and must make it clear to anyone using your modification of my work that they must report any problem related to this usage to you, and not to me. This clause expires if I happen to be inactive (no connection) for a period of 90 days on the official KSP forums. In that case, the license reverts back to CC-BY-NC-SA 4.0 INTL.
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