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Part with parachute not working


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Hi,

I have several parts in this mod I'm making with builtin parachutes.

Spoiler

PART
{
	name = MSSRB_Nosecone_0625
	module = Part
	author = SuicidalInsanity, LinuxGuruGamer

	MODEL
	{
		model = ModularSegmentedSRBs/Parts/ModularSRB/Nosecone
		scale = 0.5, 0.5, 0.5
	}
	MODEL
	{
		model = ModularSegmentedSRBs/Parts/ModularSRB/Nosecone1m
		scale = 0.5, 0.5, 0.5
	}
	rescaleFactor = 1
	node_stack_bottom = 0.0, -0.14627315, 0.0, 0.0, -1.0, 0.0, 0
	node_attach = 0.3125, 0.0, 0.0, 1.0, 0.0, 0.0

	fx_exhaustFlame_yellow_tiny = 0.0, -0.17, 0.163, 0.0, 1.0, 0.0, running
	sound_vent_medium = engage
	sound_rocket_mini = running
	sound_vent_soft = disengage

	buoyancyUseCubeNamed = PACKED
	sound_parachute_open = activate
	sound_parachute_single = deploy

	TechRequired = generalConstruction //basicRocketry //survivability
	entryCost = 2800
	cost = 400
	category = Utility
	subcategory = 0
	title = 0.625m SRB nosecone
	manufacturer = Spacetux Industries
	description = A 0.625m nosecone for a SRB containing avionics, integrated separation motors and a parachute, with an optional integrated fuel segment
	attachRules = 1,0,1,1,0
	mass = 0.380
	dragModelType = default
	angularDrag = 3
	crashTolerance = 12
	maxTemp = 2400 // = 3100
	emissiveConstant = 0.7
	breakingForce = 50
	breakingTorque = 50
	crashTolerance = 6
	bodyLiftMultiplier = 0
	stageOffset = -1
	explosionPotential = 1
	bulkheadProfiles = size0, srf
	tags = #autoLOC_500932 //#autoLOC_500932 = arrest blue canopy chute decel descen drag entry fall landing re- return safe slow

	// Needed for Sepratron
	RESOURCE
	{
		name = SeparatronFuel
		amount = 4
		maxAmount = 4
	}

	RESOURCE
	{
		name = ElectricCharge
		amount = 5
		maxAmount = 5
	}	

	RESOURCE
	{
		name = BurnableSegmentedSolidFuel
		amount = 0
		maxAmount = 23
	} 
	RESOURCE
	{
		name = SegmentedSolidFuel
		amount = 0
		maxAmount = 468.6
	}
	RESOURCE
	{
		name = AbortedSegmentedSolidFuel
		amount = 0
		maxAmount = 58.6
	}


	MODULE
	{
		name = ModulePartVariants
		baseVariant = Nosecone
		mass = 0.380
		cost = 175
		VARIANT
		{
			name = Nosecone
			mass = 0.380
			cost = 175
			displayName =  Nosecone
			primaryColor = #3a562a
			secondaryColor = #999999
			//sizeGroup = GroupB
			GAMEOBJECTS
			{
				Nosecone = true
				Nosecone1m = false		
			}
			EXTRA_INFO 
			{
				segmentWidth = 0.625
			    segmentHeight = 0
			}
			NODES
			{
				node_stack_bottom = 0.0, -0.14627315, 0.0, 0.0, -1.0, 0.0, 1
			}
		}
		VARIANT
		{
			name = Nosecone1m
			mass = 0.6
			cost = 175
			displayName =  Nosecone1m
			primaryColor = #3a562a
			secondaryColor = #999999
			//sizeGroup = GroupB
			GAMEOBJECTS
			{
				Nosecone = false
				Nosecone1m = true		
			}
			EXTRA_INFO 
			{
				segmentWidth = 0.625
			    segmentHeight = 0.5
			}
			NODES
			{
				node_stack_bottom = 0.0, -0.5, 0.0, 0.0, -1.0, 0.0, 1
			}
		}
		
	}

	MODULE
	{
		name = MSSRB_ModuleParachute
		invertCanopy = true
		autoCutSpeed = 0.5
		capName = cap
		canopyName = canopy
		semiDeployedAnimation = semiDeploy
		fullyDeployedAnimation = fullDeploy
		stowedDrag = 0.22
		semiDeployedDrag = 30
		fullyDeployedDrag = 1500
		minAirPressureToOpen = 0.04
		clampMinAirPressure = 0.04
		deployAltitude = 2000
		deploymentSpeed = 0.12
		semiDeploymentSpeed = 0.5
		chuteMaxTemp = 650
	}

