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Found 33 results

  1. 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. 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: October 16th 2018 v1.4.7.1 -Recompiled for 1.5 October 15th 2018 v1.4.7 -Fixed localization issue with KSP 1.4.5 (Parachute category and chute parts not showing up in VAB) August 25th 2018 v1.4.6.1 -Recompiled for KSP 1.4.5 March 20th 2018 v1.4.6 -Recompiled for KSP 1.4.1 -Has been tested to run on KSP 1.4.0 with no issues detected. 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 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 March 25th, 2017 v1.4.3 -FAR compatibility update. Addresses changes to FARAeroUtil.GetCurrentDensity() -Bring RC chutes in line with stock contract changes. (hopefully prevent impossible chute contracts from being generated by the contract system) October 14th, 2016 v 1.4.2. -Use part.addForceAtPosition instead of calling rigidbody functions (1.2 specific compatibility changes) -Updated versioning in RealChute.version and assembly property files -Fixed mispelled field name in compatibility checker (_version) -Fixed toolbar button showing up in Flight. (broke in 1.2) April 30th 2016 v1.4.1.1 -Recompiled for KSP 1.1.2 to prevent nasty PopupDialog exceptions April 29th 2016 v1.4.1 -Fixed bug related to reloading the database through ModuleManager -Added an OnActive override, potentially fixing a few contract oddities -Removed deprecated MM configs April 19th 2016 v1.4 -Removed IPartSizeModifier support (no longer needed) -Added search tags to parts -Compiled for the latest version of KSP 1.1 April 16th 2016 v1.4x4 *Prerelease* -New NyanMode™ -Fixed plugin loading problems from IPartMassModifier and IPartCostModifier -Added IPartSizeModifier support -Refactored and cleaned the codebase through ReSharper April 2nd 2016 v1.4x3 *Prerelease* -No longer purveys the Nyan. Leaving that to Sarbian. -Issue in the editor with part mass modifying is fixed in the game and the subsequent hack has been removed -Fixed PopupDialog anchor issues April 1st 2016 v1.4x2 *Prerelease* -Fixed some slight GUI issues -Fixed redundancy in editor part mass update (correction, awaits new KSP build) -Added a new custom parachute deployment sound -Slightly modified parachute canopies textures -Created an 1.0.5 port of all the newer changes (backward ports FTW) March 29th 2016 v1.4x1 *Prerelease* -Updated to Unity 5 -Updated KSP references -Fixed issues with part mass editing -Temporarily removed Win64 lock (testing stability) -Built on Win x64 February 4th 2016 v1.3.2.7 -Fixed an issue with parachutes not having a staging icon when on the same part as one disabling the icon December 2nd 2015 (second take) v1.3.2.6 -Reuploaded with the correct binaries, not the RealChute 2 ones, won't crash anymore. Sorry. December 2nd 2015 v1.3.2.5 -Fixed a bug with early reentry giving chutes an exagerated amount of heat (thanks to Starwaster!) November 10th 2015 v1.3.2.4 -Updated chute heat/aero failures to new changes -Added indicator for chute deployment safety through the staging icon's background -Now using MM 2.6.13 -Compiled to KSP v1.0.5 May 2nd 2014 v1.3.2.3 -Updated flags to DDS files, thanks to sumghai again -Slight bugfix to parachute heating, they now heat, much, much, MUCH faster, as they should. -Fixed a bug with minimum deployment pressure being in kPa, allowing deployment way too early May 1st 2015 v1.3.2.2 -Parachutes can now burn up during reentry shock heating, each material has it's own characteristics -Added a MM node for the new stock radial drogue -Updated all parachute max temperature values -sumghai converted all the part textures to DDS for faster loading April 28th 2015 v1.3.2.1 *Hotfix* -Fixed the breeding problem with the AppLauncher button -Fixed the ConfigNode persistence issues with ModuleManager -Fixed the DragCubes weight problem of the stock Module -Bundled ModuleManager v2.6.1 April 27th 2015 v1.3.2 *KSP 1.0 compatibility update* -Updated aerodynamics reference to correctly get new atmospheric values. -Fixed a few GUI issues all around April 2nd 2015 v1.3.1 -Removed all this tasty bacon. Wasn't the best parachute. -Improved enum parsing/tostring, will serve in the future April 1st 2015 v1.3.3.7 -Optimized toastiness -The amount of snacks has increased by 401%! -Now with brand new flavour! -MOAR March 12th 2015 v1.3 -Massive optimization of every line of code in RealChute. Literally. Everything. -Massive optimizations of all the GUIs and of the editor window. -Presets no longer save the target body, so you can easily apply any preset to any body -FAR compatibility fixed, previous versions would not correctly use the fetched values -You can now