Pappystein Posted February 18, 2019 Share Posted February 18, 2019 33 minutes ago, Taki117 said: That is far too low if you're just deploying your chutes, especially with realchute. It takes a few seconds for them to deploy reefed, and then a handful of seconds to fully deploy. Watch your speed, bit 7-10km for pre-deploy and then 2500-5km for full deploy. Assuming you have it set up to pre-deploy at 1200m, and then immediately full deploy, there's not enough time for the chutes to fully deploy before you hit the ground. Agreed, Also depending on if you are using a re-scaled system or stock system will affect this. In my 2.5x Galileo play-through I am currently playing through, I don't auto-stage but wait until my Apollo capsule has slowed to ~220m/s and below 8000m and above 3300m. Further, are you using a Pilot on the Capsule? Remote control can be setup to have plasma blackout... If so the chutes may not deploy if no pilot/crew is present. IF you are doing all the above as we suggest and still having problems... Spoiler Try removing KerbalJointReinforcement. It is an AMAZING MOD but 2 to 4 years ago I was having the same issues and determined a combination of my mods in conjunction with KJR were causing the issue... I had to choose between un-installing all my mods and installing them one at a time manually, restarting the game after each mod was loaded to find the issue or just not using KJR. Now KJR may not be what is triggering other mods not to work right in your build... but it was in mine. HOWEVER I have to be clear... if removing KJR solves the issue it is NOT KJR's FAULT! It is the fault of the mod that was written in such a way as to not work correctly when installed with KJR. I have also seen Tweak-everything cause this in the pre LGG era (I haven't used Tweakeverything since LinuxGuruGamer took over maintaining it.) Quote Link to comment Share on other sites More sharing options...
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