	MODULE // Sepratron
	{
		name = MSSRB_ModulePrecisionPropulsion
		thrustVectorTransformName = thrustTransform
		throttleLocked = True
		exhaustDamage = True
		allowShutdown = False
		ignitionThreshold = 0.1
		minThrust = 0
		maxThrust = 36
		heatProduction = 550
		fxOffset = 0, 0, 0.02
		EngineType = SolidBooster
		nonThrustMotor = true
		PROPELLANT
		{
			name = SeparatronFuel
			ratio = 1.0
			DrawGauge = True
		}
		atmosphereCurve
		{
			key = 0 154
			key = 1 118
			key = 6 0.001
		}
		exhaustDamageMultiplier = 50
	}
	
    MODULE
    {
        name = MS_SRB_Fuel_Segment
        segmentHeight = 0
        segmentWidth = 0.625
    }
	
	EFFECTS // Bottom node
	{
		running_closed_bottom
		{
			AUDIO
			{
				channel = Ship
				clip = sound_rocket_hard // SpaceY-Lifters/Sounds/srb_loop // 
				volume = 0.0 0.0
				volume = 0.1 0.5
				volume = 1.0 0.8
				pitch = 0.0 0.5
				pitch = 1.0 1.0
				loop = true
			}
			PREFAB_PARTICLE
			{
				prefabName = fx_smokeTrail_veryLarge
				transformName = bottomNode
				emission = 0.0 0.0
				emission = 0.05 0.0
				emission = 0.075 0.25
				emission = 1.0 1.25
				speed = 0.0 0.25
				speed = 1.0 1.0
				localOffset = 0, 0, 0.75
			}
			MODEL_MULTI_PARTICLE
			{
				modelName = Squad/FX/SRB_Large
				transformName = bottomNode
				emission = 0.0 0.0
				emission = 0.05 0.0
				emission = 0.075 0.25
				emission = 1.0 1.25
				speed = 0.0 0.5
				speed = 1.0 1.2
				localPosition = 0, 0, 0.75
			}
			MODEL_PARTICLE
			{
				modelName = Squad/FX/SRB_LargeSparks
				transformName = bottomNode
				emission = 0.0 0.0
				emission = 0.05 0.0
				emission = 0.075 0.25
				emission = 1.0 1.25
				speed = 0.0 0.5
				speed = 1.0 1.2
				localPosition = 0, 0, 0.75
			}
		}
		engage
		{
			AUDIO
			{
				channel = Ship
				clip = sound_vent_medium
				volume = 1.0
				pitch = 1.0
				loop = false
			}
		}
		flameout
		{
			PREFAB_PARTICLE
			{
				prefabName = fx_exhaustSparks_flameout_2
				transformName = bottomNode
				oneShot = true
			}
			AUDIO
			{
				channel = Ship
				clip = sound_explosion_low
				volume = 1.0
				pitch = 2.0
				loop = false
			}
		}
	}

	MODULE // Bottom node
	{
		name = MS_SRB_SegmentEnds
	
		thrustVectorTransformName = bottomNode
		engineID = bottomNode
		runningEffectName = running_closed_bottom
		attachNode = bottom
		throttleLocked = True
		exhaustDamage = True
		ignitionThreshold = 0.05
		minThrust = 0
		maxThrust = 227
		heatProduction = 55
		useEngineResponseTime = true
		engineAccelerationSpeed = 10
		allowShutdown = False
		fxOffset = 0, 0, 0.12
		
		// Possible EngineType values:
		// Generic, SolidBooster, LiquidFuel, Piston, Turbine, ScramJet, Electric, Nuclear, MonoProp
		EngineType = SolidBooster
		exhaustDamageDistanceOffset = 0.6
		
		PROPELLANT
		{
			name = AbortedSegmentedSolidFuel
			ratio = 1.0
			DrawGauge = True
		}
		atmosphereCurve
		{
			key = 0 195
			key = 1 170
			key = 7 0.001
		}
	}



	MODULE
	{
		name = MSSRB_FlightControl
		minimumCrew = 0
		RESOURCE
		{
			name = ElectricCharge
			rate = 0.02777778
		}
		hasHibernation = False
		hibernationMultiplier = 0.001
	}

	MODULE
	{
		name = ModuleDataTransmitter
		antennaType = INTERNAL
		packetInterval = 1.0
		packetSize = 2
		packetResourceCost = 12.0
		requiredResource = ElectricCharge
		antennaPower = 5000
		optimumRange = 2500
		packetFloor = .1
		packetCeiling = 5
	}	