select if only engineers can repack parachutes in career mode -You can also select the minimum level required for engineers to repair parachutes in career mode (0 to 5) -Complying with the last two changes, fixed the bug with engineer levels and repacking in career mode -Stock parachutes have been removed from the Utility tab and now only appear in the Parachutes tab -Did I say massive optimization? December 27th 2014 v1.2.6.3 *Hotfix* -Reverted the editor GUI changes which caused CoM bugs in flight -Fixed a bug where stock chutes would not apply parachute model changes correctly -Only lvl 1+ engineers can repack chutes anymore December 26th 2014 v1.2.6.2 -Fixed compatibility issue with FAR -Added a right click menu to modify the size of the parachute case if the action groups are not available yet -Added a setting which automatically adjusts the size of the canopy while changing case size through right click menu -New editor RealChute icon by sumghai! -RealChute logo updated to be clearer in the filter by manufacturer tab -Moved parachute specific GUI to it's own object -Fixed a bug where the combo chute would have two main sized chutes -Updated to ModuleManager 2.5.6 -RealChute parts are now only visible in the "Parachutes" category -Fixed a bug where RealChute contracts would not display the RealChute/Wenkel logos correctly December 17th 2014 v1.2.6.1 -KSP 0.90 compatibility update -Added a parachutes filtering tab in the "filter by function" category -Changed the default RealChute icon in the "filter by module" section to the RealChute icon -Added a parachute count field in the general part stats section -Changed the RealChute default module name in the module info section -Made so that RealChute parts will be invisible if the mod is incompatible with the current KSP version November 16th 2014 v1.2.6 -Fixed the bugs related to stock chutes -Fixed the bug related to parachutes not deploying on first staging action -Fixed the bug where you could no longer repack if a loading sequence took place ater deployment -Fixed the numerous bugs with quicksaving/quickloading when parachutes are deployed -Made part GUI display logic more fluid -Small optimizations to the editor GUI October 9th 2014 v1.2.5.3 -Probably fixed the bug when loading crafts October 8th 2014 (take two) v1.2.5.2 -Win64bit detecting changed to prevent it to be disabled -Fixed typo in the SovietPack MM config -Fixed potential bug with the AppLauncher button -Corrected the Agents.cfg file to have the correct URLs to the logos and prevent dumb stock bug October 8th 2014 v1.2.5.1 -Updated to new license October 7th 2014 v1.2.5 -Fixed the bug where parachutes would disappear during quicksave/quickload process -Fixed repack bug after reloading a craft with expanded chutes -The SpaceCenter icon is now added to the stock Applauncher -RealChute is now part of Wenkel Corporation -Wenkel Corporation and RealChute flags -Wenkel Corporation and RealChute are new agencies -Entry cost reviewed for all chutes -Added an option to target a specific landing altitude -Now using a new timer device which follows game time -Said timer sets parachute deployment correctly through time. -Upgraded to CompatibilityChecker v4, RealChute is disabled on Windows 64bit installs -ModuleTestSubject added to parachutes -Now uses ModuleManager 2.5.0 -Moved the editor GUI to a separate object. August 6th 2014 v1.2.4 -Updated correctly all ModuleManager files -Added ModuleManager support to Tantares and the KP0110 pod -Now uses ModuleManager 2.2.1 -Optimized FAR code to not fetch the method each frame -Optimized the rescaling code once more, radially attached parts should behave better -All .png files crushed in size without quality loss thanks to dak180 -SpaceCenter icon will no longer be shown over the Astronaut Complex, RnD Building, or Mission Control views -CompatibilityChecker now checks for KSP 0.24.1 or higher for procedural part cost -All ModuleManager files are now package with the rest of the mod, only the needed nodes are loaded July 27th 2014 v1.2.3 -Implemented procedural cost for all RealChute parts based on canopy diameter and case size -Refactored a lot of GUI labels to render more efficiently -Fixed the nasty bug where parts with only a RealChuteModule would not animate -Fixed bug where minPressure would not persist through scenes -Tweaked case masses to make more sense, they were quite heavy in the past July 22nd 2014 (take two) v1.2.2.2 *Hotfix* -Hopefully last fix to the symmetry bug July 22nd 2014 v1.2.2.1 *Hotfix* -Fixed a bug with symmetry parts (once more) -Fixed a bug where you could not repack chutes which did not all deploy. July 21th 2014 v1.2.2 -Fixed a bug where stock chutes with RealChute configuration would break upon reload -Added a way to remove the Action Groups GUI from the ProceduralChute if needed July 20th 2014 v1.2.1 -Fixed bug where the stack chute would never work at all -Fixed bug where crafts with symmetry parts would have a CoM offset bug and not function properly upon reload if the stats had not been applied to counterparts -Fixed stock parts MM configs to work properly with this update -SpaceCenter RealChute icon can now be hid by pressing 'h' July 18th 2014 v1.2 WARNING: ALL VESSELS AND CRAFT FILES WILL BREAK WITH THIS UPDATE. YOU HAVE BEEN WARNED. -v0.24 compatibility, built to work on Windows x64 -Completely changed the way multiple chutes on a part are handled¸ -Very large part of the code refactored, once again -Options from the RealChute_Settings.cfg file are now available to be tweaked from the SpaceCenter, icon gracefully offered by sumghai -Parachutes are now contained into PARACHUTE{} nodes inside PART configs -The plugin can now handle an indefinite amount of parachutes on a single part -Various small bugfixes -Now uses ModuleManager v2.2.0 April 27th 2014 (take two) v1.1.0.1 *Hotfix* -Fixed a problem with parts having no size node April 27th 2014 v1.1 -Extensive code refactoring in both PartModules to clean up a little (no, a lot really) -Augmented FAR support: when FAR is installed, RealChute will now fetch it's density values -New size nodes allow changing the attach nodes size when cycling through the different selections -Presets are now a thing: You can create them, apply them, delete them, but not eat them -A wide selection of presets are included by default to mimick all the past chutes and allow for quick parachute modification -Stock chutes will now use the RealChute canopies, and will have procedural size according to their diameter -Better support for the settings file -Cleaned the editor GUI a little -Now uses ModuleManager v2.0.3 April 18th 2014 v1.0.5 -Fixed the bug with secondary chutes not deploying -Maximum deployment height/pressure now depend on target planet -Added automatic deployment on ground contact with intend of usage for drag chutes -Added possibility to compute parachute diameter from empty ship mass -Applying stats to symmetry parts will now copy over all the fields. -Added descriptions to materials -Size cycling swapped to be more intuitive -April fools prank can be reenabled through the RealChute_Settings.cfg April 1st 2014 (third try) v1.0.4.1 *Hotfix* -Refixed target speed range for drogue chutes April 1st 2014 (serious edition) v1.0.4 -Removed the Arpil Fool's prank -Bumped drogue target speed to 5000m/s -Fixed potential division by zero bug -New part descriptions, graciously offered by Duxwing April 1st 2014 v1.0.3.37 -Fixed the tiny chutes appearing in the editor -Fixed the last bugs with parachute texture/canopy model not updating correctly -Fixed symmetry counterparts not having the right deployed/predeployed diameter -Added procedural diameter to canopies other than RealChute parts -Fixed pressure/altitude deployment not switching on secondary chutes -Fixed secondary canopy texture selector not displaying the one said in the module config on first initiation -Parachute type can now be declared into the module node (main, drogue, drag) -Removed all legacy parts from the tech tree to avoid confusion -Moved the cone simple chute to the start TechNode -KSP v0.23.5 (ARM) compatibility March 7th 2014 v1.0.3 -Fixed the very small bug where the popup announcing the application worked would not resize after a warning -Added a display of the current RealChute version on both the editor window and the info window -Did some very minor code wise improvements around March 5th 2014 v1.0.2 -Fixed material of the second parachute not updating with his window but with the winodw of the main material -Similarly to the above, fixed the window of the seconda material showing stats about the main material -Fixed texture of the second parachute not updating whatsoever -Fixed symmetry counterparts not ever keeping their size -Fixed a bug where the "mustGoDown" clause would actually never update for the parachute -Various tweaks to GUI display (mainly the decimals shown by materials drag coefficient) March 3rd 2014 v1.0.1.1 *Hotfix* -Fixed size not remaining in flight properly -Fixed symmetry counterparts not having the right predpeloyed diameter -Sorted some problems with the correct updating of part GUI March 2nd 2014 (take 2) v1.0.1 *Hotfix* -Fixed a bug where some fields in the editor window would not update -Fixed a bug where everything using MM would flat out not work -Fixed staging activating even from other vessels March 2nd 2014 v1.0 Editor: -New editor window which allows tweakaing of