	MODULE
	{
		name = MS_SRB_Nosecone
	}

	MODULE
	{
		name = ModuleTestSubject
		useStaging = True
		useEvent = False
		situationMask = 8
		CONSTRAINT
		{
			type = ATMOSPHERE
			value = True
		}
		CONSTRAINT
		{
			type = SPEEDENV
			test = LT
			value = 200
			prestige = Trivial
		}
		CONSTRAINT
		{
			type = SPEEDENV
			test = GT
			value = 100
			prestige = Trivial
		}
		CONSTRAINT
		{
			type = SPEEDENV
			test = LT
			value = 100
			prestige = Significant
		}
		CONSTRAINT
		{
			type = SPEEDENV
			test = GT
			value = 50
			prestige = Significant
		}
		CONSTRAINT
		{
			type = SPEEDENV
			test = LT
			value = 50
			prestige = Exceptional
		}
		CONSTRAINT
		{
			type = SPEEDENV
			test = GT
			value = 20
			prestige = Exceptional
		}
		CONSTRAINT
		{
			type = DENSITY
			test = GT
			value = 0.2
			prestige = Trivial
		}
		CONSTRAINT
		{
			type = DENSITY
			test = GT
			value = 0.1
			prestige = Significant
		}
		CONSTRAINT
		{
			type = DENSITY
			test = GT
			value = 0.02
			prestige = Exceptional
		}
		CONSTRAINT
		{
			type = ALTITUDE
			test = GT
			value = 1000
		}
		CONSTRAINT
		{
			type = ALTITUDEENV
			test = GT
			value = 4000
			prestige = Trivial
		}
		CONSTRAINT
		{
			type = ALTITUDEENV
			test = LT
			value = 8000
			prestige = Trivial
		}
		CONSTRAINT
		{
			type = ALTITUDEENV
			test = GT
			value = 2000
			prestige = Significant
		}
		CONSTRAINT
		{
			type = ALTITUDEENV
			test = LT
			value = 4000
			prestige = Significant
		}
		CONSTRAINT
		{
			type = ALTITUDEENV
			test = GT
			value = 1000
			prestige = Exceptional
		}
		CONSTRAINT
		{
			type = ALTITUDEENV
			test = LT
			value = 2000
			prestige = Exceptional
		}
		CONSTRAINT
		{
			type = SPEED
			test = LT
			value = 300
			body = _Home
		}
		CONSTRAINT
		{
			type = SPEED
			test = LT
			value = 1000
			body = _NotHome
		}
		CONSTRAINT
		{
			type = REPEATABILITY
			value = ALWAYS
			prestige = Trivial
		}
		CONSTRAINT
		{
			type = REPEATABILITY
			value = BODYANDSITUATION
			prestige = Significant
		}
		CONSTRAINT
		{
			type = REPEATABILITY
			value = ONCEPERPART
			prestige = Exceptional
		}
	}
	MODULE
	{
		name = ModuleDragModifier
		dragCubeName = SEMIDEPLOYED
		dragModifier = 2
	}
	MODULE
	{
		name = ModuleDragModifier
		dragCubeName = DEPLOYED
		dragModifier = 58
	}
}

 

 

  I have a problem in that they are not getting drag cubes generated in the PartDatabase.cfg, instead I see the following:

PART
{
	url = ModularSegmentedSRBs/Parts/ModularSRB/0625/Nosecone_0625/MSSRB_Nosecone_0625
	DRAG_CUBE
	{
		procedural = True
	}
}

I know that I can embed drag cubes directly in the part file, but am puzzled as to why this is happening.

Could it be because of the partvariant?  When I deleted the Module ModulePartVariants, it did create it properly. 

Wondering if this is intentional or a possible bug

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8 hours ago, zer0Kerbal said:

so other parachutes (stock) demonstrate this behaviour?

Stock works.  For anyone who has this issue, here are a set of steps to follow to work around it:

 

  • Temporarily remove the PartVariant module
  • Delete the PartDatabase.cfg
  • Load the game to the MainMenu and exit
  • Restore the PartVariant to your part cfg file
  • Open the PartDatabase.cfg file
  • Find the part you are looking for (the "url" will be the complete path below the GameData)
  • Copy the DRAG_CUBE section which was generated by your part
  • Paste it in at the end of the file, before the closing brace
  • If you have ModuleDragModifier modules, either delete them or comment them out.

 

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  • 5 weeks later...
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