parachutes far more easily than stock tweakables -Said window is accessible in the VAB/SPH through the action group editor panel, by selecting a RealChute part -Texture, canopy models, and part size can be edited with this window, and only four parts are now necessary -Old parts are still included to preserve compatibility but are not visible in the editor -Added a field to prevent parachutes to be tweakable if necessary -When a texture library is defined, the parachutes will automatically resize to the right diameter Flight: -New info window in flight allows seeing the stats of the current parachute -Predeployment altitude/pressures and deployment altitudes can now be generally tweaked from this window in flight -When parachutes fail to deploy, their icon will blink red and a message whill show indicating a short reason why -Parachutes do no need to be moved in a new stage to allow redeployment through staging -For those who do not like the deployment logic, behaviour can be changed to arm on staging automatically by changing the value in RealChute_Settings.cfg -Fixed a bug where when coming quickloading or coming back to a flight prevented from repacking correctly Drag calculator (.exe) -Repassed the code and added the ability to select the drag coefficient by material Misc: -Heavy code repass to fix and optimize multiple things -The plugin now uses CompatibilityChecker by Majiir to verify if the KSP version is compatible with the plugin January 9th 2014 v0.3.3.2 *Hotfix* -Fixed the stack main chutes animation problem January 8th 2014 v0.3.3.1 *Hotfix* -Fixed a bug where single parachutes would still not arm propoerly -Fixed stack main chute configs to have the right canopies so they actually work -Fixed a problem with staging reset bugging the staging list -Changed the default drag values of parts to 0.32 to actually match the real stock values -Changed altitude detection to a faster, safer system -Hopefully, the change above to altitude detection fixes parachutes deploying too early January 7th 2014 v0.3.3 -Fixed a bug where dual chutes would not arm -Changed default predeployment altitudes to 30km for drogues and 25km for mains -Changed predeployment on drags to 100m and full deployment to 50m -Switched triple canopies to single canopies on the stack 1.25m main chutes -Fixed forced orientation so that it actually follows vessel orientation -Fixed forced orientation remaining even if only one parachute is deployed. -Small tweaks to attachement notes on stack chutes (thanks to eggrobin) -Fixed caps being inverted on stack chutes (thanks to eggrobin again for making me notice) -Changed behaviour or repacked chutes, if not in the last stage, they might not need to be moved to e reactivated. -Moved the random deployment timer to OnStart() for future MechJeb implementation -Various tweaks to the tweakables UI controllers -Fixed a bug where dual chutes with the same material would show "empty" as a second material -Fixed a bug where full deployment shortly after deployment would result in the animations skipping -Fixed an annoying and unreliable bug where parachutes would make your craft spin out of control by making the force applied to the part once more December 18th 2013 (take two) v0.3.2.1 *Hotfix* -Fixed the bug where dual parachutes would take mass forever -Fixed a bug with combo chutes having ridiculous starting weight -Finally fixed the bug with the FASA and Bargain Rocket parachutes, they will now animate properly (big thanks to sirkut) -All the ModuleManager files are now included with the main download, remove those you don't want. December 18th 2013 v0.3.2 KSP 0.23 compatibility update! -Added combo chutes which contain both a drogue and a main for soft landings in one part -Added the ability to define a second material for the second parachute -Added the ability to force the parachutes partially in one direction, thus eliminating clipping chutes on dual parts! -The force is now applied on the whole vessel, so no more weird hangings if the part origin is weird -Tweakables! Nearly every value that can be changed in the editor can now be. This is only until I set the editor window up on my side. -Fixed a bug with parachutes facing downwards on reentry -Added a random deployment delay for parachutes! They will now take between 0 and 1 second to deploy. This is chose randomly for every parachute -Every parachute now has random "movement noise" different from every other parachutes currently active -Said random noise will now appear to be much smoother than before -Usage of the new EFFECTS node has permited to get rid of FXGroups and to remove all those nasty .wav files all around! Decemer 7th 2013 v0.3.1 *Hotfix* -Fixed a bug with the mustGoDown/timer clauses -Fixed a bug with dual chutes not cutting properly -Fixed yet another bug with predeployment of main chutes always having the same drag -Added an "reverseOrientation" clause in case a modeller builds the parachute transform the wrong way -Parachutes no create drag from the very area where they originate from. This means a chute on the side will hang realistically without a CoM offset -Rescaled all the parachutes to have the real size in game. If you find this too big, tell me on the forum and I'll revise them (note, this is not procedural yet, if you change the part yourself, you need to change the scale) -Fixed a bug with the calculator when calculating the diameter of multiple chutes -Added a sound on repack, thanks to ymir9 once again December 4th 2013 v0.3 -Completely removed stock drag dependancy. The parachutes now calculate drag according to real drag equations -Given the above, the drag parachutes generate is irrelevant of the mass of the part and now depends of the diameter of the parachute -Parachutes are now made of different materials, defined in cfg files -Parachute canopies now weight something which depends on which material they are made of and what is it's area density -Optimization of the code by about 300 lines as the module is pretty much complete -New parts with the pack, thanks to sumghai! You can now select between many different parachutes for the job you want to accomplish -It is now possible to arm a parachute to deploy as soon as it can through action group or part GUI -Minimal deployment can now be defined by altitude or pressure -Added FXGroups to parachute cut and repack, and providing a cut sound with the parachutes, offered by ymir9! -A small program made to help calculating parachute diameters is also included with the download! November 24th 2013 v0.2.1 *Hotfix* -Fixed a bug where single parachutes don't show the right icon colours -Fixed the weird glitchiness of the parachute's orientation in some occasions -Fixed parachutes not working if not on the current active vessel November 23rd 2013 v0.2 -Added a compatibility mode for a second parachute on the same part! Can only be used if the parachute has a a second set of parachute transform/animation -Reworked deployment code from the ground up to allow the above feature November 16th 2013 v0.1b -Fixed the issue where deploying the parachute below the full deployment height would play the second animations faster -Added sounds on both predeployment and deployment -Added a deployment timer that will show a countdown on the flight screen -Added a clause that the ship must go downards to deploy and that will show status on the flight screen -Fixed a few remaining deployment bugs -Changed the behaviour of the part GUI to only show when the action is available November 13th 2013 v0.1.1a -Hotfix of a few deployment bugs that could cause weird unresponsive parachutes -Added a "cutAlt" feature to automatically cut a parachute below a certain altitude. November 12th 2013 v0.1a -Initial release Components: --RealChuteModule-- //General caseMass: mass of the case of the parachute (what you would normally put at "mass = xx" (put it there too though)) timer: time before deployment after the part has been activated in seconds mustGoDown: whether or not the craft has to be going downwards to deploy (true/false) cutSpeed: speed at which the parachute will automatically cut when on the ground in m/s spareChutes: amount of times a parachute can be repacked (set to -1 if you want to repack it as much as you want) reverseOrientation: check this to true if the transform was built backwards, else don't put this in at all //Main parachute PARACHUTE { material: what material the parachute is made out (must be initiated in a MATERIAL{} node) preDeployedDiameter: diameter of the parachute when predeployed deployedDiameter: diameter of the parachute when deployed minIsPressure: whether the value in "minDeployment" is pressure or altitude (true/false) minDeployment: minimum altitude or at which the parachute predeploy (if minIsPressure = false) minPressure: minimum pressure at which the parachute will predeploy (if minIsPressure = true) deploymentAlt: altitude at which the parachute will fully deploy cutAlt: altitude at which the parachute will automatically cut (set this to -1 if you don't want an autocut at a certain altitude) preDeploymentSpeed: time required to predeploy the parachute in seconds (affects how fast it decelerates) deploymentSpeed: time required to deploy the parachute in seconds (affects how fast it decelerates) preDeploymentAnimation: name of the predeployment animation (from the model) deploymentAnimation: name of the deployment animation (from the model) parachuteName: name of the canopy of the parachute (from the model) capName: name of the protective cap of the parachute (from the model) forcedOrientation: angle to angle the cute at from the center of the part (greater than 0, lower than 90) } //Add as many PARACHUTE{} nodes as you want parachutes on the part --ProceduralChute-- textureLibrary: name of the texture library to get textures and models from type: type of parachute this is refered as in the texture library currentCase: current parachute case texture (from the texture library) currentCanopies: current canopy texture for the main chute (from the texture library) currentTypes: current type of the main chute (Main, Drogue, Drag), defaulted to Main isTweakable: if the Action Groups GUI appears //Size nodes SIZE { size: rescaling vector for the part (x, y, z) caseMass: case mass for this size sizeID: generic ID for this size. Can be whatever you want, but know that presets will use this to find the right size. topNode: position of the top node at this size topNodeSize: size of the top AttachNode at this size bottomNode: position of the bottom node at this size bottomNodeSize sixe of the bottom AttachNode at this size } //Add as many as you want sizes for your part --Texture library-- TEXTURE_LIBRARY { name: name of the library CASE_TEXTURE { name: name of this case texture types: types of parachute this texture can apply to (separate each by a comma) textureURL: string url of the texture from the GameData folder } CANOPY_TEXTURE { name: name of this canopy texture textureURL: string url of the texture from the GameData folder } CANOPY_MODEL { name: name of this canopy model diameter: diameter of a single canopy at (1, 1, 1) count: number of visible canopies on this model maxDiam: max deployed diameter possible for this model CHUTE { modelURL: string url of the model from the GameData folder transformName: name of the parachute transform preDepAnim: name of the predeployment animation depAnim: name of the deployment animation } //Add as many of those as you want this type of chute to have, models must have different transform names } } --Material node-- MATERIAL { name: name of the material (string name you put in the PartModule) description: short description of the material areaDensity: density of the material in t/m² dragCoefficient: drag coefficient of this material (recommended to not go below 0.5 and above 2) maxTemp: maximum temperature of the material (will autocut past this temperature) specificHeat: the specific heat of this temperature, in J/kg*K emissivity: the emissivity constant of this material (usually between 0.5 and 1.5) } --Effects node-- EFFECTS { rcpredeploy //name of the predeployment effect { AUDIO { channel = Ship clip = sound_parachute_deploy volume = 1 } } rcdeploy //name of the deployment effect { AUDIO { channel = Ship clip = sound_parachute_single volume = 1 } } rccut //name of the cut effect { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_cut volume = 1 } } rcrepack //name of the repack effect { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_repack volume = 1 } } } 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.
  2. 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"
  3. 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 1.4.5: at Curse, SpaceDock, 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) Changelog:
  4. 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.
  5. 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
  6. 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!
  7. thereaverofdarkness2

    Backpacks for Kerbals!

    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.
  8. Why does Jeb personal chute doesn't work, how to activate it?
  9. 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?
  10. 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.
  11. 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.
  12. 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?
  13. 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.
  14. 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!
  15. Nicias

    Parachute Reseter

    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.
  16. 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!
  17. 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.
  18. 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.
  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. 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.
  21. 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.
  22. 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.
  23. 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.
  24. 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!